Environment Breakdown: Underground Horror in UE5

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  • Опубликовано: 1 дек 2024

Комментарии • 50

  • @polygonflow
    @polygonflow  11 месяцев назад

    If you want to watch detailed tutorials on the different tools in Dash, you should give this playlist a look: ruclips.net/p/PLA8x6Gryv9C-YSeyME9uey5Q94SGzQWxX
    We always welcome any questions or feedback about Dash, ask away in the comments!

  • @PaulSmith-nd7gd
    @PaulSmith-nd7gd Год назад +3

    This is so mind bogglingly cool. Can’t wait to use it

  • @jonssj1
    @jonssj1 Год назад +1

    Great tutorial!!! keep them coming. world-building with Dash is becoming relevant

  • @Gup11654
    @Gup11654 2 месяца назад

    Where are these decals and texture stored? How would you go about optimizing?

    • @polygonflow
      @polygonflow  2 месяца назад

      If you use decals or textures from Dash, they are stored the same way in UE as if you used them from the UE Content Browser, so there is no difference there, the focus is more about making it easier to use them and adjust it if you are using Decal Scatter for example. 🙂

  • @omdollars
    @omdollars Год назад

    Very inspirational ❤

  • @JoblessJoshua
    @JoblessJoshua 11 месяцев назад

    Is this editor only or can it run during runtime as well? I'm curious for the 2nd use case as I'm thinking of using this for randomly procedurally generated loot spawns using that physics feature you have. Also is there a way to get a bunch of objects, and scatter them everywhere by flinging them in random directions? Kinda like here in this game: ruclips.net/video/AmiENomel4o/видео.html I'm trying to do something like that during runtime and I'm thinking of using this plugin for that

    • @polygonflow
      @polygonflow  11 месяцев назад

      Hi, it is sadly only editor. It would be cool to have in during runtime, but I do not think we will focus on that any time soon.
      But yes we kinda have the ability to fling a bunch of stuff away like in your linked video. But as it is only editor, I guess it is not useful for you.
      Let us know if you have any other questions :)

  • @gamejamreject
    @gamejamreject Месяц назад

    how will dash work with the new owners of mega scans, arent they going to charge per asset?

    • @polygonflow
      @polygonflow  Месяц назад

      We are planning on still allowing users to easily use their downloaded Megascans assets through Dash, even though they are moving to FAB :)

    • @gamejamreject
      @gamejamreject Месяц назад

      @@polygonflow so as long as they are purchased in the megascans quixel site we should be fine right?

  • @MickaelSchaack
    @MickaelSchaack 2 месяца назад

    wow great vid dude

    • @polygonflow
      @polygonflow  2 месяца назад

      Thank you! Josh did a really great job here indeed! Dash has changed a lot since this video though, so if you are interested to try it out, our Discord is a great place to be in! :)

  • @johannajonsson2526
    @johannajonsson2526 Год назад

    It really looks good

  • @hectorsuriel
    @hectorsuriel 4 месяца назад

    Hello... hope you can help me somehow. I have a giant rock golem in UE5 that's rigged and I'll animate it, but I'd like to paint some grass, stones and trees on it so they move when my giant moves... it's there a way that I could achieve this? thanks in advance

    • @polygonflow
      @polygonflow  3 месяца назад +2

      Hey!
      I don't know much about rigging and animation, but I suspect you might need to convert the scattered grass etc to static meshes and then perhaps merge them with your Golem. You can convert to scatter to static, by using the command "Merge Actors" in Dash, or perhaps the command "Convert instances to foliage" is more suitable. FYI, both of this will break the tool connection, meaning you can't adjust the scatter with the Dash UI anymore.
      And again, mostly guessing here, but maybe it helps some!

    • @hectorsuriel
      @hectorsuriel 3 месяца назад

      @@polygonflow thank you so much for your answer. Regards

    • @polygonflow
      @polygonflow  3 месяца назад

      @@hectorsuriel No worries at all! Would love to see the final creation when you are done, feel free to share it in our Discord or tag us in any social posts, sounds like a cool project!

  • @EkkyPlaysGames
    @EkkyPlaysGames 5 месяцев назад

    Hey Polygon just curious but what is the modular asset pack called that was used for the walls n such? couldn't find it in the description

    • @polygonflow
      @polygonflow  5 месяцев назад

      Hey! Josh actually created those assets himself! Tried to find it, but could not, it was a while since we did this video :( Sorry!

  • @dddharmesh
    @dddharmesh Год назад +1

    Great. Dash is a magic. This is going to save lots of time....

    • @polygonflow
      @polygonflow  Год назад

      Indeed it will!

    • @dddharmesh
      @dddharmesh Год назад +1

      @@polygonflow i remember 3ds max and Maya using in 2004. Now in 2023.... It gives more confident and as said in the video. Stick to the idea no worries about 100 things to execution....

  • @AizenSosuke_3d
    @AizenSosuke_3d 3 месяца назад +3

    Why don't you create a UE5 course building horror games, you have a knack for teaching, if you ever do, put PTBR subtitles for me hehehe

    • @polygonflow
      @polygonflow  3 месяца назад +1

      Thanks for saying that! Perhaps we will be able to create more similar content in the future!

  • @harshaldesai5639
    @harshaldesai5639 Месяц назад

    Where did u get those assets

    • @polygonflow
      @polygonflow  Месяц назад

      Not sure exactly what assets you mean, but all the assets used are linked in the video description above! :) The walls were made by Josh himself :)

  • @tc8557
    @tc8557 Год назад +1

    wow

  • @cwidd1929
    @cwidd1929 8 месяцев назад

    Just incredible +1

    • @polygonflow
      @polygonflow  8 месяцев назад

      Thanks for saying that 🙏

  • @rec-trick
    @rec-trick Год назад

    amazing

  • @dattaingale1869
    @dattaingale1869 Месяц назад

    how to import uasset in UE5

    • @polygonflow
      @polygonflow  Месяц назад

      Which asset do you mean exactly? :)

  • @stuckon3d
    @stuckon3d 10 месяцев назад

    did you say level sequencer in blender? at 8:04?

    • @polygonflow
      @polygonflow  10 месяцев назад +3

      Sorry about the confusion, I used Blender for animating the hands/gun, and then Sequencer for the camera work 😀

  • @Seancstudiogames
    @Seancstudiogames Год назад

    Holy crap! the opening scared me. Great job. I almost clicked away.

  • @VIJITHRAMvk
    @VIJITHRAMvk 10 месяцев назад

    awesome

  • @borzonstudios8638
    @borzonstudios8638 8 месяцев назад

    Cool and all, but as long as you're subscription based it's a no go for me.
    I'd be more than happy to pay a fixed amount, but subscriptions are just too expensive.

    • @polygonflow
      @polygonflow  8 месяцев назад

      Completely understandable! We actually have a perpetual license as well, if that makes more sense for you? :)

    • @borzonstudios8638
      @borzonstudios8638 8 месяцев назад

      @@polygonflow Yeah definitely, where can I find that? Thanks in advance

    • @theadnart1
      @theadnart1 8 месяцев назад

      @@borzonstudios8638 On the website! The pricing section shows you subscriptions & perpetual licensing

    • @polygonflow
      @polygonflow  8 месяцев назад

      @@borzonstudios8638 It is placed on the right side, next to the other plans in our pricing section on polygonflow.io :) Let me know if you are having trouble finding it! :)

  • @P4TCH5S
    @P4TCH5S 10 месяцев назад +1

    #goals

  • @stevezy4772
    @stevezy4772 Год назад

    Should of racked that shotgun before going in....
    Looks awesome.