MAKE UNRECORD BY YOURSELF! | Unreal Engine 5 | Breakdown
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- Опубликовано: 8 июн 2024
- Recently released trailer showing gameplay of Unrecord, an upcoming single-player FPS from the perspective of his body camera. I managed to deconstruct the scene and how it was made and created similar level in one evening, that means that you can do it too! Check out how to create photo realistic environments ready for real time!
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• HOW TO MAKE UNRECORD B... Also don’t forget to check camera movement brakedown!
#unrealengine #unrecord #gamedev
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0:00 In todays video
1:25 Environment Design with Megascans
2:15 Lighting with HDRI Backdrop
2:40 Post Process Volume Setup
3:29 Lumen or Ray Tracing Reflections?
5:09 Camera Movement with Motion Capture
6:19 Thoughts on Motion Blur
6:41 Quality of Animations
7:20 Can it run Real-Time?
7:48 Final resul of my scene
8:20 Conclusion - Игры
Also check out camera movement break down! ruclips.net/video/E-cyiYFywGs/видео.html
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@@jamess.7811 thanks, buddy!
You dont know about NeRFs?
I saw a couple flaws but over all best ever
Damn bro nice
I was wrong about animations, they were not done with mocap but were animated and key-framed by hand. Animation artist name is Milton Hjort @Hozq3D and he confirmed in twitter working on this project. Amazing job, made me believe it was done with mocap!
first
@게임의 신 Yes one of guys in comments found who was animation artist and I decided to check on it! Amazing job
That is amazing to know - I am quite flabberghasted! I really imagined it was a mix of procedural and keyframed.
Hozq3d
Doing it the difficult way, amazing
This is a really good breakdown and your scene set up looks great, well done!
Thanks, Jay! I’m happy you liked it!
@@postprocessed you havvvvvvve to bring this to console. Pleaseeeeeeee bro
I think the keys to Unrecord are the lighting and the camera movement, it gives the feeling of movement (although I'm not sure how well that will actually play). We're certainly looking at the next 'leap' in graphical fidelity.
And you are absolutely right! Light and camera movement is what really sells it in combination of photoscanned locations and environmental design
The gameplay will probably feel a little off, since it will need to keep you "on rails" to not break realism. I don't see a problem with it in this case.
It seems like somehow they detached character head and camera movement while not completely separating the 2. The only way it could be possible is somehow to add a spring or ragdoll-like nature to the player controlled camera that’s semi-separate from character head/kinesthetic motion.
@@luciano12sa the dev showed his gameplay and he wasn’t “on rails” he had free movement.
@@KW2S not the first game to do this technique. Common in sim shooters.
What about the body cam effect? I think it plays a significant part of the overall feel
Apparently devs posted the video that camera movement makes random moves based on some sort of algorithm and reacting to player input. Amazing job
Fish eye lens+vignette on the sides + some chromatic aberration = the cam itself, and the dev posted info abt the camera movement itself as the Post Process said
@@xdstomperxd Could you please give me a link? i can't find this post
@@postprocessed Yeah I thought so, makes it easier to implement! However the animation of the First Person Rig was phenomenal, I'd love to know if they blend between different idles, if there is physics involved, or if it is as you said motion capture data!
@@xdstomperxd It also looks like a custom chromatic aberration (Lense Dispersion), as it is far more accurate than from the engine.
For a long time the solution was just around the corner. It's because games and developers figure out how to bring realism to a screen by looking at the little things in the real world, even though we live it all the time not all of them are so noticeable. I am glad that you can make a breakdown of the project and provide us with so much information
Wow. Short, respect to the original dev and very well re-produced. You are a breathe of fresh air my friend, thank you for this.
It was nice to find a video of someone breaking down ideas on how it was done. I think the devs did a wonderful job with the lighting, photogrammetry, mocap, and body camera to make this look real enough in motion to make it feel like it could be a video. For myself the motion really gives it the extra bit to sell it all.
If you work in the space it tends to be easier to notice the small things that show it is in engine, paused video broke the whole thing where you could see it.
Hopefully, the end product does come out to be equally as good, we'll have to see though.
Great breakdown and definitely inspiring to see how you put this together in one day.
