Concept Art To Unreal Game Asset - Space Game Devlog #19

Поділитися
Вставка
  • Опубліковано 9 чер 2024
  • Today we explore the process of turning a concept sketch into an in-game asset and also our new navigation ring system!
    Join the discord server to follow along with the rest of the progress. / discord
    Watch the rest of the Devlogs here! • Devlog
    Game Collaborators:
    Checkout John Logostini / @johnlogostini
    Checkout Jonas Hagenvald jonashagenvald.artstation.com/
    Checkout Panzerv1 / panzerv1_dev
    Checkout Milkmans ArtStation ebrowning.artstation.com/
    Checkout Booper boopermusic.bandcamp.com/
    Checkout Uraih's UA-cam / @uriahgnu
    Scralar on Discord
    Checkout Ailantd / @ailantdsikowsky
    Timestamps:
    00:00 - The Concept Phase
    01:45 - The Production Phase
    03:20 - Unreal Refraction Material
    04:00 - Rotator Material
    05:20 - Proximity Ring Added
    07:53 - Next Steps
    #unrealengine #unrealengine5 #unreal
  • Ігри

КОМЕНТАРІ • 22

  • @88Spint
    @88Spint 23 дні тому +13

    When player get sick of waiting for SC, they make their own :D Love the concepts, really nice stuff :D

  • @mountieman18
    @mountieman18 19 днів тому +2

    I use to watch LevelCap all the time back in the day. BF3-BF4 era. I was a kid/young teen. Didn't watch much at all after 2015ish probably. 10ish years later, I've been working in the games industry for the last couple years as an engineer. Today I discovered LevelCap again with this video. Seeing one of my favorite youtubers from my childhood also pursue an interest in the industry I've wanted to pursue since before I even knew youtube was a thing is insane. Wishing you the best of luck with your game dev journey and I hope it proves to be better than your first experience you talked about in your first video in this series!

  • @wokarol
    @wokarol 23 дні тому +4

    Something interesting to consider is maybe having the proximity ring in two modes. One as an "active sensor" with distance info. And second simpler mode as a "passive sensor" which just tells you that there's something in given direction.
    The former would represent a laser array, while the latter would represent cameras and windows. Benefit of that would be allowing the player to go stealth, at the cost of not being able to easily gauge distance to obstacles far away. Essentially "semi-blind flight"

  • @rogue-ish5713
    @rogue-ish5713 23 дні тому +3

    That ring design is 🔥 Good job. Missile icon location, I see the team def looked at the Evangeleon references. Sharp! Clean, stress inducing. Love it

  • @Sail0rGooN
    @Sail0rGooN 22 дні тому +1

    That radar system is veeeerrryyy impressive

  • @coenw7497
    @coenw7497 23 дні тому +1

    This is too cool! I am following aliantd for a year now and now you guys are working together, awesome! I really like the radar ring too, awesome stuff guys! 💯

  • @JohnLogostini
    @JohnLogostini 23 дні тому +1

    Love your progress nice work on the stations

  • @Jawazplebs
    @Jawazplebs 20 днів тому

    Keep it coming, LevelCap. Thanks for the update.

  • @HevonCZR
    @HevonCZR 23 дні тому +1

    Man, really liking your Game project, keep it coming! I wish good luck to you and the team!

  • @homelessrogue
    @homelessrogue 23 дні тому +4

    The radar is looking good. Did you encounter a big perfomance hit from all those raycasts?

  • @TripTilt
    @TripTilt 23 дні тому +1

    very nice. I love ailantd's work!

  • @kairu_b
    @kairu_b 22 дні тому

    Beautiful

  • @kelseyastra9607
    @kelseyastra9607 20 днів тому

    So, i think having the proximity ring overlayed on top of the radar contact ring might hurt readablitly. if the radar contact ring was outside/larger than the proximity ring, then it would probably allow for better information hierarchy. you probably already thought of that, tho

  • @savmass
    @savmass 20 днів тому

    @LevelCap I noticed how you were applying the textures directly onto the model. Did you have to do any tweaking of the UV maps in blender before hand or is everything there's no need for it with Surface Painter?

  • @shababhoque8761
    @shababhoque8761 22 дні тому +1

    The radar feels like it's giving too much data which might make it cluttered. Also it would be great if it was more clear WHAT the radar is locating, so some text information or an icon would be nice.

  • @Dagonius.
    @Dagonius. 23 дні тому

    😊

  • @MirceaPrunaru
    @MirceaPrunaru 23 дні тому +21

    Make the model the proper way, have atleast 3 lod's for it and don't be lazy cuz you won't see a big benefit out of nanite on some older hardware as there are a ton of users around the world who are still using a GTX 700-900-1000 entry level gpu that you will just discard or push away because they can't have a stable performance with all those ue5 technologies. Also impostors are a thing you might want to look into since they will save you a ton of performance for things that do not need to be a mesh at a certain view distance.

    • @DutchdaveTanktastic
      @DutchdaveTanktastic 23 дні тому +2

      This^

    • @LevelCapGaming
      @LevelCapGaming  22 дні тому +2

      Currently in the prototype phase the goal is very much to do things quick and cheap otherwise we'll be optimizing way before we know if the gameplay is fun.
      Steamdeck is our goal for minimum specs. If nanite becomes an issue we will adjust.

    • @MirceaPrunaru
      @MirceaPrunaru 22 дні тому +2

      ​@@LevelCapGaming In prototype phase is good to not invest much time on making models .
      Just make some very low poly variants that give you a feel of the shape the silouet of the object because you have to make a lot of objects/models and spending much time now on how many poligons this and that should have is just a waste of time.

  • @CGDJay
    @CGDJay 23 дні тому

    I understand that he's relitively new to this but seeing him use a 4K unique texture instead of a trim sheet to texture this kinda thing hurts 😅

    • @LevelCapGaming
      @LevelCapGaming  22 дні тому +1

      Trim sheets will get integrated more as we establish a ship and Station workflow.
      Asteroids began with bespoke textures and now they all use the same one with a unique blending map.