- Видео 87
- Просмотров 132 973
DC Game Tech
Добавлен 9 янв 2012
Various projects in modeling, lighting, material creation and more. Mostly using Houdini, Substance, Unreal and Unity.
Structure Generation options with UE5's PCG
Some of the options for this PCG level building tool that I have been working on in Unreal 5.
Modeling is in early design, but I would still appreciate comments and critiques.
More info and images here too: www.artstation.com/undertow
#UE5 #gamedev #leveldesign
Modeling is in early design, but I would still appreciate comments and critiques.
More info and images here too: www.artstation.com/undertow
#UE5 #gamedev #leveldesign
Просмотров: 1 456
Видео
Unreal PCG Structure Level Gen
Просмотров 1,1 тыс.5 месяцев назад
A new variation on the level generator that I built in UE5, this one is meant for more man-made structures. Modeling is in early design, but I would still appreciate comments and critiques. More info and images here too: www.artstation.com/undertow #unrealengine5 #procedural #gamedev
PCG Level Gen demo in UE5's Editor
Просмотров 1,2 тыс.7 месяцев назад
Another clip of my new PCG level builder in Unreal 5. This is showing the spline and live PCG updates, some width and prop spawn controls, and a couple extra decor tools that interact with it. More info and images here too: www.artstation.com/undertow #unrealengine5 #procedural #gamedev
Level generator using Unreal 5's PCG
Просмотров 15 тыс.7 месяцев назад
This is a level builder/dungeon generator that I have been tinkering with recently in Unreal 5. The main path is set out with some open splines and closed splines are used for the larger room-like spaces. More info and images here too: www.artstation.com/undertow #unrealengine5 #procedural #nanite
Sci-fi Panel Generator (WiP)
Просмотров 69Год назад
This is a procedural mesh generator that I have been working on in Houdini. It is still a work in progress, but comments and critiques are very welcome! More info and images here too: www.artstation.com/undertow #unrealengine5 #houdini #props #procedural
A Lumen Christmas (UE5)
Просмотров 119Год назад
More info and the free download links are here: www.artstation.com/artwork/OmLd5e Another round of tinkering with my string light and giftbox generators, using mostly default lumen and project settings in Unreal 5. If anyone wants to decorate their scenes or just try them out, these HDAs work with Unreal, Unity, Houdini, Maya or Max. #unrealengine5 #gameart #decoration #christmas #procedural
Giftbox Generator (free download)
Просмотров 77Год назад
More info and the download links are here: www.artstation.com/undertow I've been feeling a bit festive in my free time and started tinkering with these generators. If anyone wants to decorate their scenes or just try them out, these HDAs work with Unreal, Unity, Houdini, Maya or Max. #UnrealEngine #GameAssets #LevelDesign #props #christmas #procedural
UE5 Nanite Terrain and using Vert Colors
Просмотров 4,7 тыс.2 года назад
UE5 Nanite Terrain and using Vert Colors
Nanite for Characters and Vehicles in Unreal 5
Просмотров 16 тыс.2 года назад
Nanite for Characters and Vehicles in Unreal 5
Unreal Character to Houdini and Back Again
Просмотров 3,2 тыс.2 года назад
Unreal Character to Houdini and Back Again
Alien Jungle Small Environment and Recolor
Просмотров 5464 года назад
Alien Jungle Small Environment and Recolor
any chance youd share your code for this for like $10?
Could you please make a tutorial
this is really cool !!
which app
Details are in the video description, though i'm not quite sure what youre asking.
Very nice! Are you using PCG for the bridges and lamps as well? So far I did stuff like that in normal BPs.
Thanks and no, the bridges and lamps are just BPs still. Fairly simple line traces to find where to snap to. PCG has some options to do that, but I found it much harder to control, so far.
@@DCTechart Same! Some things are just easier done in BP. Thanks for the answer.
What am I looking at
Bro you can't even see the cut 😮😮
looks very cool !!
Very nice!
critiques??? this is amazing my dood. do you mind sharing how you made it? i would really appreciate it; I've been trying to make something like this for a while now.
