In the end I decided to share project file (UE version is 5.1 !) with the camera and post process materials, as creating a video on how to make it will take more than 40 minutes and it's not my typical format for videos. I hope it will be useful for you: drive.google.com/drive/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc And if you would like to support me and my channel, please consider using "Thanks" button on my videos! Cheers!
@@postprocessed I am using 5.1 do you mind telling me how I could make the two vectors? I am a bit confused as I don't think it migrated properly. Thank you very much for responding though. I subbed and keep up the good work!
I think they used a custom noise (perlin noise or alike) for the overall jitter. Also notice that they mimic "camera jumps" that happen in sync with footsteps, giving it a feel that the camera shakes due to vibrations from the body and clothes its attached to. This could be achieved by using the timings based on the same calculations used to play the sound steps. I.e. a continuous increment of number based on velocity, direction etc.
Yeah I made it shake based on random floats depending on character velocity, but syncing it with footstep is a really good direction, yet too hard for me.
Very close. The overcast and lumen sells it the most. Noise and twitter compression and you have your own body cam shooter. I think once npcs are in and people actually play it on their own machine, it will look like a game again lol, considering 80% of hardware will likely not support Lumen in first place
Luckily lumen is purely in software and doesn't rely on specialized RT cores. Most people should be able to run some level of Lumen but I would personally use RT on higher end machines as the reflections and lighting are superior.
man! great video, now i'm working on post-processing setup to replicate Alberto Mielgos camera effects in Witness and Jibaro, it has some similarities, and another point that sells the illusion is an imitation of cheap camera with low dynamic range, blown out whites, slow auto-exposure and auto focus makes huge difference. also i need to mention that real fisheye camera effect not achievable with just post-processing, there are technique with 5 cameras with render targets projected to sphere from the inside.
Subscribed hoping to see a lot more of your vídeos and realised you’re just starting. Keep the amazing content! Could You make a vídeo focused on the postprocess volume? Love the way You explain things 🤟🏼
I Will like that the player walks faster. Add a little delay to the arms following the camera looks around. The arms movement when walking animation looks repetitive try to add random between 2 anims.
Very very cool and interesting!! 🤔, got my sub last video 😉, this is very cool insight for a layman like myself great work looking forward to what you do next 🤙
Not sure if you have already done this but I would love to see a breakdown on how you did the vignette effect and how to actually code it, I really want to add this type of effect on my game but have no idea how to even start.
Hey, thank you for all your contribution! What do you think about some others post-process materials that could be used too (like mp4 compression or film grain)?
Thanks! Well I wanted to learn deeper some post processing materials, but it's really complicated stuff. Like simulation of scan lines, mp4 compression, or MPEG damage that would be cool to do.
Perhaps it would look more realistic to have the mouse move the weapon. And then a have the weapon or arms align the gun with the camera for aiming down the iron sights after like 0,6 seconds like it is stabalizing. But if you right click the mouse for "ADS" it would focus quicker to iron sight align, but still rotate the wrist/hand piviot just a bit before aligning again. Without "AIMING" the arms ang gun could move more without the iron sight aligning with the camera view, but as soon as you "Aim" it will try to align better so you can aim with the iron sight (ADS)
Hey quick question. I recreated the post process material, however my view is now super low res-ish? like i guess its because of the ScreenPosition node? Any ideas how to fix this?
