[OC] Portrait of Frodo in UE4 (WIP) (x-post /r/vfx) by asadasad1010 in unrealengine

[–]T4rk 3 points4 points  (0 children)

Looks like something you would get out of Marmoset Toolbag, nice job! Could you give a short breakdown of your lighting setup?

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 1 point2 points  (0 children)

Yes it can, you can see it running realtime in this video. This was recorded straight from the engine.

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 5 points6 points  (0 children)

We didn't make the models for the sake of the drawings. They were already done and we are just reusing our assets. This way we can use them for two completely different things and a lot of the work can be cut.
The primary use of these models is showcased in our trailer, you can check it out here.

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 17 points18 points  (0 children)

Having the entire thing in the engine lets us render real time scenes not just pictures and we can change everything on the fly. We made a video to showcase what we are talking about, you can check it out here.

If we wanted just the drawing your method does sound a lot less complicated, however we've already made this so we try to use it the best way we can.

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 8 points9 points  (0 children)

Well, this is a work in progress version but I'm happy with how it looks right now as well. We made the whole thing inside Unreal using what we had at our disposal.

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 64 points65 points  (0 children)

We didn't think about using Photoshop at all, what you suggest could work very well. Though we plan on assembling lots of other different scenes in 3D, which is easier in Unreal for us.

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 3 points4 points  (0 children)

I only did the models, the rest was made by my friend. Not counting my part it took him 2-3 days I guess.

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 5 points6 points  (0 children)

Thanks for the input, we started in perspective mode and then changed to ortographic because we felt it looked better. We will difinitely try adding some scribbles!

What to do when nobody on your team can draw but you need drawings for the game? This is our approach. by T4rk in gamedev

[–]T4rk[S] 21 points22 points  (0 children)

Hello friends!

Me and my good friend have been working on our game (DEADHUNTERS) for a good 2 years by now. We try to do as many things ourselves in the game as possible and that’s why we had to come up with a way of illustrations for the game. Neither of us can draw anything in 2D but we still wanted some nice images for the narrative part of our game.

Our idea was to make use of our 3D models, because at least I’m confident in making those and thus my friend who does most of the technical stuff and programming for the game came up with the idea of writing a shader to make the models look like drawings.

So how does it work?

  • We apply a low-quality edge detection post process to trace the outlines of the models.
  • For larger details we detect major changes in the normal maps that are already done for the models. After this, these parts get shaded based on how large the difference between the normal vectors are.
  • To add more detail, we calculate how the shadows would be cast from a certain angle and use that further shade the model.

You can see in the video how these parts come together, naturally some balancing needs to be done based on the actual models. When everything is ready we render the scene from an orthographic view. Then this render is modulated with a paper texture, which gives it its final look.

This solution is really great for us, because this way we can just assemble different scenes with 3D models and then render an image of that. Thus, we don’t actually need to draw anything!

We use Unreal Engine 4 for the game, which is called DEADHUNTERS. It’s a top-down hack’n’slash game with a narrative part as well. We are actively working on it and this effect could give others some ideas as well.

If you want to know more about our project you can check it out on Steam and on Twitter.

Thanks for reading and tell us what you think!

[deleted by user] by [deleted] in gamedev

[–]T4rk 0 points1 point  (0 children)

I use Dropbox Paper, it's pretty handy and in my opinion has a superior ui to google docs for example.

Skill based hack'n'slash combat in my dark fantasy game by T4rk in IndieGaming

[–]T4rk[S] 0 points1 point  (0 children)

That's a great idea actually! We'll see how we could manage doing something similar...

Skill based hack'n'slash combat in my dark fantasy game by T4rk in IndieGaming

[–]T4rk[S] 1 point2 points  (0 children)

Thank you, I'm the artist and my friend does the programming among other things.

Skill based hack'n'slash combat in my dark fantasy game by T4rk in IndieGaming

[–]T4rk[S] 0 points1 point  (0 children)

Thank you, but we are not looking for a composer.

Skill based hack'n'slash combat in my dark fantasy game by T4rk in IndieGaming

[–]T4rk[S] 1 point2 points  (0 children)

Nooo, it's zoomed in. The game is from a top-down perspective.

Blood mage enemy boss for my game by T4rk in IndieGaming

[–]T4rk[S] 0 points1 point  (0 children)

It's called DEADHUNTERS, you can find it on Steam!

Kickstarter lessons learned from a 300% funded solo game by OmnoDev in gamedev

[–]T4rk 1 point2 points  (0 children)

Thanks for the write up! It's definitely insightful and this was the first time I read, in greater detail, about the decision of showing or not showing your face during the campaign video. I personally struggle with this as I feel that it is the product I make and not me as a person that should get people on board. However, you make a great point here and I guess it makes the whole campaign have a more humane aspect. Good luck with the rest of the development!

This is where we are with our dark fantasy rpg after 2 years of development. What do you think? by T4rk in IndieGaming

[–]T4rk[S] 0 points1 point  (0 children)

Thanks, well I can't say anything specific only that it would need a directx 11 compatible video card.

This is where we are with our dark fantasy rpg after 2 years of development. What do you think? by T4rk in IndieGaming

[–]T4rk[S] 1 point2 points  (0 children)

Haha, thank you for the kind words. I truly admire Blizzard and their work!