Thanks much! And since the system is still in development, it was a LOT of trial and error... and debugging just to figure out why things work the way they do. But these channels are a great resource, if you want to start to learn PCG: UnrealityBites www.youtube.com/@unrealitybites763/videos and FreetimeCoder: www.youtube.com/@FreetimeCoder/videos
@@DCTechart you’re welcome. Also do you mind sharing the pcg graph blueprint? if not I totally understand.
I cant sorry, its in progress and part of private project
If you get time would you make a tutorial on this please? How can an apprentice learn this power? Or maybe sell it if you want? I’d buy it
I would love to make a tutorial, when I get time and maybe when the PCG system is a little more stable and finished. These channels are a great resource though, if you want to start learning now: UnrealityBites www.youtube.com/@unrealitybites763/videos and FreetimeCoder: www.youtube.com/@FreetimeCoder/videos
@@DCTechart thx so much for sharing! I’ll take a look
I need a tutorial on this, could this be randomly generated at runtime?
This version is using handmade splines, but yeah, you could totally generate the splines on the fly and let pcg build out a section or even a whole level at runtime.
Did you merge several types of boulder meshes to create the walls and ground?
They were built in houdini by taking a basic blockout shape of the wall, breaking that up with a shatter node, then extruding the front faces of each forward by random amounts. Plus a bit of noise and warping
@@DCTechart Interesting technique, thanks!
Hola como estas muy bueno se ve no me podes enseñar como lo hiciste para aprender?
It takes a lot of tinkering and experimenting, but these 2 channels are a great place to start learning - UnrealityBites www.youtube.com/@unrealitybites763/videos and FreetimeCoder: www.youtube.com/@FreetimeCoder/videos
This is really cool. I have not seen a lot of hard surface examples using PCG.
Thanks and yeah, i can definitely see why after doing this. Much easier to make more organic and scattered things with PCG.
i think this is awesome tht you made it solo, the astetics are wonderfull too!
Some Dungeon Keeper vibes, nice!
Nice work on this
Very cool! A tutorial on this would be awesome
could I hire you to help make levels lol legit pretty please :3
Bro can you please share this asset?
Its on the unreal marketplace link in the description
impressive, I've stayed away from pcg tools for level creation after messing with dungeon maker but this looks really nice I'd dip my toes back in when its ready
what is dungeon maker?
Well done
I’m going to be game developer
So this is a 3d environment/cave that is randomly and procedurely generated? could this be used for VR? Yo imagine Spelunky 2 vr
Right now you have to manually draw out the splines, but yeah, that part could be made totally procedural too. It's on my list to try. This could be used in VR, though UE5 (especially nanite + lumen) are still pretty costly to run there.
this is great, I've been looking into PCG for more level creation but all of the tutorials I've found are for trees. any chance you can make a longer video showing how you set this up?
Thanks! And yeah, I would like to make a tutorial or some sort of guide for building these, but I have a lot on my list right now, so I couldnt say when it might be made.
Oh man. Yes please - this is exactly the use case I’ve been dreamIng of for PCG!!
I import and output directly through Houdini, and didnt make any changes. Unreal shows this message:FAILED TO MERGE BONES: This could happen if significant hierarchical changes have been made e.g. inserting a bone between nodes. Import will be canceled. could anyone help me with this issuse?
You should check with the houdini forums, but I feel like I saw that once or twice. I believe it was just a setting on the export node, but it has been a while.
Thank you I find the problem , it is because the mesh contains LODs@@DCTechart
Is it possible to use nanite on organic characters? That is characters that have continuous bendable geometry 'soft' body parts, with muscles, fat etc. as opposed to mechanic characters which are composed of separate rigid pieces of geometry ?
Bumping up - what about deformable geo?
Nanite can use WPO and other vert offsets like that, but no, not skeletal meshes
will nanite gonna improve the gaming world? is it gonna reduce the lag and increase the fps?
No, but it'll allow more visual fidelity.
What a blessed artist you are🙌👋
Great work, they look amazing!
Cara porque voces ficam fazendo isso ? Se nao vai sair um remake nao nos torturem caraio kkkk
Hi, can you explain in detail how you did your level design please? besides I find it beautiful and successful
Thanks and this was blocked out in Unreal with simple cubes and planes, then built procedurally with Houdini (and a touch of Blender) A bit more info here: www.artstation.com/artwork/LeK5Rv And I am planning on adding a breakdown post on ArtStation in the next day or two.