Hmmm… not sure. Could be screen position node, I didn’t have a look into this project for a long time. Could be that something changed in newer versions of Unreal. Maybe there are some other fisheye effect tutorials on UA-cam. I am sorry to disappoint you, but currently I don’t have ideas :(
Obviously I haven't played the actual game, but I downloaded this project and it doesn't really replicate the feel. Particularly when you stop. The camera does this slow settling bob every time you move and stop that feels really unnatural.
you can try switching UE version. It may work. Right click on project file - switch UE version. Pick 5.1. I don't guarantee it will work, but sometimes it does
Failed to load map! ../../../../../PROYECTORS_/Unrecord_Camera/Content/Maps/NewMap.umap is a UE map [File:v522|1,008], from an engine release newer than this [Cur:v522|1,004].
you can try switching UE version. It may work. Right click on project file - switch UE version. Pick 5.1. I don't guarantee it will work, but sometimes it does
@@phutureproof yeah… it is actually funny that the game is not even released yet… but it already created a case and being copied. Like body cam was already released and selling on steam… we live in time that copycats are released earlier than a trendsetter 😁
@@postprocessed I'm already over it and the guy with the idea didn't even get his game out, I'm not knocking you it's just a shame in general that the next wave of games will all look like this
As an Unreal Engine developer, I can say that although the animations are of excellent quality, what gives the demo the realism effect, it is mainly due to the lights. Specifically, in videos from Bodycam and other similar cameras, the auto exposure option is used, which overexposes highlights and underexposes shadows. This element is essential in the demo, combined with lens distortion and vignette effect. This can be clearly seen in their first prototype, where the animations, sounds and lights were substandard, but the use of the combination of lens distortion, vignette effect, overexposed lights and of underexposing the shadows gave an ultra-realistic result. I tried to reproduce this effect of overexposure / underexposure but impossible for me to achieve a result similar to that of the demo, I don't know how they did it but it's genius.
I tend to believe that they created custom exposure curve, as engine allows to do it. And this custom curve made clipping highlights and not clip shadows, what makes it so believable
@@postprocessed yes, it can be a possible. I believe that they use the HDRI backdrop of unreal engine, and increase the global illumination to a high level. So that makes the effect of overexposes highlights and underexposes shadows that mention @thequents63
These videos are great and you are awesome! Also, you should not make any exuses across the videos about your experience in different field. What you do here is awesome and really impressive! As for how the animations can me improved, I believe there should be much more shake while running, the character steps should be syncronized with the vignette and the weapons to share simultaneously. The main question from me is: if the weapons are not locked to the center while you move the camera, does it mean that the crosshair or the place where you shoot at is not always at the center of the screen and instead is dynamic and locked to the point where the gun is pointed at? Or is it just a visual thing - and you shoot exactly to the center of the frame? This could be a topic for another video! Keep 'em coming! Cheers!
Thanks for feedback! I think in unrecord the gun shoots where it's pointed, not the center of the screen (except maybe during the aim). In my case it was attached to center of the screen. Also thanks for pointing out that I excuse too much. Got some Canadian vibe there :D
Some stronger volumetric lights would greatly enhance the look, especially on the flashlight and outside ambient lights shining into the building. Maybe even a bit of subtle fog cards here and there.
However, fog is very much a cinematic trick, and very rarely appears in reality, unless there is something burning, an engine running or smoke from an explosive.
Looks like the camera shake also gets feedback from the foot steps. So everytime the players legs are taking a new step the camera is shaking just a bit aswell
This is very close..! nice work. We still dont know if the FP anims on the trailer are actually the player or just some keyframed anim stuff so this is very good result!
Make videos regarding your professional projects on automotive and car animations. I'd love to hear a lot more about projects you've done and behind the scenes on them too!
no, he said a bodycam tutorial, you know you commented first, don't comment fast, he said only the camera bodycam tutorial not the full tutorial. understand?