Thanks! Well it was one day and night without a sleep as I got too excited 😁
@@postprocessed Still impressive and thank you for sharing the BTS :D
@@postprocessedgreat job bro tbh this is gonna help all of us cause current games movement and such are outdated and we need to usher this in ourselves
This is one banger of a breakdown. This kind of makes me want to do more than just review the gameplay of games but actually dive more into how they’re made.
Thanks, mate! Next thing is Camera movement!
Lightning and over exposure helps to sell the realism. Over exposure gets rid of a ton of details as you get rid of subtle contrasts. That way you don't really need that highly detailed models and textures (unless you walk up close to that object, then texture detail could be deal breaker). Another thing, considering the context of it feeling like a video recording, could be to create an effect that mimics image compression, such that you get rid of additional details and make it look like actual video footage. Of course this could also hurt gameplay (and cause motion sickness due to excessive motion blur).
Context is a huge reason why it looks so realistic; make it look like a video recording rather than what you see through your eyes.
Is quite impressive what you did in this video, the deconstruction itself and and all the concepts about image and photography, great content by the way.
Thank you!
Amazing video! thanks for opening my eyes for the amount of depth there can be to showcasing a enviroment
im such a graphics nerd i really loved this video please make more of these!!!!
Informative, to the point, polite and just overall pleasant to watch. Thanks!
My heart just melted, man. Such a good comment. I recieved a lot of toxic words from other people on that breakdown
Great video man, I didn't get the impression even once that you were trying to undermine the devs, you were just showing off the fun tech that makes this happen, good on you!
Very professional breakdown, I was looking for something like that. Great job!👍
Thanks!
Definitely keep making videos like this you can help and inspire a lot of people!
This is the best video about that game trailer! Really great job! Thanks!!!
Thank you so much for sharing this and showing your incredible work. RUclips showed me this video as I searched a lot for Unrecord. I was blown away by it, like many others. I don't know much about the technicalities, but it's amazing that with so many FPS out there, this felt so unique and ultra-realistic like nothing else we've seen before. I do hope that the game will be close to what we see in the trailer.
I also do and will be playing the hell out of it on release!
Espero que seja lançado desse jeito aí, pois se modificar vai sair do realista para minicraft ...kkkkk .... Tem que ser lançado assim como está no trailer...
I also think that the virality of body cam videos all over youtube also really helped here. Like free promotion for this game straight from the get go.
that’s really impressive what you’ve managed to make. a lot of computer genius
Woah! Amazingly done!
Love your insights and the format of the video. Subscribed.
Thanks a lot - you analysis kind of confirms my suspicion, that the trailer was finetuned for the "can't believe it's unreal"-effect, but not so much to show actual gameplay. Walking movement and gun viewmodel-animations look awesomely realistic, but it's hard to imagine that it can be played like we're used to from any current FPS which often sacrifice realistic body movement for precision, 180-flicks and precise aiming.
wow its amazing how you recreated that camera movement
very very cool breakdown brother, love it
Honestly, at first, from the title and the intro I thought you were going to be like a fire extinguisher and just belittling the amount of work done. Glad to see your video is more like a magic trick tutorial, it still takes a lot of dedication to make something good. What you did in a day would still take me months to follow!
Thanks Philippe! I am trying to keep my professional attitude and trying to get into mind of devs how they managed to achieve it. I don't want to belittle their work as I understand how hard it is especially if you do it from scratch.
Also what would you take months I think - is learning base Unreal Engine features and light techniques and when you are familiar with them and know what you are doing - you can create environments relatively fast and in one day. It's like when you learn how to drive a bycicle
@@postprocessed Well to be honest I started learning UE (UE4 tho) last year and I'm nowhere near capable of creating such thing ahah. It's a bit sad but at least I have enough basic knowledge in each area of the software to develop a game but I'm still behind in terms of lighting/post process. However I do get better on every map, but it take a lot of time and I think it's hard to find advanced courses/ressources
Great video my friend. You did a fantastic job of showing how this could be done, even with just one person. Unreal Engine 5 really is exciting. I can’t wait to see what the talented studios will do with it in gaming.
