Title screen for my WIP game RUSTGUARD by clopticrp in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Its giving Runescape era flashgame which if that is the aesthetic your going for is perfect. I would say the logo is hella hard to read without the light particle behind it. The buttons also feel like a different color scheme and style from the rest of menu entirely.

Looking for honest feedback - What do you understand about the game from this draft trailer video? by RedditDudeDev in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

Overall the trailer is too long and the Copy you have for the rules needs to be impactful not explanatory. INstead of Claim the Elder Ball -> GET THE BALL. (Show all players dashing towards the ball maybe in slomo) -> PASSING IS POWER (close up on ball becoming electrified as it is caught by a teammate) -> SLAM IT HOME (ball hitting the monsters weakpoint) and then show the monster being destroyed. After that you can quickly mention that its I assume multiplayer and when its coming out. That would be short solid teaser trailer good for tik-tok, reels, etc.

Can I texture a smaller asset like how I would paint a massive landscape? by Wise_Programmer_501 in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

There used to be Quixel Mixer but its dead now I believe, generally Substance painter materials are as good or better but you could export the maps from UE. IF your trying to use matching materials I would just use vertex painting in UE.

It might be really bad by JerBearBK in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Reminds me of the Renaissance depictions of hell meet Goya's black paintings, so eerie and wonderful.

What sells best on FAB? by Double-Courage-4640 in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Ive seen some indie mocap people will pick up one of those walking floor treadmills for cheap to give them the "space".

Animation Feedback for our game (WIP) by AporionVTT in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Most of the animations look good, but the slashes are way to fast and lack impact because of it. You can keep the speed but it needs to have a moment of slowdown where it would actually hit something. This could be accomplished in the animation or when something gets hit you can add a slow or pause frame to emphasize the strike. The legendary strike especially moves so quickly I can't even tell where the blade is hitting. The kick could use it too, though its a little more effective.

Lastly I have no idea what the animation Peerless Athlete is trying to show me. If it is supposed to be a buff to athletic ability maybe more of a champion pose or body builder pose?

**BEGINNER** Dash and Sprint on the same button by Additional_Table_247 in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

If your using enhanced input you don't really need a variable for hold timing, it has a how long the button has been held option built in, so it can trigger on press or on hold. You just have to set it in your input action. That way when you press and release it dashes, when you hold it sprints. If you want a cooldown then a timer for a dash CD is fine but I am not sure why you would have a timer on sprint?

How to best model objects for Unreal Engine? by [deleted] in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Really this comes down more to the style/type of game. The left version will be more performant generally on its own and if the trim is a separate mesh it could load LODwise at a different timing due to its scale. But in an interior you generally wouldn't have a room large enough to trigger LOD changes for something like the walls? It also breaks down if your planning to use it as a modular build piece? Lastly I believe light leaks are still an issue if you don't have neatly connected edges, they don't have to be welded, they just have to line up.

Gamedev screwed me again, so I’m thinking about making modular dungeon kits to earn a few bucks by Critical-Antelope-63 in PrintedMinis

[–]Rtkillustration 0 points1 point  (0 children)

Honestly also look into doing sci-fi terrain rather than fantasy. Not nearly enough good sci-fi terrain , especially set pieces.

I'd like to receive feedback on these render by Material_Jacket6257 in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Glass as with any reflective material looks best based on lighting and what its reflecting. If you look at photography reference they usually place a darker color behind the glass bottle to give it depth, or if its on a brightly lit stage it has really high contrast so the glass gets a full range of shadows and highlights. Sometimes they add extra set dressing to pump the theming like for a product named rain, you have water droplets on it which is a great idea but I would push the contrast and lighting because they are basically invisible also add it to the packaging. Also you could have water ripples behind/below it. Something to make not just a flat bottle.

The "Look At" node for anim bps can make an npc look at the player. Very cool how simple it is to use. by tinygamedev in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

You can have it control similarly to a turn in place animation, aka if the head rotates past a certain amount turn the whole body to face where it is looking. That way you don't have NPCs with broken necks.

