how games animate almost everything
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- Опубліковано 28 сер 2022
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"... And came across this really beautiful waterfall..."
*Looking at a sh*tty png rolling down a wall*
Almost every day i am reminded that the average consumer will praise anything if you put a few crappy effects onto it...
Genshin be looking like a ps2 game in a lot of areas, but all the mindless consumer can think is usually nothing beyond "It HaS pRetTy GrAsS, aNd SParKlEss!!!11!1" (same as every other game nowadays)
I shudder to imagine what this guys other video, titled "Why genshin is an artistic and technical masterpiece", i see in the recommendations to the right will be like...
I don't think i could handle that level of bullsh*t...
Praising a game like genshin, with the graphical and technical prowess of a potato, is borderline insanity...
And i'm saying this as someone who loves simple graphics. The more you can achieve with less effort, the better. I *hate* glorification of sub-par quality though, especially when those games (or any product) set standards for years to come...
(And i'm not talking about the gacha at all)
And before someone calls me a hater because they can't accept that not everyone agrees with them: This was a random recommendation and i gave it a chance, simple as that. I'm just using the comments to, you know, comment on the content i just watched... The reason the comments exist...
Mindless defenders sure like to forget that, so i'll try calling it out in advance this time.
the chad mindless consumer vs the virgin angry hipster
I hate game tests and game ratings because they cut games to parts "graphics, sound design, gameplay... etc". a game is a whole and it should be judged on the experience it gives you, nothing more. Undertale looks like crap but that's what made it the way it is. Genshin has nothing of a prowess graphically, though for a mobile a game it's better than most of it's competitors.
Sure you're stating some facts. however I feel your comment exist just to share your "hate" towards a specific game. in this case you should rather keep it to yourself; you said nothing constructive nor interesting. peace.
Touch grass lmao
yeah it's a scrolling texture, that's the point of the video
Imagine getting mad that the average mindless consumer consume content.
One of the most important things I've ever learned in animation is K.I.S.S. aka "Keep It Simple, Stupid"
The best way of doing anything with any level of complexity is to break it down into small, simple parts that are easy to understand and implement. It's much simpler to animate 2 scrolling textures with tweens instead of making a complex fire animation frame-by-frame. This mentality needs to be fully embodied in every aspect of your project in order for you to get anything done efficiently and effectively.
Same goes for character animation. We don't animate a full detailed pose 24 times a second frame by frame, that'd be dumb and complicated. Too many factors to consider at once, it'd be nearly impossible to get everything right on the first go. Instead, we get the most basic poses across to make sure the poses work in the first place (we're talking usually less than 10 frames total), then slowly but surely flesh out the poses limb by limb one at a time, add in details and animate them one by one, until EVENTUALLY we get a fully completed animation. It might sound like it takes a long time, but this is actually much faster than the alternative.
KISS Keep It Simple Stupid Emil Pagliarulo while making Fallout 4 boring storytelling LMAO
i can only agree .. people waste so much time doing simulations when u can just "fake" it with stock footage or texture animation. Ofc sometimes there is no way around this.
Perhaps still tedious, but decidedly more efficient in the tedium then.
Idle rarity 0
Idle 2 rarity 1
Idle 3 rarity 2 and so on
Ah yes, keying.
"Favorite Gambling Game" 🤣🤣🤣
Same tho
He's right.
Yep, it's true
Which one?
@@zixuanyu868 what else 💀
i remember doing that animation in blender, to do river/waterfall part you need to use Voronoi texture, then add some magic with ramps etc, and animate by moving texture's location by using mapping note. To animate splashes of the waterfall you can use the same voronoi texture, but add some distortion to it and use half of the sphere, so it would be visible
Edit: remembered that it was from tutorial i saw by Kristof Dedene
Or.... just simulate it wtf. You're putting so much work on your plate for nothing
@@Mrsmifff Simulation requires resources. This is a form of optimisation for things that generally dont need to be simulated. Doesnt mean it doesnt have it uses, but if your game isnt about fighting on the high seas or need waterfall physics for some gameplay purpose, no need to waste resources on simulating it. Also doesnt take long at all, when you know what youre doing, like 10 mins tops. Also reduces(not removes, just reduces) the chances of bugs which is a bigger issue when you simulate stuff.