Great work! I too have been somewhat obsessed with figuring out how a lot of this was done. One thing I found that I believe gives a much more accurate fisheye effect is to use Panini Projection instead of a post process material.
yeah, panini projection also could be used for this, to keep vertical lines straight. But, we can see in trailer objects which are close to edges tend to bend a bit
I think my approach is a bit closer to the original - cause when you attach the cam to the head of an actual full-body character it feels more natural than just the camshake effect. The gun motion is quite nice though. I'll probably gonna have to dig through some mocap libs to get the proper animations for variety of guns. For a cheap solution i'd use some stuff like kinect or leapmotion to capture hands anims myself, although it would require some editing and it work for me cause i'm an animator. Using the hands IK would work well for some movement with guns, but the realistic reloads will be quite painful.
so it basically contains the first person character in files, copy that to content folder of the project. all post processing materials are assigned to camera which is inside the first person BP. You can apply those post process materials regardless of what character you are using, basically in camera go to "post processing materials" and assign these materials from downloaded files. Any camera or post processing volume will do
Yeah... It can be, but you need to search for animation packs for first person or third person, like where the person holds torchlight with one hand. Should be fine
You came to be my best animator he start new channel .. so for th qustion Plz statr make small list of animation tutorial like car anmition you made in first video 🌸
Great video! I'm quite sure the developers added some kind of noise in the arms movement (and in the camera), to give it some randomness and feel more reallistic (which was an argument that some developers used to say that it's fake). I argued a few times about this, and for me the secret is like you said: a combination of various techniques: a really good animation with various states for the same action, a variety in actions itself (reload, check ammo, weapon jammed) each one with at least one variation, the camera shake, the erratic movement in arms, the aim acting independently of head movment, the post processing filters (vignette, lens distortion, chromatic aberrations, and much more). All this combined give us this sense of realism, including the fact that the final result is actually flawed on purpouse to resemble a flawed bodycam. This project is going to be a game changer in many aspects (I hope), but still baffles me the amount of people that claims to be developers saying that these results are impossible to achieve.
Haven't looked into it myself. I saw some streams on Twitch, feels like it looks cool, but hard to play as game character body response feels like a rubber band and not following your reaction. I don't know if it is possible to make it comfortably playable and maintain that "bodycam" feeling. I believe there should be some compromise towards game experience and realism. Like some extractor shooters - Arena breakout and EFT. Looks cool tho... I think it is the most graphically realistic at the moment. And considering just two people made it. That's pretty solid
Hey there. Well done and thank you for sharing this. I've been looking for a Bodycam kit for my horror game. In the file you included, does it have any hand animations or do we need to combine this with the Lyra kit also? I'm looking to create the view from the game Deppart.
@postprocessed No worries. Cheers for the reply. So once I combine with Lyra and choose some realistic meshes for arms and weapon, then I may achieve something a little like Deppart or Unrecord etc?
You need to create material collection parameter for each player, so it won't work for everyone. Just rename parameter collection to P1, P2 and etc. Use it for each player separately
Well, you actually got wrong how the camera system in the game works. Your approach is similar but not exactly the same. The only the thing the player controls in Unrecord is where the gun aims. The camera itself is simply a reactive system that is trying to keep the guns line of sight on screen. I have a video on my channel explaining this in more detail.
Checked out your video, good job! Actually I am using kind of the same approach, but without camera "toggle switch" between gun and camera view, otherwise camera lag is making same feeling of controlling the gun only and camera follows it. So yeah adding the toggle between camera \ gun control will make closer.
You can download my project in the link by description. All post process materials are attached inside first person BP camera. Copy them to third person camera which is inside thirdperson bp
hey, man. I am not game developer I am doing only proof of concept and breakdowns, but you can download this project file, I left the link in pinned comment
Hi, Thank you for the informative video. If I want to add footsteps to this, how should I go about it? Is there a way to ensure that the timing of the camera shake and the footsteps don't go out of sync?
I think it is definitely possible syncing with animation timing. I yet didn't go in depth of it, but I am sure it is possible. For example read animation curves and apply camera rotation offset.
Porque eu tento trocar para terceira pessoa e a vinheta nao funciona? mesmo colocando tudo lá. Queria colocar em terceira pessoa pois tem um melhor metodo de primeira pessoa!
Id like if you are able to show the whole process in more depth. I felt at times it was jumping around and not actually seeing what was moved around and pressed. Keep up the good work!
