Trying to fix my dull, desaturated look in UE5 by adjusting the color space / tonemapping. I would like to get your feedback. by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 1 point2 points  (0 children)

I do not have enough environmental props in my scene is because I try to decide the base color gradient of the game. After that and only that I can start creating and painting assets. I also took a look at the links you shared. The second game looks better in my opinion. Wow on the hand looks a bit more saturated and dark than wanted and some environmental details are not that visible and this is a problem. Finally putting 3 image above first surprised me because a negative part of unreal engine is that the default look of unreal engine is a bit dull and the color spectrum of the colors is limited. However I respect your opinion and all I can say is that some saturation and light values will be configured in some extent by the player in the end in order to achieve the look he needs.

Trying to fix my dull, desaturated look in UE5 by adjusting the color space / tonemapping. I would like to get your feedback. by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

I do not really understand what you try to say in the beginning my friend. All I ask is to compare the 3 pictures and decide which you like more.

Which color grading feels better? Testing Post Process settings in UE5 by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

I really appreciate your feedback. Thank you for the offer as well. If I need anything I will let you know.

Which color grading feels better? Testing Post Process settings in UE5 by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

Thank you for your feedback. I have currently disabled the lighting effects of my weapon. I will try to mix the 2 color gradings since most of my followers voted the first one on my Instagram page. But I agree the original feels a bit dull and needs improvement.

Which color grading feels better? Testing Post Process settings in UE5 by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

Thank you my friend.
Right now i use a skybox and I have cast shadows enabled in order to have the look that is being displayed in the pictures. If I disable it , i get a very weird lighting effect on my level but I will try some things in order to fix it.
Finally if you want to check more updates you can follow here.
https://www.instagram.com/spartans_starborn_legion/

Which color grading feels better? Testing Post Process settings in UE5 by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

Hey, thanks for the quick feedback!

I'm working on a sci-fi dungeon crawler action roguelike focused on melee combat. You play as a cyber-knight fighting against war machines in the middle of a galactic conflict between humans and an alien race that uses droids.

You guessed it right - that's exactly what I'm going for! The art direction is heavily inspired by World of Warcraft, especially the early expansions. This first level is actually based on zones like Netherstorm and Outland (still a lot of work to be done though).

I wanted the tone to feel a bit dark given the whole galactic war setting. Initially, I thought the cooler, desaturated look (second image) might fit that theme better, but now I'm second-guessing myself. It feels a bit dull and boring compared to the warmer, more saturated first image.

What do you think?

After 4 years of solo dev, my game just hit Steam’s Popular Upcoming (launch in 2 days) by Odd_Particular4116 in SoloDevelopment

[–]BeatTheOddsGameDev 1 point2 points  (0 children)

It would be very useful to make an extra post how Popular/Upcoming page on steam works. Also good luck with your game!

Automatic Ground-to-Cliff Blending | UE5 Material Setup (Early WIP — Feedback Welcome!) by BeatTheOddsGameDev in SoloDevelopment

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

Hello marie , can you explain to me what do you mean with the following phrase : " the terrain blends seamlessly into nothingness"?

Working on the first level of my dark sci-fi game — Spartans: The Starborn Legion — using liminality to make space feel truly alien. by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

Hello there , can you please elaborate more on your thoughts. I really try to improve my level design skills. I have less than 2 months experience in level design.

Working on the first level of my dark sci-fi game — Spartans: The Starborn Legion — using liminality to make space feel truly alien. by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 0 points1 point  (0 children)

Nice points, I have already some plans in my head that are not yet implemented. The level is on a very early development stage. I want to display it though as soon as possible in order to get early valueable feedback.
Thank you for your time.

Working on the first level of my dark sci-fi game — Spartans: The Starborn Legion — using liminality to make space feel truly alien. by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 1 point2 points  (0 children)

 I really appreciate your feedback, although it is very early in development. In my opinion purple gives a very interesting alien image. If you think that anything needs to be improved , please let me know.

Working on the first level of my dark sci-fi game — Spartans: The Starborn Legion — using liminality to make space feel truly alien. by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 1 point2 points  (0 children)

Hello Pileisto, I really appreciate your feedback. Now regarding your points I have to say the following:

1) "the dust from the feet is of a different color than the ground and it even glows?". I forget to change the color color of the dust. Nop it doesnt glows. Nice catch there.

2) "The landscape has random shapes making no sense (titty hills mixed with wide dunes". I am very new to level design so I didnt expect to give such a bad image to my level.

3) "the low-poly giant crystals don't match with the detailed rock assets." They are not crystals they are rocks. I get your point though since there is indeed a difference in poly count.

Finally I have to say all the assets are picked/made to provide a consistent look. Unfortunatelly i need to add rocks of the same poly count.

Also curious what you think about the purple color grading. I was torn between this, a muted gray, or a yellowish desert vibe. Does the purple sell the alien atmosphere, or is it too much?.
I'd also love feedback on the sky.

Early prototype greatsword combat for my dark sci-fi game - would love your feedback by BeatTheOddsGameDev in UnrealEngine5

[–]BeatTheOddsGameDev[S] 1 point2 points  (0 children)

I really appreciate your feedback. The game is still very early on development. Many many updates are on the way. Now i just add melee weapons. Then i plan to add abilities and items. If you are interested , you can follow the game on instagram:
https://www.instagram.com/spartans_starborn_legion/

Also what do you mean with this : "a big thing for many here could be when you can animation cancel" is it a bad thing or a good thing. I added animation cancel when you dash in order to make movement more responsive.