@@DCTechart It works, it's really beautiful anyway.
Thanks, this is exactly what I've been wanting to find out how to do for a while. Have you had any luck with getting this work in UE5? I keeping getting failure on import, with the message "Could not find any valid mesh on the root hierarchy...", even when just connecting the efbxcharacterimport directly to the rop_fbxcharacteroutput (tried with a large combination of different settings). I tried it in 4.26 and it worked fine.
If they can do this why don't they work on non static meshes yet? Such impressive tech, can't wait for LOD to be a thing of the past.
For sure, though they have said at least some of that is in the works. I think the biggest issue is that lumen and nanite work, so well BECAUSE they're static meshes. If anything moves it means the system has to recache a ton of data.
Yeah, but this are not Nanite characters. It's Nanite equipment. Which in all honesty is so totaly different that i have to downvote the video.
Question: How can I play an FBX animation on an actor blueprint in Seqencer? I have socketed the Nanite mesh onto a skeleton and made an actor blueprint. I wish to make a linear cinematic animation sequence with FBX animation/Mocap with a Nanite socketed to a rig.
HOW WILL I TELL YOU HOW MUCH TIME AND PAIN YOU SAVED ME!! I have to model 50+ vehicles and till now I thought I had to model LODs as well but this Nanite trick will save me soo much time and effort!!!!!!!!
Unreal auto generates lods for you anyway
Bro this incredible content to enjoy while on 🌱🌱🌱
Are the stripes and cracks decals?
Some of the textures have them baked in, others are pure concrete/asphalt so you can use them with decals.
Ia that gameplay graphics?
Right, that is all running real-time in Unreal 5
Awesome, thanks!
Cool!
I tried to add the wheels like you did, using the right socket, but they didn't move when I start playing. I need to try again, I just wonder if your solution keeps track of the steering when the vehicle is the Pawn.
Awesome, this helps me a lot for my work.
Hey DC Game Tech, thanks! good info! Trying to get a feel for nanite; this helped alot!
Nanite looks awesome! Then Adobe puts out a paper on "Tessellation-Free Displacement Mapping for Ray Tracing." It may make Nanite obsolete over night.
thats so smart, but how do you hide the under mesh in the blueprint ounce you have all the parts setup? you dont realy need the mannikin
There's a few options for that: when exporting the nanite pieces you can also export a simple skeletal mesh that is either just a tiny quad or some thin geo that would be naturally hidden by your nanite meshes. (i show a quick version of this in my previous video) You can also apply a masked material with 0 opacity to the skeletal mesh, for a quick fix, though that one is definitely less performant. Some meshes will still need transparent sections, like hair/fur/glass too, so leaving just those bits on the skeletal mesh can make for a good combo, since nanite cant use those types of materials.
@@DCTechart Gona try it, making most of the gear nanite atm, they are just slapped on with sockets.
Did you use auto UVs for the meshes in Houdini? Also elaborate more on that idea to use vertex colors as a mask to texture in engine. How would I go about doing that. I know the way epic was doing it in paragon was to make a custom mask texture in substance which it’s job was separating all your different material IDs for a particular mesh then taking that mask texture in the engine then using layered materials to place specific materials in the positions in the mask. How does that work for vertex colors? Would I use a color node? How do I access that color information in unreal so I can use that vertex color as a mask
These models dont use any UV's or texture data, but yes, you could auto-uv within Houdini. They have many great options for that. Also, yes on using the vert color like those Paragon masks. Works exactly the same, just instead of reading from a texture node you use the vertex color node in the material editor. Vert color is usually whats used in a lot of foliage materials too. It's very useful data to consider on almost any model, but especially with nanite meshes, since they can be soooo vert dense.
@@DCTechart How did you get the curvature to vertex color? I tried to use a measure sop but it doesnt seem like the way to go about it. I'm not too good at vex but could figure it out if I know where to look
You can do it with the measure sop and some specific settings that i havent used in a while, but the easiest way is to use the labs measure curvature sop. Works as is with some nice visualization and strength options too! The labs tools are just amazing all around, if you havent installed them - www.sidefx.com/products/sidefx-labs/
youtube algo give me this great informative channel I instant sub++