In the end I decided to share project file (UE version is 5.1 !) with the camera and post process materials, as creating a video on how to make it will take more than 40 minutes and it's not my typical format for videos. I hope it will be useful for you: drive.google.com/drive/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc
And if you would like to support me and my channel, please consider using "Thanks" button on my videos! Cheers!
What did you use for the collection parameters as it is giving me an error and I am confused why.
@@AlexReimann-fw2hl parameter collection Has two vectors “offset” and “shake” and values are offset. I used 5.1 so maybe it may not work for 5.0
@@postprocessed I am using 5.1 do you mind telling me how I could make the two vectors? I am a bit confused as I don't think it migrated properly. Thank you very much for responding though. I subbed and keep up the good work!
Try not migrating, but copy paste folders to your project. Maybe during migration it didn't catch something
the shaders are included I only need shaders I would like my serve for the vignette
More videos like that plz. So useful! Keep going, and congrats on 2k! 🎉
Fantastic. Love having the "magic" of prepurchased assets demystified.
Great overwiev of the project. I would really like to see more accurate videos about how to achive this result. Thank you bro
I think they used a custom noise (perlin noise or alike) for the overall jitter. Also notice that they mimic "camera jumps" that happen in sync with footsteps, giving it a feel that the camera shakes due to vibrations from the body and clothes its attached to. This could be achieved by using the timings based on the same calculations used to play the sound steps. I.e. a continuous increment of number based on velocity, direction etc.
Yeah I made it shake based on random floats depending on character velocity, but syncing it with footstep is a really good direction, yet too hard for me.
Hey,can you please make a tutorial on muzzle flash particle effects too
Very close. The overcast and lumen sells it the most. Noise and twitter compression and you have your own body cam shooter. I think once npcs are in and people actually play it on their own machine, it will look like a game again lol, considering 80% of hardware will likely not support
Lumen in first place
Luckily lumen is purely in software and doesn't rely on specialized RT cores. Most people should be able to run some level of Lumen but I would personally use RT on higher end machines as the reflections and lighting are superior.
bro, your skills are phenomenal, keep it up
man! great video, now i'm working on post-processing setup to replicate Alberto Mielgos camera effects in Witness and Jibaro, it has some similarities, and another point that sells the illusion is an imitation of cheap camera with low dynamic range, blown out whites, slow auto-exposure and auto focus makes huge difference. also i need to mention that real fisheye camera effect not achievable with just post-processing, there are technique with 5 cameras with render targets projected to sphere from the inside.
thanks for the video and for project file! about the preview: no, i didnt noticed it is from your own project! greetings!
I appreciate you man ❤️ ty and i though it was a photo of unrecord not your own level design so well done for that too
Absolutely brilliant tutorial
Subscribed hoping to see a lot more of your vídeos and realised you’re just starting. Keep the amazing content! Could You make a vídeo focused on the postprocess volume? Love the way You explain things 🤟🏼
Going to do that soon! More tips on renders and post process settings
I Will like that the player walks faster. Add a little delay to the arms following the camera looks around. The arms movement when walking animation looks repetitive try to add random between 2 anims.
Very very cool and interesting!! 🤔, got my sub last video 😉, this is very cool insight for a layman like myself great work looking forward to what you do next 🤙
Not sure if you have already done this but I would love to see a breakdown on how you did the vignette effect and how to actually code it, I really want to add this type of effect on my game but have no idea how to even start.
Hey man, you can download project file and use it. I have posted link for it in the video. Feel free to download and test
Great Pc Setup!
thanks man!!
Hey, thank you for all your contribution! What do you think about some others post-process materials that could be used too (like mp4 compression or film grain)?
Thanks! Well I wanted to learn deeper some post processing materials, but it's really complicated stuff. Like simulation of scan lines, mp4 compression, or MPEG damage that would be cool to do.
