Procedural Gore and Pretty Foliage [Prismatica DevLog #10]
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- Опубликовано: 29 сен 2024
- Hello hello! In today's Prismatica DevLog we take a look at my latest experimentations for drawing damage and blood to characters! The way we do this is inspired by Ryan Brucks' world space unwrap method for skeletal meshes.
The reason I've gone with a Render Target approach as opposed to using decals is because performance with decals scales linearly, whereas using Render Targets has a fixed cost that allows many many characters to have unique injuries applied. As an alternative, we could have used a global "bloodiness" parameter on the material, but this wouldn't help players distinguish where they hit an opponent or where they've been hit themselves, which is vital in Prismatica's gameplay.
As well as this, we look at some visual upgrades and some cheeky optimizations that will cut the disc space of the project in half :)
We've just added a $1 tier to our Patreon, so if you would like to support the game/tutorials, make sure you check it out in the links below!
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Patreon: / prismaticadev
Discord: / discord
Twitch: / prismaticadev
Twitter: / prismaticadev
RUclips: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
omg I gasped when that water turned into blood, that was so dramatic! The amount of detail you're adding to Prismatica is unreal, thank you so much for sharing! :DD
he simply cannot be stopped
What would win; an unstoppable force or a smooth brained skinnyboi??
Faceless is definitely fine for your art style and perspective. Love the gore and emphasis on the quantity of detail in the world. Keep up the good work!
I'm glad you think so too haha. Especially since HELMETS!
Ever considered making an asset similar to this for the marketplace? I reckon it would be the best blood system as it is performance friendly and looks so good!!! Definitely would buy!
Will you do a tutorial on the damagemask
Name Suggestion : FacelessMan
When enemies trip and fall like they did when you were fighting around 6:03 i think there should definitely be some type of execution you can do where u step over them and stab them or something, would be sick
Ooooh yes. Definitely going to happen at some point - aiming at someone on the ground is a pain hahaha
@@PrismaticaDev Maybe begin with a special attack just aiming to the ground? Eventually you let the player have to figure out how to position yourself.
So in the skeletal mesh deformation, do they use same material? If so how do they react differently to the deformations ( or blood effects etc.) Don't they use the same texture?
It’s explained a bit in the next video (dev log 11) and also in my draw call reduction video :)
Can’t wait for this devlog
Hope you enjoyed it my dude!
After finishing this game what will the channel's name be
Prismatica2Dev
Praying for a tutorial!
I'll definitely be creating one once the system is a bit more integrated and optimized! :)
the gore kinda contradicts the peaceful feeling of the environment visual.
Exactly ;) Haha it's quite a juxtaposition
Maybe make the corpse float at 6:54 ?? To help the player understand it's dead... congrats for the good work! Keep it up, it seems to be going great!!
Haha definitely - I haven't worked on actual water interaction yet, just the visual aspects of it.
Wait did you model those human models yourself? I admit I'm nowhere close to that; can only do household objects and vehicles atm.
I sculpted it from a base mannequin - I decided to go with this approach because I needed the proportions to be perfect haha
Amazing video! I was wondering how did you make the blood flowing down the injury?
Hey Primatica. I'm a 3D artist and would love to make models for you and your project, completely free. I can do characters, environmental assets and props too. If you're interested, let me know! I'll send you my portfolio so you can view it. I would just love to be able to put something on my portfolio.
If theres is an tutorial how to make this incredible blood effect, pls tell me!! I really want this blood effect in my game. Can you please upload a tutorial how to make this? And if there is olready one, pls answer with the link. Thank you
So why is it that one guy can sit at home, learn unreal in about a year, and add these awesome features into a game. Yet studios with "professionals" and a £200million budget still release broken games with less features?
I don't get it.
Hahaha that is a very good question! I guess in a team that is so big, it can be really hard to communicate things and you're always stepping on other people's toes. For example doing something cool might break someone else's work because you don't really know what is going on on their end. Either way, it's always stuff that should have gotten picked up in QA testing and fixed
@@PrismaticaDev and that is a very fair point. I totally disregarded the knock-on affect that altering one thing can do. Fair point.
Subbed!! Can't wait for that gore tut! 👀 I've had figured out most of the parts of the system including render targets but I have no idea how you decide which direction (-Z because gravity) to draw the next piece of the gore and how to decide to stop drawing and just transform that into a particle that can spawn a decal when hit with the world. It's just genius. Amazing job!