Yeah I am also waiting for some studios making great games on UE, but most of last releases for some reason lack perfomance optimization or good scenarios :(
Great job man! Very interesting video
Thanks, man! Appropriate it!
Your work is exceptional. Thank you for helping us understand something of the process that goes into making a game like that. It's a like and sub from me!!
Thanks, bru! That's nice hear! Trying to open possibilities and get people to know how it can be done!
damn man that was amazing work, even your own simulated version felt realistic because as you know, most games seem to show running faster than what it would be in the real world so you're movement looked.. well... real.
Thanks man! Well it looked real because of camera movement was captured from real camera )
@@postprocessed sure, but it made everything else fit in well with it too.
This is awesome. I've wanted to make my house this way. I'm thinking of starting today. Thanks for the tutorial!
Well done my friend, very nice broken down! Good quality content.
The first thing this reminded me of was Octane’s Light field rendering, which or was built into both Unreal and Unity. I haven’t heard anything about Octane inside Unreal and Unity in some years.
All this stull begs the question of why so few games have implemented these technologies/techniques in their games yet, but all that could be coming in the next couple of years.
So cool man. You're a sharp cat! Definitely subscribing.
thanks, mate! Will be posting new vid this week on how to get camera this effect
Well that looks impressive! You are good bro!
Awesome job recreating that game man.
Impressive job, well done mate!
thanks, mate!
Great video! I know almost nothing about Unreal Engine so this was illuminating
Well at least we know now that unreal engine can be pushed really close to reality in real time
Very surprised to see the quality of this video and then see your subs! You deserve so much more. Overall I think your end result is very good. Fascinating to see your process and thank you for sharing your skills with the world. 😬
Thanks for kind words! Well I used to do content for other youtube channel, so I had some experience on how to make good video quality 😄
Damn dude nice work!
Thanks!
A capacidade da Unreal somada a habilidade do criador, revela uma capacidade abismal de realismo.
Habilidade do criador em partes.
Não é novidade alguém criar algo tão realista na Ue5 com foto realismo e fotoscam.
A questão aqui é rodar isso em tempo real como um jogo, isso que tá em cheque. O próprio rapaz do vídeo disse que o jogo pode não ser como nesse trailer analisado.
that was amaaazing gj bro
thank you!!
Nice works man 💯
OMG very good job !
Really good man. Tyvm.
Nice work!
Your videos are great!
Good Content My Guy👏
Thank you for your hard work, you are right this is truly the next level in game development.
Thanks! I am always happy to create something useful!
Powerful breakdown!)
Thanks, mate!
Great work mate !!!
Thank you for such a professional deconstruction. Most people are focusing on the graphics for the "too real" part, but photorealism is not what makes it uncanny : it's the animations. The way the arm subtly holds its own weight differently for each move, the way the running guy legs are not looping up, etc. It now makes sense that it was all motion captured, hence not a "real" gameplay. It is as real as that Kill zone E3 demo in 2005.
The developer just released another video showing that it is indeed real game play just aimlessly shooting around
i was expecting that game to be a video but now i see it is real and now i want to play it!
insane video 🔥🔥
excellent work!!
Thanks!
Very interesting, thanks!
Excellent job!
You hit the nail on the head. I feel like megaasset libraries used in hyperrealistic games will soon be modern version of asset flips. When I've seen Unrecord, I was impressed with how it all comes together, but I've also felt like they didn't show anything of their own making. No gameplay mechanics, no unique assets, etc. Everything that is impressive in their video is comming from UE itself.
Indeed, and i find it quite sad that most indie deva dont seek for artists anymore and just randomly scrape unoptimized and lifeless assets for free on randoms and ghetto marketplaces
Earned a sub. Great breakdown.
precisely
Highly interesting. Thanks
Great video! Very important note you made there - it looks good and realistic, but if its playable like this is the question. Lets see the final released version.
Close but not close enough! Well done!
Great video. One key to the unique appearance of the Unrecord trailer is their application of color post-processing techniques that heavily clip the highlights, resulting in a gritty, overexposed look resembling CCD footage. Despite deviating from traditional rules of good exposure and lighting, this approach effectively simulates the appearance of vintage, low-quality VHS footage with significantly reduced color saturation and a pronounced green hue. Additionally, they increased chromatic aberration to further enhance the effect of a cheap, low-quality camera.
