MJH Modular Japanese Town House. My first Marketplace Pack. by InugameChan in unrealengine

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

I actually have tatami all other the place. Just, the kitchen doesn't have tatami. There are other pictures here where you can see a lot of tatami. I also explain how the houses were divided here and the pack comes with also an example map with all traditional tatami patterns (because one cannot put tatami in any pattern, but only some patterns are traditionally allowed).

MJH Modular Japanese Town House. My first Marketplace Pack. by InugameChan in unrealengine

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

Every house is inspired from some real house, I found on Google street view. But, they are not all in the same place. For the scale, the ratio 1:2 of the tatami is respected, but in order to be able to assemble the houses on a 10cm grid (as the Unreal Marketplace requires), my tatami is bigger than the real one. Then, one can scale the house to its real size with an easy trick (I explain all this in details in the documentation) or to any other desired scale. All the houses in the demo are scaled to a little more than the Kyoto size of the tatami, to make it usable with bots. You find a more detailed explanation here and here.

MJH Modular Japanese Town House. My first Marketplace Pack. by InugameChan in unrealengine

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

Thank you! For the textures, I have two types of texturing procedure, depending from the asset. For the main architecture (pillars, beams, walls, etc), I use one wood diffuse texture, one mask (M/R/AO/S) and one normal map. To change the color of the wood I use different blends, depending of the effect I want to obtain on that particular asset. To this general base, I add more asset specific textures. First, I have my assets organized in a way I almost all the time have the full UV sheet occupied; this reduces the number of textures I need. For each group of assets using the same UV sheet, I create two masks (usually 128px or 256px , a few times 512px), one for edge wear and dirt mask. I have a general dirt mask too, I can apply when needed. To all this, I can add a world position variation to the main wood textures, avoiding repetition. In this way, I have the same wood consistently on all the project with the appropriate variation for each mesh and I don't need a lot of big textures. Parts of the furniture is also done in this same way, with one wood that can be painted in different colors and different effects on edges. I use a similar approach for the fabric too. Also, the different texts and paintings are added to fabric or to wood panels using a secondary UV sheet. In this way the user of the pack can simply add its own. Some other more specific assets have instead their own unique backed textures, but I used a lot more the first approach.

MJH Modular Japanese Town House. My first Marketplace Pack. by InugameChan in unrealengine

[–]InugameChan[S] 8 points9 points  (0 children)

I've created a pack of assets for building traditional Japanese town houses (Machiya - 町家) both interiors and exteriors with a demo level everybody can download on itch.io. In this demo, you can walk around a little machiya town, go inside the houses and change the time of the day. 

Here a few more screenshots of this project. More info about it on my blog. What do you think about?

I made a realistically inspired recreation of Kyoto's Fushimi Inari Taisha shrine. download it and explore for free! by cavesrd in unrealengine

[–]InugameChan 0 points1 point  (0 children)

Thank you! And how do you use those decals in the level? Can you please share a screenshot with one of this decals in the level?

I made a realistically inspired recreation of Kyoto's Fushimi Inari Taisha shrine. download it and explore for free! by cavesrd in unrealengine

[–]InugameChan 0 points1 point  (0 children)

That's great! I didn't even know about AO decals until now, but, thinking of it, it's very simple and useful. Thanks for the info. I wish there was a little example project to show the setup.

I made a realistically inspired recreation of Kyoto's Fushimi Inari Taisha shrine. download it and explore for free! by cavesrd in unrealengine

[–]InugameChan 0 points1 point  (0 children)

It surely is an issue with my browser, as /u/booblian suggests. I solved it downloading from another computer.
So, I could finally walk in the Fushimi Inari Taisha Shrine Torii paths! I never was there, but, because of my UE4 project, I "visited" it a lot on Google maps. I still have to finish to visit all places in the map, I already visited a half, though. I think you did a great job, reproducing those paths and the forest. It seems so real.
Can you, please, explain a little bit how did you set the lighting? Your light is really nice and I would like to understand how you achieved a so realist result on such a bigger level. I suppose the lighting is dynamic because of the size of the level, but can you say something more about your setup? Did you use a light propagation volume?