Perhaps it would look more realistic to have the mouse move the weapon. And then a have the weapon or arms align the gun with the camera for aiming down the iron sights after like 0,6 seconds like it is stabalizing. But if you right click the mouse for "ADS" it would focus quicker to iron sight align, but still rotate the wrist/hand piviot just a bit before aligning again.
Without "AIMING" the arms ang gun could move more without the iron sight aligning with the camera view, but as soon as you "Aim" it will try to align better so you can aim with the iron sight (ADS)
sir plzz make a detail vedio on first person shooting
this is awesome
Hey quick question. I recreated the post process material, however my view is now super low res-ish? like i guess its because of the ScreenPosition node? Any ideas how to fix this?
Hmmm… not sure. Could be screen position node, I didn’t have a look into this project for a long time. Could be that something changed in newer versions of Unreal. Maybe there are some other fisheye effect tutorials on UA-cam. I am sorry to disappoint you, but currently I don’t have ideas :(
@@postprocessed Appreciate it though, will fix it! :)
have you fixed it?@@pebdesign
nvm, I found how to fix it@@pebdesign
Obviously I haven't played the actual game, but I downloaded this project and it doesn't really replicate the feel. Particularly when you stop. The camera does this slow settling bob every time you move and stop that feels really unnatural.
pleas can you the video tutoial plsss not so speed make i cant not it follow its itz not fonction
Very nice my friend
Thanks!
Can u please show how to make the vignette
Hey, you can actually download the project in the pinned comment of this video and check it out. It's free :)
Does anyone have a copy of version 5.1? the file was updated for 5.3
you can try switching UE version. It may work. Right click on project file - switch UE version. Pick 5.1. I don't guarantee it will work, but sometimes it does
When's the game gonna be released, O wise one??
And yes, I noticed!
Had to edit this as I commented earlier as I watched along, and heard "wait wait!"
ahahah got you!) Nice ) you watched till the end!)
will it ever be open source?
amigo es real o no ??? ósea un juego o vida real ?
eso es un juego, amigo
@@postprocessed gracias
Failed to load map!
../../../../../PROYECTORS_/Unrecord_Camera/Content/Maps/NewMap.umap is a UE map [File:v522|1,008], from an engine release newer than this [Cur:v522|1,004].
Update your UE, I was using 5.1.1 for this project file. Your engine version is older
looks cool but I would never play it as a game.. I more likely puke in 15 minutes..
It actually feels fine when you play, not watching it
Totally a wast of time it doesn't become same as the video you show us
you can try switching UE version. It may work. Right click on project file - switch UE version. Pick 5.1. I don't guarantee it will work, but sometimes it does
@@postprocessed na bro i want tutorials to show us the camera system with animation also the shaking system like unrecord
@@officialjmweh120m3 responded to wrong comment, there was other guy asking for 5.1 version
+ rep
of course the vid is 8 minuits long bro just wanted the ad revenue
Aaaaaand?
cool so first every game tried to look like cod and now every game will look like this, how original :/
@@phutureproof yeah… it is actually funny that the game is not even released yet… but it already created a case and being copied. Like body cam was already released and selling on steam… we live in time that copycats are released earlier than a trendsetter 😁
@@postprocessed I'm already over it and the guy with the idea didn't even get his game out, I'm not knocking you it's just a shame in general that the next wave of games will all look like this
booo, no project files 👎👎👎
Booo not real 2 Pac! 👎👎👎
As an Unreal Engine developer, I can say that although the animations are of excellent quality, what gives the demo the realism effect, it is mainly due to the lights. Specifically, in videos from Bodycam and other similar cameras, the auto exposure option is used, which overexposes highlights and underexposes shadows. This element is essential in the demo, combined with lens distortion and vignette effect. This can be clearly seen in their first prototype, where the animations, sounds and lights were substandard, but the use of the combination of lens distortion, vignette effect, overexposed lights and of underexposing the shadows gave an ultra-realistic result. I tried to reproduce this effect of overexposure / underexposure but impossible for me to achieve a result similar to that of the demo, I don't know how they did it but it's genius.