Yes, exactly on point. The main thing is done in Post Processing volume. Will be tweaking it to achieve better result
Best breakdown of this game I´ve seen. Totally nailed it. The only thing left to figure out is what they use in post processing that makes it look like that. It´s got something to do with the camera reacting like a real world camera, like when they look at the sky and the camera auto adjusts the exposure. And they also add some kind of chromatic aberration but I can´t really tell what the secret sauce is.
automatic adjustment is easy, I did it too, but it is not that noticable. It's really simple you just need to try different auto exposure speeds to make it look similar to the game footage, chromatic abbertaion and vignette mask in post processing volume - one of the simpliest things to do here. I am more interested on color and exposure curves + devs added some sort of sharpening or pixel sharpening in the middle which make it feel "digital"
@@postprocessed Great content man, can´t wait to see more!
I was wating for this video!!!!
Me too! But nobody did it, so I decided to make it myself 😁
@@postprocessed can you make a video tutorial step by step? Explaining how to build unreal 3D structures, import textures, set up unreal environments, something like that
Oh well I think I can 😁 but I am really bad at optimizing, so not every average pc would be able to run with my silly level design techniques. Otherwise yes could be a good content for my channel, thanks for idea!
Im recently hooked on learning how to develop graphics exactly like Unrecord game.
457 subs soon enough you will reach 1mill this video is an amazing inspiration and well done keep the good work i love the content
Haha, man this is very insiring comment and a way to go! Will try to reach desired numbers :) Soon will post more on other unreal stuff like smoke simulations and etc so I hope that would be aslo interesting!
Amazing!
Superb explaination, very well done. As you mentioned the movement, for me a no brainer because I saw a similar style over 20 years ago. Goldeneye 64 had also this weapon sway and movement as you turned around and you were able to pull up your crosshair and land better shots. The normal mode had an auto aim feature so you are able to place shots towards the direction you are facing. The "janky" movement could be a result of inviromental auto detection and lean features. Maybe eyen with a head movement tracker or Tobii Eye and so on. When you know or watch a gameplay video of Goldeneye you'll see that the weapon sways but it is still centered until you go into precision mode. But I really don't know if this is possible in UE5 tho.
Checked the video of Goldeneye 64, and flashbacked to the time I played it, now I feel old and nostagic. And yes, you are right, same technique applied, but way more complex in case of Unrecord. I think it is possible to do it unreal with animation delays and camera shake patterns.
Incrível, jogar em VR com esses gráficos deve ser muito bom
Very good and helpful video, man. Thanks.
Thanks for good word, man! Appriciated
Very good video. High quality content.
In the original I could tell by the ground rubble shading/lighting that it looked very "off". The thing that sold me the most is the realistic movement. I didn't realize until that gameplay clip that we need more movement like that in video games. Everyone is talking about Raytracing and Path tracing, but I want lifelike movements now!!
The thing about "lifelike" movement is it looks really cool in a video, but it's often feels bad in gameplay. Simple example is when you press the jump button in a game, but they have the character 'rev up' their animation and they only actually jump long after you input the command.
Even though its true to life, it'll feel unimmersive because your actions are out of sync with your character's actions.
@@rubysmalls4032 Isn’t the real reason it would feel less immersive because we’re used to instant jumps and double jumps(?)
It is true it would feel out of place, but that is because we are used to instant actions after a button is pressed, which also isbsue to difficulty curved of games where one would need instant actions to take place- such as dodge, slide or jumping.
I for one would love a genre of games where movements were «wined up» as you said because a hand gesture or movement isn’t instant. Kind of like stab animations if COD where handa flay around instantly.
Realistic movements wouldn’t fit all games, but certainly would be great in horror games.
@@alexandersemundset9234 That's what I'm talking about.
In real life we don't think "press a button" and do an action, we do actions as we think about them.
That's why games that are considered to have great controls, try to make every button press have an immediate effect (feedback).
And this could mean instantly hopping, but it could mean holding down and releasing the button to perform a long jump. Or even spamming the button to do a series of flips.
There's a lot of nuance!