Haha WELL, the blood drip is actually an invisible actor that traces its way down the characters - it's a little expensive when there are tens running at the same time, but as a one-off it's fairly cheap. It turns into a particle when the Z normal is too great, and it interacts with the landscape since it has a Custom Depth/Stencil enabled that gets picked up by my Landscape interaction system :) No decals in the entire video! Haha
@@PrismaticaDev That's really interesting. Maybe if we could use a screenspace effect like a world space pass it would be way cheaper to calculate. IDK if you have watched but there are a couple of Naughty Dog tech art talks about exactly this and their results are pretty much the same as yours and they use an screenspace solution afaik with particle ribbons that read from that screenspace world normal, check them out in their channel if you fancy! Amazing job anyway on this, and again genius work making this work in Unreal.
@@justVontadeh I'll definitely check that out!! My initial plan was to use a Render Target that calculated the World Normal of the character and used that as a flowmap for the render target... But it would require 2x as many updates and an extra RT per character haha
@@PrismaticaDev makes sense. The talks are called "The Technical Art of The Last of Us 2" and "GPU Driven Particles" btw, forgot to actually tell you the names 🤦
I know it's been a long time since this was uploaded but it would be great if you could do a detailed tutorial on how the procedural damage works. Thanks. And well done.
Hey hey! It depends what you're referring to - the actual printing of damage to specific parts of the mesh, or to the effects themselves. For the latter, it's mostly just Lerps and HeightLerps (videos on my channel about them) but for the former it's much more complex. I've actually thought about re-visiting the drawing system inside Niagara Grid2D for maximum performance
Hey thanks for the reply! The effect itself would be nice to know how it works. The UV part I could probably figure out on my own. But hey why not both.
I saw a tech demo a while back and I've been trying to piece together how it worked for a project I've been working on and this seems pretty related.
ruclips.net/video/_HWHQst-k48/видео.htmlsi=q6KD7ZEl44Dhxa5V
damn that new character model and sculpting detail is amazing! Was that really your first crack at sculpting? Have you done 3D art before? :o
Yep, first time sculpting although I did take a long time and had a great starting point haha. I was essentially just carving out details from a base model. This project is the first time I've done any 3D work outside of Highschool when we used Sketchup haha
@@PrismaticaDev oh my I can't believe it's already a year since I posted that comment, I'm still in awe of the new model and sculpting detail.
Do you maybe have resources that helped you in creating the sculpting detail? It looks so great! Those hands are amazing!
the amount of technical knowledge is inspiring!
Cheers Adama :) I hope to pass on every thing I've learned eventually!
Make the tutorial!
All in due time, my friend :)
I'm always super surprised by all the 3D stuff and this just looks fantastic! Well done
Thanks Dolphin :) Hope you're excited for the next one!
That's pretty incredible. It's coming alone quite well.
dat blood system is smexy :D
heheheh. I'm keen to 'flesh' it out further!
:D love it how you comment every good hit u landed hahaha
Can this be combined with dismemberment?
Such impressive development since last devblog, amazing, watched the premiere live and I was impressed with the new player model among all the other features :)
Thanks Alejandro! Hope you're looking forward to seeing some of the actual character models/armour pieces :)
@@PrismaticaDev absolutely ^^
The game is looking amazing!
Really impressive stuff you got going on here! It will be fun to follow the development of this game :D
Looks like you went with sphere traces for your melee attacks. How's that going? I always used a direct line trace from the base of the blade to the tip but as you said that could cause problems. So my solution at that point was to do traces at different points of the blade from frame to frame. Didn't quite love that one.
Since then I haven't worked on a project that would use traces like that but I'd like to start again and this sphere option seems to work well. Especially because this isn't something like mordhau where precision-strikes are in the hands of the player.
Correcto! Yeah it's currently sphere traces along points of the weapons in the current prototype, although we'll be looking at a better solution very soon. The downside of hilt to tip traces is that it leaves gaps between frames and also doesn't give any (correct) directional data about the hit. I think having some sort of modular system that can have X amount of traces on weapons will be the go-to.
Have you thought about incorporating nanite into your game? Seems like it might be good for an open world game like yours.
Since the game is played from a top-down perspective, we're usually only rendering 2-5 million triangles on any given frame, which is quite low. Nanite also struggles on lower-end GPU's and I'd prefer to have the option for older hardware to run the game. I could have a toggle-switch for nanite on/off but then I would have to ensure everything works with both systems, which eats up a tonne of time. The other thing is that Nanite doesn't currently support Masking or WPO which are essential to 90% of my shaders. So I guess I'll have to see how it all turns out when 5.0 releases :)
funny to see you fighting with an AI.
Haha it always catches me by surprise, I swear I'm good at the game :')
@@PrismaticaDev haha
the best blood system EVER
nice updates!
Thanks Alf, hope you enjoyed :)
Dude the combat is legit.
5:25 secret evasive maneuver
My plan is always use masks or helmets to cover all the faces. Face is another level to me. And I think trying is way worse than other alternatives. Its just about how you sell it. And I think faceless characters are looking good in your game. It gives me some vibe.