@@Synkhan I'm not a blender user I'm a maya user so I can't really speak on computing time and stuff but with maya it's as simple as pressing 3 buttons (I wish i was joking) and than caching your simulation.
But yeah what you're saying makes sense if you're just doing a small waterfall or something. Still seems tedious to me though
@@Mrsmifff the challenge is not creating the content in Maya, blender, or 3dmax. The issue comes in when you start porting those assets to game engines. For example, while he was calling them texture scrolls, they are more correctly shader calls that then scroll the textures in engine (i hope I am explaining this properly). I agree with your statement, but when brought into a game engine, being able to place a shader call on your model without it being an actual asset does save a lot of time, especially when the same method can be applied to various objects regardless of difference in scale and the like. Meaning you get to reuse the same "assets" which reduces in engine call memory calls.
@@Synkhan that's actually kind of brilliant I didn't think of that, that makes a lot of sense. I do feature animation so when it comes to generalist stuff or Sim stuff etc I'm still fairly new with it all.
I don't touch unreal because it's like Zbrush to me..... created by aliens lol its on my list of stuff to learn though
FX in video game are very interesting and simple but also looks so amazing, Thanks for this cool video
Its a simple spell but quite unbreakable ;)
@@DoctorSoulis Yes
@@DoctorSoulis I understood that reference
So much info in such a short format! Brilliant!
My thoughts exactly!
I'm so glad I found this channel!
And yeah, it's true... I mean, in my experience as a game developer, I've never heard of UV panning(probably because the term varies across game engines), but the general idea is in fact 100% accurate.
In unity, we use shader graph to create a shader which accepts a texture(usually a tiled grayscale texture), then we constantly increase/decrease the offset of the texture's UV over time on the x and/or y axis(UV) to create the scrolling texture effect, then multiplied by HDR color. We add the material from that shader to a 3D plane or low poly mesh and voila! Clouds!!
There are some neat tricks pulled in the alpha channel for transparency and in the normal tangent to create realism, but yeah, that's how it is done.
Constantly increase or decrease the texture on the U or V axis?
...so you're panning over it? That's where the term comes from. Same as camera panning
Even Though I mostly know how these mechanics works, but it is always delightful switching to your channel
Your channel is amazing. Every time I come here I learn something new and interesting. Honestly the quality of your content is unmatched 😳🤯
I just upped my Dev skills by sooooo much in this short amount of time. Exquisite!!! Thank you!!
I love your videos from the perspective of a consumer. Just helps me to appreciate gaming as an art form all the more, knowing all that goes into their creation.
Studying game art at uni, this is the bread and butter for a big part of FX and procedural texturing - basically a summary of what we were taught. Really love seeing these things in action. I'm gonna be deep diving into it for my next specialism module with dynamic flow maps and lots of other procedural stuff!
You should make a video on that when you do!
this is a strangely cool and really interesting tidbit of knowledge i would never really need to know but still happy that i did, thank OP!
I'm just getting myself set on a path of learning realtime vfx and this video pops up. Great timing :D
I'm so glad I found this channel
I love video games and I've recently started again making projects with Blender
Until last month I had no finished a project I've made myself (not counting tutorial, I finished Blender Guru's donut tutorial 11 months ago)
I'm just so fascinated to see what video games do and how to do it and it gives me inspiration for my own work
Fantastic tutorial, keep up the great videos!
Very good examples to show how its done! Thanks
Yes, I always appreciate the simple solutions. Besides, volumetrics can be a pain to get right where scrolling textures is fast, tried and true.
Wind Waker and Mario Galaxy have some beautiful texture work. There are some good UA-cam videos on the topic.
So informative, thanks a lot!
This is great answer to the puzzle
Scrolling textures rock!
It's great seeing more insight into this sort of thing.
Square's artists were gods with this sort of thing in FF games back then.
Super cool tip! Thanks for sharing!
Nice job man, seems like soft soft has gotten a lot more complex since the fruity loops days that I rember. Very helpful, thank you.