I tend to believe that they created custom exposure curve, as engine allows to do it. And this custom curve made clipping highlights and not clip shadows, what makes it so believable
@@postprocessed yes, it can be a possible. I believe that they use the HDRI backdrop of unreal engine, and increase the global illumination to a high level. So that makes the effect of overexposes highlights and underexposes shadows that mention @thequents63
Do you guys think an open world game can be made like this???
@@nyfinest487 no, becuase so much goes into creating the levels
@@trump2024-v4w thank you
I'm not developer or designer but I found this really interesting. You deserve much more viewers! Keep up the good work!
Thanks!
These videos are great and you are awesome! Also, you should not make any exuses across the videos about your experience in different field. What you do here is awesome and really impressive! As for how the animations can me improved, I believe there should be much more shake while running, the character steps should be syncronized with the vignette and the weapons to share simultaneously.
The main question from me is: if the weapons are not locked to the center while you move the camera, does it mean that the crosshair or the place where you shoot at is not always at the center of the screen and instead is dynamic and locked to the point where the gun is pointed at? Or is it just a visual thing - and you shoot exactly to the center of the frame? This could be a topic for another video!
Keep 'em coming! Cheers!
Thanks for feedback! I think in unrecord the gun shoots where it's pointed, not the center of the screen (except maybe during the aim). In my case it was attached to center of the screen. Also thanks for pointing out that I excuse too much. Got some Canadian vibe there :D
Some stronger volumetric lights would greatly enhance the look, especially on the flashlight and outside ambient lights shining into the building. Maybe even a bit of subtle fog cards here and there.
However, fog is very much a cinematic trick, and very rarely appears in reality, unless there is something burning, an engine running or smoke from an explosive.
can you send the gun you have with is anim in the end and the animations please
The gun was free model from
Sketchfab. Animation is free asset from Unreal Marketplace, “lyra project” it has blendable animations
I would definitely love a really detailed tutorial, this would help a lot of indie devs to grow including me please post a detailed tutorial.
Looks like the camera shake also gets feedback from the foot steps. So everytime the players legs are taking a new step the camera is shaking just a bit aswell
2 minutes into the video and i subscribed right away, really hoping for a tutorial on this and the unrecorded environment!
Yeah I think you saw the environment tutorial too )
subscribed, I want to see more videos like this.
I am not even on UE or any other software; once I downloaded UE5 and deleted it because I was not familiar. I want to learn from the beginning.
thank you for the sleepless night - it was worth it :) well done!
That is awesome, I will try to do that in Unity engine soon ^^
This is very close..! nice work. We still dont know if the FP anims on the trailer are actually the player or just some keyframed anim stuff so this is very good result!
they are keyframed :)
Please make a complete tutorial on this :)
Make videos regarding your professional projects on automotive and car animations. I'd love to hear a lot more about projects you've done and behind the scenes on them too!
could you make a vedio for the bodycam effect cus i dont know if its me but i didnt understand very well, keep it up u have great vedios
hey you can download the project file I shared and have a look inside!
@@postprocessed thank you very much!!!
If I don't want the camera shake but still the vignette wobble and shake,is it possible...
Yes, you can disable camera shake in BP, you can download this blueprint by the link in the description
@@postprocessed done it,in ue4,downloaded ue5 just for some logics in the BPs given by you,was a great experience,thanks mate...
really appreciate the project file, didnt find any tutorials on how to create vignette.
This needs to be a vr game
that would ne scary as hell
bro you are legend
Great content. ❤
Noticed your scene picture in the thumbnail.
You actually watched till the end!
Totally not this guy claiming it's a "how to" as all he does is show the little things and doesn't actually teach you how to do it?
no, he said a bodycam tutorial, you know you commented first, don't comment fast, he said only the camera bodycam tutorial not the full tutorial. understand?
do not delete your comment, before you dlete your comment, comment me.