This is exactly what have been missing in AAA titles: Unique concepts and great excecution.. definitely will give this game a try
This is Realy a New Ara on Gaming Graphics Nice realy the Postprocessing you set is such nice with the darker effects 👍
U should post one where you do more rapid/action packed movements with your iPhone so it has that kind of "tense" feel
Good breakdown!
Thank you!
Thank you for this breakdown!
Quick question: What camera do you use for recording yourself? I love it!
I use BM Pocket 4K + sigma 18-35. Filming BRAW 8:1
Great fucking video! I love your detail and experience showing! ❤
Thanks!
@@postprocessed your video got recommended from another about unrecord talking about how incredible to graphics look! You’re in the algorithm wave 🌊 keep up the great content you’ll kill it!
This unrecord game trailer, and this video really inspired me to get back into learning game development. All I have to do is get the funds together to finish my liquid cooled RTX3090 computer build. I'm sure I would probably need something that high end to not having any issues rendering these type of graphics.
I always wondered When will the time be when ultra realistic looking games will start showing up. I'm sure the call of duty developers , and others Are most likely thinking about making a realistic shooter game like this. Imagine Grand theft auto with these types Photo realistic graphics !! . all that's needed would be thousands of photo realistic people for these games, Enough people so you won't see repeated faces all over the place. You gained a new sub, keep up the great work.
The light can't be fully baked because the player pawn cast a shadow. So at least some light source is either dynamic or stationary. My guess is that it is the HDRI or Skylight that is casting Ray traced shadows, or shadows through Lumen.
Well done, amazing
the trailer is 100% not just motion capture animation, I've played with this before. It's controlled by the player still. Theres just a default constant shake on the camera, a shakey realistic looking headbob for walking with some random variables to it to make it more procederual and look less like a looping animation, and the camera movement is slightly delayed from the mouse movement. What I mean by that last part is the gun follows the mouse, and when the gun hits it's "edge" it will start turning the camera with the weapon, and it recenter when you stop. I did this literal exact same thing before
Yes, you are correct! I also figured it out like that and in my recent video I explained how to achieve same effect
great video, thanks!
Thank you! my team will attempt to create a demo like this for experimentation
This looks amazing in VR
Great video, congrats
Cool the first photorealistic game finally :-)
God bless.
I'm really curious, how does Unrecord combine VCam with FPS animation? Do they pre-record VCam footage and then manually create matching FPS animations?
the HDR colors make everything much more realistic
@Mark Aspen
why? does rtx have better HDR?
@Mark Aspen
aha , for sure that makes sense
@Mark Aspen
exactly 👍👍👍
@Mark Aspen
so you are telling me that the ray tracing now day's doesn't make sense and it's just about marketing??
@Mark Aspen
yes i saw cry engine
and yes that was exactly what i was about to say :
the old school way of making games was really hard
nowadays game makers can easily create a game but the gamers have to pay it with their high end system
Спасибо ютубу что снова тебя нашел) хоть и на английском но контент ультра крутой) спасибо)
fuck yes, ive always dreamt about some breakdown video but instead we get a whole tutorial on how to recreate it, thank you!!
You are welcome 😄Yet I didn’t recreate the camera movement but I am thinking about it
Simplesmente sensacional 👏
Requiem perto disso ai, Requiem parece jogo de sega saturno né? kkkkkkkkkkkkk Peguei pesado? Exagerei essa comparação?
Great job!
amazing tut, sir.
Thanks!
You can enable hardware raytracing for Lumen in the rendering settings, it makes a huge difference.
Yeah but it still works different. It uses "hit lighting for reflections", not quite same result and more resource hungry
Great job especially for not using scans. I wish we got a longer version on how you did this so a noob could learn.
whar do you mean? this scene is full of scans lol
@@studioromanski He literally just made all the walls and added materials in the video. Then added some scans for dirt. The unrecorded video was done using a giant scan from the actaul building.
Don't they use 3d photoscanned environments rather than building from the ground up?
They use combination of both. So there are a lot of assets you can see in original video. From Quixel Bridge and assets from city sample. And some photoscanned environment
@@postprocessedThanks
I think the camera movement is a combination of Aiming Deadzone and whatever AI system they had to predict the movement