Awesome video, incredibly informative
Thank youuu so much!!!
i feel there is far more to this than just scrolling textures, textures can literally be animated itself
Another very cool approach that I use a lot is to manipulate the UV coordinates for a texture (which are basically just a red and green texture) with another texture. For example you can "distort" an image texture by multiplying the UV map used for it with a noise texture to get an water-like effect. This is also a much better way to create a fire shader. Create a ramp (white-yellow-orange-red..) and distort it by multiplying its coordinates with a stretched. noise texture - done. Beautiful fire.
Incredibly informational and enlightening video. Love the format. Hope to see more.
Damn dude your channel is awesome!
The quality of the Content is Just becoming Superior 💪👏🏼💯💯
that Vegeta scream caught off guard lmao
Pretty cool video!! Thanks man!
Nice and to the point. Perfect.
Thanks, now I'm feeling more sophisticated than before
Great video, thank you!
New subscriber earned ! Really like this video
You can also animate vertices using a scrolling texture with vector displacement for more complex, non bone animation.
here's 20% off my stylized environment course because its my company and I said so: bit.ly/3w6r4DJ
Very interesting, thanks!
Luv ur content
Cool, always wondered how that worked so optimally
Nice breakdown
I would really love to learn to do this, especially for water, as that seems to be a very tough one to crack.
Specially with having to make it all from scratch. (seeing as i want to be able to sell the enviroments)
Really interesting insight man, always catch myself stopping to stare on genshin at some of their environment effects
"Wait it's all just textures?"
"Always has been."
Great video!
That Kazuha swirl-cide is hilarious
I honestly would love to see how games make rain. Is it 2d giving off the illusion? Some games have crazy rain physics. I would love to know how it's done
I love your channel and this video was great! Why do your ending end? Why not point us to other content on the channel or even other works on social media at the very end?
excellent video!
Fav gambling game, You sounded like deadpool.😭🤣
When a couple of scrolling textures looks way better than simulated goop water
Never tough that uv pannin and multiply blend mode could be use for smoke
Usually I create a flipbook texture for thoses effects
I like these types of videos :)
great video!
Nice tutorial Michael,
now i am in a good mood
2 scrolling textures linked together ... then i hear the kirby power mixing sounds 👀👂
You haven't reached the new region?? That place is a master piece you'll be staring at different scenes for a long time.
Looking at that traveller makes a Tenno ask themself: well, should they teach him their movements?
Allow me to bring back an old meme.
"It's all textures?"
"Always has been."
_Cue music_
Does the horizon blackhole from apex legends follow the same principle? Because theres always a distortion fo some kind around the abilit. Just curious.
Geshing impact is very up to my ears
Thank you for calling it a gambling game; very important detail many people fail to mention when talking about such predatory games.
Thanksss very nice
warframe has really interesting inside work on things, many people know that even slow pc's can feel like medium pc's playing in warframe, I wonder how they make thir stuff load so quickly , I'm sure some of it is from this texture vid, just curious for the rest cuz they really do have some detailed maps which take same time to load in as the other ones...
If you download different models of the characters, you can see that warframe has optimised their meshes a lot. Most of the geometry is pretty basic, with textures doing literally all the heavy lifting in terms of details and looks
@@shivanshlolayekar9668 yea they do a pretty well job optimising ^^
You can see this in minecraft pretty well when looking at lava in the pause the texture is still scrolling.
In the GMS switch the “Program” to Analog app 1 TE
i have been trying to find an alternative to unity's VFX graph, so if i ever switch engines all i learned about VFX would not go to waste... thanks for pointing me in the right direction
It's a bit funny whenever I play games, whenever I'm going to step on anything I'm always like "wait, is this a solid object or just a 2d texture"
god damn kakarot looks so good
Useful
Dont forget flipbook animations! Used for things like explosions
I appreciate showing some of the techniques but I do wish I had more resources on the subject to delve into. Just panning two textures in opposite directions isn't necessarily going to achieve all these effects, it's just one part of a greater whole. I'd love to learn how to make two panning textures *look* good. Those lighting marks on the waterfall, for instance (the foam and highlights) are a bit more complex than just a panning texture.