Yeah most characters will probably be wearing hats/have hair that covers most of their face anyway and since it's a top-down game, a lot of the face detail would be lost anyway. No face is better than a bad face! (and easier :P )
splatoon 4 confirmed
Also, the wicked cool thing where your footstep particles for the dust you kick up are blood stained is so cool. Intentional or not. Looks great on sand I wonder how it'll look in other environments.
Haha yep, quite intentional :P I can make any material read from the Deformation/Blood for very cheap!
When the blood tutorial?
Noice
You are xoxo
nice intro :) Ty for new ideas
"get wrecked, idiot" i love it hahaha for real though this is super cool dude!
Hahaha letting my inner gamer shine :P Cheers dude, keen to see more updates from you!
Awesome video! So gnarly :D
Thank you ♥
Thanks Schwarzfarn! Glad you're enjoying them all :)
I'd love to see that highly detailed dude with a nice low poly beard and two black rhombuses for eyes. Seriously though, been waiting to see what your actual characters might look like and I didn't expect you to go realistic. Those are some good @elegant@ proportions and details though and with the cell shading on top I think they'll work out great. You're striking a lovely balance between stylisation and detail.
I did some testing last week with the model (I've been sitting on this DevLog footage for a week haha) which you can check out here! www.reddit.com/r/unrealengine/comments/nqp0xe/i_baked_some_vertex_deforms_into_the_vertex/?context=3
I personally LOVE how it looks with the cel shader. Excited to design some armour and stuff :)
Could you add the ability to to hit someone fingers this making them drop their weapons and possibly make them able to grab other weapons off the ground (even a stick works). It could be funny to see an enemy try to attack you without a weapon then notice their fingers gone
Disarming is definitely planned - most likely when a character tries to parry without enough stamina. All the mechanics between NPC's and Players are the same though, so make sure your favourite weapon doesn't fall off a cliff! (Maybe retrievable through a Lost & Found merchant for a lot of money haha)
But yes, disarming through damaging the hands will be in there. Each limb will have a sort of "critical effect" when it's temporary health (pain) reaches a threshold (maximum limb health minus limb injury) for example, if it's your head pain exceeds the threshold then you'll be knocked out/ragdolled
Bro, this game is going to blow up! PC Gamer will almost certainly write an article about your game. It's too good for them not too!
Looks like a promising game and it's a first page result for procedural gore searches (well, I guess with that title, it makes sense).
I wouldn't mind playing as a well defined, muscular man, though. The setting seems low tech and 'wild'...(and I also watched Bakshis Fire and Ice earlier and that was full of burly fighters)
But I suppose there's always something like Conan Exiles for that... still, would be nice.
Fortunately if you have a look at my later devlogs you'll see the different body shapes we can achieve for characters :)
@@PrismaticaDev Is the procedural weapons + damage dev log 13.5 one of those examples?
If so then, well, I guess they look alright. Could certainly use some pep or something. Kind of dumpy...
Pretty great animations though.
Can you do a full tut on the gore and how to make it more realistic?
Realistic texture wise
Faceless is actually smart, Ashen is an awesome and gorgeous game and nobody got any face but are still really lively ! can't wait to see more from you gg !
I definitely need to play Ashen, I've been putting it off for ages haha
@@PrismaticaDev the game is visually awesome (and neat gameplay) :B worth to be played !
just from watching your devlogs i learn alot, and got alot of tips on my project too !
thank you so much for uploading this !, i actually didnt know you can create modular components and modules in general !
skeleetal
Your game has progressed really well, congrats!
Cheers Joshua :) Hope you're looking forward to the next DevLog!
Need my hands on this game. It’s attention to detail like that which will set apart the games of the new generation. Great damage implementation
Truly an inspiration to us all!
You're too kind haha. Hope you're learning a lot! :)
My boggie is redy
My ready is bode
legit can't wait.
You're a legend
Dismemberment 🥺
👉👈
I’m sorry
Heheh. Patience, my dude
@@PrismaticaDev That sounds like a yes. Awesome!
The dynamic blood system looks really great.
What is your approach to death animations? Do you just switch to full ragdoll or is there a hybrid system planned (death animations blended into ragdoll) depending on circumstances.
@@RyoMassaki i do believe he has an entire devlog precisely about this death animations. And it is a blend btw
@@AnonymusPlayerHD Thanks.
@@RyoMassaki yep, it’s a physical blend using some Death poses depending on where they got hit, so they might clutch at their face or their leg etc while they die. It’s a bit broken at the moment since the physics asset went weird in an engine update but I’m re-doing the entire skeleton anyway so I will fix it in time haha