@Remator_Animations it literally says "How To" it the title they're fore it means he's showing you how to do it but he doesn't
@Remator_Animations and I know it's only the camera but he doesn't teach you how to do it, he just speeds through
Just download the shared project file and check nodes, lol. In the video I show how to attach it to first person game sample.
You are "the master" of game world
can you share the project files please
Yep will tidy it up and upload
@@postprocessed I will be very grateful if you do 😊
@@abdullaheta it's done, check the pinned comment
Great work! I too have been somewhat obsessed with figuring out how a lot of this was done. One thing I found that I believe gives a much more accurate fisheye effect is to use Panini Projection instead of a post process material.
yeah, panini projection also could be used for this, to keep vertical lines straight. But, we can see in trailer objects which are close to edges tend to bend a bit
Subscribed. Would also love to see some tutorials.
what is backround music name???
I think my approach is a bit closer to the original - cause when you attach the cam to the head of an actual full-body character it feels more natural than just the camshake effect. The gun motion is quite nice though.
I'll probably gonna have to dig through some mocap libs to get the proper animations for variety of guns. For a cheap solution i'd use some stuff like kinect or leapmotion to capture hands anims myself, although it would require some editing and it work for me cause i'm an animator. Using the hands IK would work well for some movement with guns, but the realistic reloads will be quite painful.
How do you replace the gun used?
excelente
Hey bro i love your work! Can you pls tell me or perhaps make a tutorial on how to use the files? Im so confused right now
so it basically contains the first person character in files, copy that to content folder of the project. all post processing materials are assigned to camera which is inside the first person BP. You can apply those post process materials regardless of what character you are using, basically in camera go to "post processing materials" and assign these materials from downloaded files. Any camera or post processing volume will do
Can the controller be used one handed? I'm creating a horror game and I want to use this video and replace the gun to a flashlight
Yeah... It can be, but you need to search for animation packs for first person or third person, like where the person holds torchlight with one hand. Should be fine
Please make a Tutorial about the Level Design
Will try! It's not my main job, but it is good idea
where did you get that map from?
I’ve made it myself and there is breakdown on my channel
You came to be my best animator he start new channel .. so for th qustion
Plz statr make small list of animation tutorial like car anmition you made in first video 🌸
Great video! I'm quite sure the developers added some kind of noise in the arms movement (and in the camera), to give it some randomness and feel more reallistic (which was an argument that some developers used to say that it's fake). I argued a few times about this, and for me the secret is like you said: a combination of various techniques: a really good animation with various states for the same action, a variety in actions itself (reload, check ammo, weapon jammed) each one with at least one variation, the camera shake, the erratic movement in arms, the aim acting independently of head movment, the post processing filters (vignette, lens distortion, chromatic aberrations, and much more). All this combined give us this sense of realism, including the fact that the final result is actually flawed on purpouse to resemble a flawed bodycam. This project is going to be a game changer in many aspects (I hope), but still baffles me the amount of people that claims to be developers saying that these results are impossible to achieve.
Thank you for curb stomping the hype grifters and educating the clueless kids
You have given away something that many would have sold. you are the best the best
I have regular job that pays well, so I am not interested in selling such simple assets what everyone can assemble by themselves :)
you misspelled "Breakdown" With "Brakedown"
Was waiting for this comment
Waaaay tooo long
hi please download effect ?
download link is in a pinned comment
u could've added vignette in the same material with fisheye lens
you are probably right!
What is your opinion with bodycam game ?
Haven't looked into it myself. I saw some streams on Twitch, feels like it looks cool, but hard to play as game character body response feels like a rubber band and not following your reaction. I don't know if it is possible to make it comfortably playable and maintain that "bodycam" feeling. I believe there should be some compromise towards game experience and realism. Like some extractor shooters - Arena breakout and EFT.