You can do more with textures than just change the color of the object. One way to achieve realistic reflection highlights is by actually making them, but cheating a little in setting them up.
Those kinds of highlights can often be created using the lighting formula, specifically the specular component of it. How you make the specular highlight bend and twist is by applying the texture to the input parameters of the lighting formula. One example use case would be using it for a height map and deriving a normal map from that.
There are other methods you can use to achieve a highlight effect, but this method scales really well with any scenario you can throw at it. You can change the lighting or even shapes of the geometry and this technique will adapt to it.
Flow maps are another interesting use case where you apply the texture to the texture coordinates of another texture instead. This will allow you to remove the limitation of linear movement and make the texture movement bend and curve.
Long story short: the render pipeline has a lot of inputs. You aren't limited to just messing with the surface color, you can play around with other components as well.
@@mettaursp309 Thanks! That gives me some terms to look up and study. It's hard to search for different ways of doing things when you don't know what to even search for.
Warzone just did this with the lava coming out of the walls in the new Gulag
I still have yet to work out monster hunter worlds water, particularly in the seliana gathering hub
Animator uses maya: I need to figure out all these blend shapes for this water fall!
Discovers this video: his power level is over 9000!
I havent heard of scrolling textures. I think the word you are looking for is shaders which is basically code controlled textures that are animated according to a rule. They could have a static behaviour like a water shader that simply applies a flow effect or they could behave dynamically in ways such as footprints in sand where code is able to pick up mesh collisions apon the ground to generate footprint textures as each step is taken. Shaders have so many graphical uses that its hard to really categorize their purposes but for the most part its to create an effect that a regular texture cannot. also its important to realize that textures themselves can serve a different purpose to shaders and can even have bot applied to a game object. For instance my footprint shader example will require a ground texture like sand or dirt. the shader will be applied over the texture but nothing will happen until you walk over that texture. then the shader will make footprints while the texture stays the same. And thats only the start of it because you also get shaders that can change the shape of an object. often used to simulate ocean waves for instance.
Best way to end a video hands down lol
I’m an ex-gamer but started doing vfx for short videos. This video gave me so many ideas!!!!!! Thanks for this.
why call yourself an ex gamer? im curious 😮
Does soft soft co with the samples? And are these copyright free?
Any idea how they made the moss in Sumeru ? It looks like they overlaid small textures on top of each other to create fake geometry but i might be wrong. It gives an interesting look though. Wonder how much performance it costs
What moss ? The one on the roots ?
@@Caporal_Croaporal Yes
Vegeta's technique!
Just curious, what materials/books/docs can I use to learn how all of that is made in games (or in computer graphics in general)?
You are sitting on a fantastic source right here. UA-cam is littered with tutorials to so many things considering this, you only need to type in your keywords. You can try out words like
VFX with textures
scrolling textures
texture effects
@@marcfuchs6938 thanks for your advice, but I'm, honestly, more used to reading, so just was interested in which sources people could recommend
Everyone who's been a gamer since before the PS1: "you don't say"
gosh ive been searching SO LONG for that Diablo GDC can somebode please link it to me please!!
Added the link to the description!
"my favorite gambling (video) game" mine too but so pretty
How do we scroll textures in Unreal Engine?
Speaking of favorite gambling game, how is the water effect on Tartaglia’s skill/scarf/etc done? I remember the hoyo devs mentioning they had issues with him at first and I’m curious abt it
What software genshin was made from??? and how do you think they created the beautiful cutscenes there?
It's actually a Unity game.
When I created flowing water in Unreal 1 a long time ago it always looked like poop, but pretty fascinating for that time period. 😅
Dude i wanna make a game but my pc is potato my specs are gt 610 2gb
4gb ram, intel core 2 duo so can i use unreal engine 3 instead 4?
Hey could you make a video on super Mario Odyssey graphics tutorial
You can see the evolution of these techniques if you look at the evolution of fire effect in 3D games.
damn good video
Second. Am watching this later since I stayed up all night long and now it’s 7am
Are these same as shader graphs?
can you make a video on sumeru in genshin
this video:
my mind: LAYERS AND TEXTURES GOT IT