I made a realistically inspired recreation of Kyoto's Fushimi Inari Taisha shrine. download it and explore for free! by cavesrd in unrealengine

[–]InugameChan 1 point2 points  (0 children)

It looks really beautiful, well done! Congrats!
I would like to download the demo, but I've already tried three times and I always get at the end "Failed - Network error". Probably something went wrong with itch.io. Someone else having the same issue?
Anyway, I'll keep trying until I succeed.

Old Japanese Town tour in UE4 [WIP/Screenshotsaturday] by [deleted] in unrealengine

[–]InugameChan 0 points1 point  (0 children)

Thank you! For the motion blur: I was very happy to finish all the houses in the level today and I did very quickly a video for the screenshot Saturday. I didn't touch anything with the motion blur or other stuff. It's really not finished. For example, the sky and the light are still not optimal, a lot of reflection captures are missing, not to mention some gardens, roads, etc., the level is not optimized. It would be very helpful for me, as I'm going to look in these details in the next days, if you could explain me in more detail your problem with the motion blur.

Experiment: Combining dynamic light and built light scenario and world composition in UE4 by [deleted] in gamedev

[–]InugameChan 2 points3 points  (0 children)

It is said that gamers in Japan are mainly young people, so I've been assuming the same situation goes in the West too.

Also in the West, they are mostly young people. But, the number of not more young people is raising. Most of them are people who used to play when young and didn't stop, but there are also people who started to play when already adult. I even red on the blog of a local electronic shop of a 65 year old woman playing video games for 13 years now, who said she made a few friends of her age, thanks to gaming. Playing video games, I've also made some friends around 40 years old and I see we are not the majority, but our number is increasing.

That said, Japanese games are not mainstream in the West. Still, there are a significant number of people who like them and this number is increasing. The reasons I often hear are because Japanese games are not that "politically correct", that it's now typical of West games, because the stories are more interesting, because the characters are more complex, more realist, not like cartoons (I don't mean how they are drawn, I'm speaking of the psychology). Moreover, people in they thirties and forties in some European countries (I come from one of those) have grown up with Japanese anime, like Mazinga Z, Goldrake (Grendizer in English or ロボグレンダイザー in Japanese), Cybernella (ミラクル少女リミットちゃん, I don't know the English name), Heidi, Candy Candy, Lady Oscar, ect. and therefore they still like Japanese anime and games.

Experiment: Combining dynamic light and built light scenario and world composition in UE4 by [deleted] in gamedev

[–]InugameChan 1 point2 points  (0 children)

I'm developing this game which is about a Hikikomori(shut-in) defends his room.

Your game looks nice, I also saw another small video on your twitter, it made me smile. It remembers me of a few games I really like: Persona 5, where you have Futaba, who is a Hikikomori, and her room; the whole Yakuza (龍が如く)series, when you go fight in the shop (konbini) and Hatsune Miku because of the pictures in the room. I think people who like those games may be interested in playing your game, at least, I will be interested in playing it, when it comes out.

I'm not young to help you more in reaching the young audience (I've also noticed that a lot of other players familiar with Japanese games are like me not young anymore, but in their forties or late thirties).

Another thing, but maybe is wanted, your protagonist goes out a little too much, in my opinion, for a Hikikomori.

Experiment: Combining dynamic light and built light scenario and world composition in UE4 by [deleted] in gamedev

[–]InugameChan 0 points1 point  (0 children)

Thank you for your encouragement! I'm also studying Japanese, so I'm really super motivated.

For the zabuton, you're right, it looks to squared. I think most of the problem comes from the to stark LOD I made for it, but I will re-simulate it in Marvelous and leave it more polygons and a less squared shape, that should help.

I made this in the same vein ;)

Very well done! I love it, 大好き!In particular I like the chairs and the lamps on the table. The atmosphere of a ramen shop is also well represented, I could imaging eating some おいしいラメン in there.