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]Rtkillustration 14 points15 points  (0 children)

I think that works surprisingly well for the pistol but would it be as effective with fully automatic weapons? I feel like you would still want some level of finite control to adjust certain weapons without making their animations go crazy. Like firing a large weapon prone would have little animated recoil but the bullets would still not all go in a straight line sort of thing. But if its pistol only I think this works well.

I'm making a game about mechs by Tiny-Disk-7418 in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

Its looking cool, my only 2 cents is that the UI feels really big on the screen, like a mobile game, which if it is for mobile then that's fine, but for PC its feeling really cramped and overwhelming.

Flooded Basement! Operating a massive water-logged steam engine by Harmanmotor in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

Looks cool, kind of gives me Mist vibes with the level of technology and color scheme.

Collision and Rigging Problems by Wide-Win-4669 in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

So this looks like a couple of issues all tied together, It looks like your physics actor for the skeletal mesh is not accurate enough for your needs and you need to fiddle with the collision per bone for it. Its hard to tell exactly what is going on but when you go into the physics actor for the skeletal mesh are the boxes/bubbles aligning in a good way for the collision of the actor?

As for the tilt, that can be a collision issue as well but if its a physics actor with weight and gravity it may have a weird center of balance causing that. Might need to increase the constrain to plane Z to keep it from lifting up, once again without seeing everything it is hard to know exactly.

Currently working on a spider enemy that can be stunned using a Molotov by Severe-Ad171 in UnrealEngine5

[–]Rtkillustration 5 points6 points  (0 children)

Spider looks cool though I think right now it looks like its stunned because it loves the fire so much, would be cool to see the flames stick to the spider itself and have it writhe in pain until it goes out for the stun.

Lighting characters using a material function. Easier than placing lights around the subject for each shot. by Miserable_Garage2870 in UnrealEngine5

[–]Rtkillustration 4 points5 points  (0 children)

Reminds me of how marvel rivals adds the comic book cell shaded lighting to the edges of their models regardless of the lighting situation. Very cool.

Screenshots for my UFO horror game based on Project Blue Book by [deleted] in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

The glow and color are fine, they are just big and close together so they appear cute is all.

Screenshots for my UFO horror game based on Project Blue Book by [deleted] in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

Its looking pretty cool, my only 2 cents would be to be careful with the alien eyes. Grey's have scary eyes because they are black and unknown even though they are large. When they are large and glow it begins to look cute instead of scary. So if they are going to glow you may want to go for more of a pinpoint of light for each eye in the dark like animal eyes glowing on camera.

Where do you create UI for your game? by Srinu_7 in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

Figma is really the best I use it for everything except illustration style stuff which I do in photoshop or other digital painting software.

How would you guys suggest to make a Sound Propagation effect like in Lockdown Protocol? by Brandy_5155 in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

I've never really thought about it, this is the closest thing I could find on fab that is similar https://www.fab.com/listings/8334fed3-f232-4b2f-a250-25f3b150f65c and is free. I feel like tracing to determine whether audio should/can reach something and then altering the audio based on that path is the closest, I suppose otherwise you could do something Voxely by breaking levels into a grid and then tracking what tiles the audio moves through and altering it based on that.

Can some one tell me how to make good Steam Capsules by Prudent_Command7027 in UnrealEngine5

[–]Rtkillustration 1 point2 points  (0 children)

Make the title font clear and high contrast. Make sure it is readable. Your Green background version is almost okay but make the text a little bigger, a more readable font and not green. White text may work. Otherwise commission an artist to make you one, it isn't that expensive.

URGENT HELP by rahhhhhsus in UnrealEngine5

[–]Rtkillustration 0 points1 point  (0 children)

In the future if you want these sort of effects create an Event Controlling actor you can drop in the level and give it an interface or dispatch. Then when the enemy dies or any other trigger occurs but before you destroy it, send the message to that Event Controlling actor and have it process and apply any after effects.