3D pixel art filter for my indie game about dinos digging up dinos
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- Опубліковано 18 вер 2024
- Wishlist on steam here: store.steampow...
Here's how to get that 'A Short Hike' 3D pixel art look -- this is from GOODLANDS, my upcoming indie game where you play as a paleontologist prospecting for fossils in environments inspired by the Montana badlands. Explore a tightly curated open world while interacting with cute dinosaur townsfolk in this chill, wholesome puzzle-platformer. Thanks for watching this short tutorial/dev log!
Music by Crystal Wave Machine:
/ crystalwavemachine
Ned Makes Games Channel:
/ nedmakesgames
hi -- thanks for watching! I hope you enjoyed the video :) wishlist link is in the description!
music was made by Crystal Wave Machine -- go check out his stuff!
ua-cam.com/users/CrystalWaveMachine
So glad to be a part of this! I love this style so much and I always wondered how it was achieved, even though I know nothing about game dev. Thanks for teaching me!
no worries bro :) glad it was informative!
Been wanting to make a game with this visual style for a while, this helped me a lot, and Ill be on your game as soon as it releases, it looks amazing!
Thanks! And I’m glad I could help you out :)
So happy that someone makes a game like a short hike with its own spun on it.
really cute! i love the aesthetic!
thank you! I'm glad you dig it :)
woow this looks soooo good! for sure this goes to my wish list! congrats!
looks cute, love the pixel look :D
Love the art. Can’t wait until the game is released!
Thank you! I saw A Short Hike as well and the graphics took me back to the Nintendo DS era and suckerpunched my emotions right in the nostalgia bone. I agree with another commenter who said this is the game the 10-year-old me would have been obsessed with. It looks fantastic! Keep up the great work!
thank you so much for the great comment!
@@thegeolojosh of course! I'm not a game developer, but I am a musician and artist and I want to incorporate some visuals like this for my live shows at some point. I'm trying to learn blender
Love the look and feel already! I added it to my wishlist, best of luck in the development process!
much appreciated!
Holy sh- thats nice! keep up the work!
thanks so much :)
Can't wait for it to release! =)
You're doing great job man 👍👍👍! Keep it up you earned a subscriber😉!
thanks!!
Wow I love the style!! Would love more videos on how you develop characters/assets!
Thanks! I actually have a video in the works with that kinda content. Should be out soon, I’ve just been super busy lately :)
Looks interesting. Hope it goes well. Share more videos of the project, it will help to reach audience
thanks for your comment! I’ll definitely continue posting about the project :) and a proper trailer will be coming soon
i love thiiiis !!!
thanks! I’m glad you dig it :)
what a great aesthetic.
Thanks!
Can you read me a bedtime story?
ua-cam.com/video/91wX0NRjJqg/v-deo.htmlsi=C_McU8aZEz57kNR7
Once upon a time, the end.
I love small open world, hope to play this game soon.
you'll be able to soon!!
I’ve never wishlisted something faster
target audience: reached :)
I wish I could find a tutorial like this for unreal engine, yours looks much cleaner than any ue4 tutorials I've found
Thanks! And I'm sorry that you haven't had luck with ue4 tutorials. I have no experience with that particular engine so I don't think I'll be of much help.
Still, I imagine the same principles would hold for both unity and ue4 -- for ue4 you need to add a low resolution render target (I think that is the name the engine uses) to the camera, and also use some sort of toon shader. I don't know how difficult shaders are in ue4, so you could either make your own or buy one (idk how expensive they are...)
Maybe you can find better tutorials for those two individual things, and combine them :)
Wishing you the best of luck!
@@thegeolojosh thanks for the reply, hopefully I can figure it out. If not itstuneto learn unity 🤣
So cute!! Thank you for the video, your game looks so cute and I’ve subscribed to your channel :)
Thanks so much for the support!
@@thegeolojosh no problemo :)! Your game looks so nice btw!
In regards to the rendering, do you know what I should do if instead of ‘depth buffer’, ‘depth stencil format’ appears?
coloquei na lista de desejos vou continuar acompanhando, parece um jogo muito bom! e obrigado pela recomendação do vídeo.
obrigado pelas palavras gentis! o jogo vai ter um versão em português -- espero que você goste!
Cozy feeling
awesome
thanks :)
I recommend using cell shading to really give it that short hike look
I replied to your comment on the other video, but this is cell shading. It just uses less shades of light to dark than a short hike.
Looks lovely! I have a distant dream about making a Unity game in this style. I have a programming background / Blender but have made 0 games. For a beginner, would it be hard to make a game like A Short Hike? I have some similar ideas I want to try out and I'm worried about the technical side of things as I suck at linear algebra / complicated math's which I know are used frequently in game dev. Cheers mate, game is looking stunning! Would absolutely love a tutorial on how you made this in more detail, could even pay for it.