Looks cool tho... I think it is the most graphically realistic at the moment. And considering just two people made it. That's pretty solid
Your channel is about to blow up
Yo, is it good or bad? 😅
Hey there. Well done and thank you for sharing this. I've been looking for a Bodycam kit for my horror game. In the file you included, does it have any hand animations or do we need to combine this with the Lyra kit also? I'm looking to create the view from the game Deppart.
Hey! Thanks! The files I shared only are materials and post process volume, you need to combine it with lyra yourself unfortunately
@postprocessed No worries. Cheers for the reply. So once I combine with Lyra and choose some realistic meshes for arms and weapon, then I may achieve something a little like Deppart or Unrecord etc?
How can I make it work for multiplayer? Blueprint changing material for everybody so it wont work now.
You need to create material collection parameter for each player, so it won't work for everyone. Just rename parameter collection to P1, P2 and etc. Use it for each player separately
@@postprocessed I understood, thank you very much
its so fast i have to go frame by frame😭
Or download project file I shared and look through all the nodes :)
Very good pronounciation, my friend ) But I feel You are cirillic-speaker )) Krasyve video )
I don't speak Cyrillic :D
@@postprocessed But You could )) I'm from Ukraine and I hear familiar phonemes. But in any case, thanks for the interesting video )
can you share your project
It is shared. It is in the pinned comment
Can u pls add the glock link pls
not sure, but it might be this one: www.cgtrader.com/free-3d-models/military/gun/glock-17-gen-5
Well, you actually got wrong how the camera system in the game works. Your approach is similar but not exactly the same. The only the thing the player controls in Unrecord is where the gun aims. The camera itself is simply a reactive system that is trying to keep the guns line of sight on screen. I have a video on my channel explaining this in more detail.
Checked out your video, good job! Actually I am using kind of the same approach, but without camera "toggle switch" between gun and camera view, otherwise camera lag is making same feeling of controlling the gun only and camera follows it. So yeah adding the toggle between camera \ gun control will make closer.
hey i want to have the bodycam but with third person blueprint and fps camera some help ?
You can download my project in the link by description. All post process materials are attached inside first person BP camera. Copy them to third person camera which is inside thirdperson bp
@@postprocessedOK i going to test it tomorrow thanks for the help
Are you gonna end up uploading your game i would really love to play it!
hey, man. I am not game developer I am doing only proof of concept and breakdowns, but you can download this project file, I left the link in pinned comment
Hi, Thank you for the informative video.
If I want to add footsteps to this, how should I go about it? Is there a way to ensure that the timing of the camera shake and the footsteps don't go out of sync?
I think it is definitely possible syncing with animation timing. I yet didn't go in depth of it, but I am sure it is possible. For example read animation curves and apply camera rotation offset.
What are your camera shake settings, I couldn't seem to get it to look as good as yours
You can download project file for this camera shakes it's in pinned comment, mate
will this tutorial be retroactive i want to make asmall project in ue4
I think it might work in UE4
@@postprocessed thank you my good sir
Porque eu tento trocar para terceira pessoa e a vinheta nao funciona? mesmo colocando tudo lá. Queria colocar em terceira pessoa pois tem um melhor metodo de primeira pessoa!
All post processing materials are inside the first person camera, you need to copy them to the third person camera too, so it will work
Ah é claro, obrigado!@@postprocessed
Is it anyway for you to sell this preset I would buy it???
I just uploaded it. Feel free to download, link is in the pinned comment
W video
I always like looking at recreations of stuff
earned a sub. incredible work brother
I want ittttt
You can download project. link is in pinned comment
Id like if you are able to show the whole process in more depth. I felt at times it was jumping around and not actually seeing what was moved around and pressed. Keep up the good work!
Thanks! You can actually download project file and see how it is done! It is in pinned comment
Is it possible after your complete reconstruction of Unrecord, you will leave the archive with the project in the description?
Hi, I am not planning to reconstruct Unrecord completely and also not going to post project files. What I will probably to is more detailed tutorials
Top