Hey! Thanks for your interest! This is a project I've been working on part-time (along with university) for 4 months. I have programming experience, but this was also my first game (no blender exp. tho) -- so it sounds like we're in the same boat to a degree. Unity is honestly quite easy to use. It works on a component system, where you write scripts in C# that perform particular actions, and attach those scripts to objects in the game world. I had no experience with C# before this but found it to be pretty intuitive based on my knowledge of python and lua. As for the math side, I haven't really encountered much in the way of complicated math. You do have to deal with vectors and quaternions (rotations), but it's really not that bad -- might just take some messing around/trial and error. I guess it depends on what you mean by hard -- it is absolutely doable to create a game like A Short Hike from a beginner state. Honestly, I think you'll be amazed by how quickly such a project escalates your skill level! But, it'll take a while and there'll be some challenges along the way. My advice for you is to just dive in and start building it! That's what I did, and I think if you take it in small chunks (first you put in a sphere and write a movement script for it, then put in a character model and animate it...) the task of making an entire game will feel less daunting.
I don't really have the time to make tutorials at the moment -- although I'd eventually like to! And I'm very flattered you'd be willing to pay, but there's really no need. You can find my email on my channel page on the "about" tab -- hit me up and I can answer any questions you have about game dev!
@@thegeolojosh Wow, thanks for the thought out answer man, I really appreciate it! :) Really nice of you. That is definitelly encouraging! I'm working on a website project atm to refresh my coding skills a bit as I'm working professionally as a designer currently. Gaming has always had a special place in my heart and these cozy games just seems to fun to make, and to call it your own and have your own little dedicated community just sounds like a dream to me. I'd love to keep in touch if I choose to give it a try hah, you never know :))
Edit: I just tried your demo!! Looks stunning, though the controls (mouse) imho need some adjustment. Idk, all this just made me so motivated to try game dev out haha. Do you have any good videos / playlist you used? I'd appreciate it A LOT. I don't really know where to start this low poly project. I'd love to have the same pixelated style / ACNH style as you. I've had that in mind since I played A Short Hike. Cheers mate.
@@LM43243 Sorry for getting back to you so late -- things have been a bit hectic on my end! It is a really cool feeling seeing the slow build up on interest around the game, and the idea of having a community built around something I've created is intoxicating, really. Thanks for checking out the demo! I'm glad you liked the look of it, and I'm working hard on tweaking the controls and ironing out the bugs. In terms of videos, I'd highly recommend Brackeys for great Unity tutorials. I'd also recommend that you find a tutorial that just goes over the basics of how Unity works -- the layout, the way components/scripts/game objects work, and then make a little project where you control a ball that rolls around and can jump. That's how I started, and I was able to progress pretty rapidly from there. But I'd recommend actually trying things out as soon as possible in the game engine. You also gotta learn blender (modeling and animating) if you wanna do a 3D game -- that might be the trickiest or easiest part depending on your strengths. In terms of style, the pixel art render is relatively simple to implement -- the building blocks stated in my video. In terms of a more general question of atmosphere, I think the big thing is making everything cute and/or funny. I'll likely make a video in the future about how I made the animal crossing-style dialogue sounds, too, if that interests you! It sounds like a lot right now, I'm sure, but it really is just a matter of baby steps! Check out a general "how to use unity" tutorial, make a ball roll around, and then move from there! You can worry about blender/3D modeling/animations once you've got some gameplay with blocks, and then you can worry about colors and shaders, and then you can worry about SFX and music, and dialogue -- etc., etc.
I'd also recommend that whatever project you work on, you keep it a manageable size. People love tiny indie games! It doesn't have to be something huge :)
And seriously don't hesitate to reach out to me over email if you end up pursuing indie dev! I'd love to be able to help you with problems as they arise -- thanks so much for checking out my demo, I really appreciate it.
-josh
@@thegeolojosh WOW, thanks once again for the detailed answer Josh! I already have some Blender knowledge, here's some renders I've done if you're curious: instagram.com/orahdesign/ :) But the style isn't exactly low poly hah! I'll read this through again tommorow when I get some time to let it sink in, but the ball example sounds like a great start, and thanks for the tutorials! I'd love some tutorials and I'm sure other people would as well, AC dialogues would be awesome. I'll let you know when / if I get time to dive into Unity. Excited!
@@LM43243 Those renders are insane! Lucky for you, low poly is A LOT easier than that... haha! And great, sounds like a plan :)
This is what I'm looking for!!!🤯🤯
Can you do a tutorial on how a 3D object from blender become pixilated in unity :
It's like having miopia.
Disappointed that the Dinos digging up Dinos are basically animal crossing characters! Would be cool if there is an option to use relelistic Dinos instead!
I think it might be hard for them to hold the tools!
Ahh yes, the algorithm
Not to say it doesn't work, just in mysterious ways
Wishlisted :)
@@fishy3797 thanks for the support :)
👏👏👏👏👏
wow I'm was really inspired by just this video alone. I always had a concept and a dream of making a 3d pixel game. Which application is the best for making these such games?
sorry for getting back to you so late! I'm super glad you enjoyed the vid, and I'd really encourage you to try making a game -- it's very rewarding! the game engine I'm making this in is Unity, which has tons of tutorials online, and can build to multiple different platforms. for 3D modeling, I use blender -- it's free and works great! good luck!
Que bonito
Is the toon shader a post process? Like on the whole game, or is it a material on each asset?
it's a material that I put on each asset! please let me know if you have any other questions
@@thegeolojosh Are the materials just straight up completely plain and flat, or is the toon shading applied on top of non toon shaded materials?
Is there a way to do this for just the characters, I want a voxel aesthetic for the world but for the character to be pixelated, is that possible?
my apologies for not responding to this earlier! it would definitely be more complicated to apply a pixelated look to only select objects and not to others, but there is someone who has made videos about this very topic! you should check out these vids by Madalaski:
basic tutorial: ua-cam.com/video/6Pg0kDw1aqc/v-deo.html
intermediate tutorial: ua-cam.com/video/dpNhymnBDQw/v-deo.html
advanced tutorial: ua-cam.com/video/Z8xB7i3W4CE/v-deo.html
I hope this ends up being helpful for you! good luck :)
@@thegeolojosh Thank you so much, I can't wait til your game comes out c:
Will there be a mobile port? I'm just asking. Thank you if you respond!
Im wondering if this could be achieved for specific models and not everything on screen
There’s actually a tutorial in unity on this very subject on another channel! I forget the name, but they’re able to pixelate specific objects. Makes for a cool look :)
The channel is Madalaski, and the guy has 3 tutorials of escalating difficulty.
algorithim comment
wow this looks so good tried it by myself but i cant get this "crispy" look. its always like with antialiasing... pls help if somebody knows how to do it
thanks! with the render texture, have you selected "none" for anti-aliasing and "point" for filter mode? other than that, are you using toon shading? the flat colors are pretty necessary in getting that clean look. let me know if these solutions don't work!
@@thegeolojosh ty for responding, actually i fixed it by watching another tutorial. it was msaa. it made like transparent pixels at the corners. turned it of and all worked. btw when is the launch of the game? saw it the first time and instantly want to play it xD
@@user-ly7vp5ng2z oh great! I'm glad you found a solution to your problem :) the game is coming out this year. I'm currently working on a demo that should release in the next couple weeks. thanks for your interest in the project!
@@thegeolojosh cool id love to see the demo!
for what using pixel shader for all screen if u can clamp render resolution to 320x240 ?
I think use pixel shader for all screen its useless use of energy
The shader is just to make the materials on all the objects react to light in a flat, consistent way. Then I clamp the render resolution.
Is this possible in UE5?
I am incredibly dissapointed in Epic Games since I really wanted a good combination of smooth 3D, high quality tools and good shaders but it seems like especially in shaders this engine is sucking.
If anybody knows something about this matter feel free to comment here, thanks a lot in advance!
Hi! I imagine the same principles would hold for both unity and UE5 - for UE5 you need to add a low resolution "render target" (I think that is the name the engine uses) to the camera, and also use some sort of toon shader. I don't know how difficult shaders are in UE5, so you could either make your own from a tutorial or buy one (depending on how expensive they are...)
Maybe you can find better tutorials for those two individual things, and combine them! I hope that helps a bit :)
@@thegeolojosh That really helps a lot, yes!
Thank you!
Do you have any resources on how to do this in UE4?
I don’t unfortunately. I haven’t worked w UE4. However, the principles I talked about here should stand. Follow a tutorial to make the shader or get an asset online. Then apply a render target (I think that’s what they’re called in UE4). You’re gonna have to do the nitty gritty details on your own, but I think the principle should hold for both engines :)
you sound like Miziziziz
that’s so funny 😂
where you put the render texture?
make a canvas => add a raw image component to it => put the render texture in the 'Texture' box on the raw image component => also put it in the 'Output Texture' field on your camera -- let me know if you have any further questions!
@@thegeolojosh omg thanks, your game is too beautiful
@@Firegon_ no worries :) and thank you!
is your camera using orthographic projection?
Perspective!
Do you know if theres a way to apply a filter like this in real time for something like Streaming?
how might one achieve this?
How could I do this in blender?
Did you find a solution that the game stops flickering so much in 3rd person?
Its not possible with a perspective camera, only orthographic. It helps to have a small fov if youre gonna use perspective anyway, thats what I am doing personally
Does this process makes the game lighter?
Availible on switch?
not when I release it early next year, but I’m going to work on porting it! so hopefully in the future :)
Comment for Algorithm
thank you!
@@thegeolojosh No Problem my man, hope you keep the neat low poly pixilated artstyle in Future Projects
Wath engine?
Unity!
i think you forgot to publish it