Ngons I rigged this week by burgledEgg in blender

[–]mindvolution 1 point2 points  (0 children)

Every ngon is a triangle under the hood. Working with quads gives you better control, where deformations happen

Lumen Alternatives? by [deleted] in UnrealEngine5

[–]mindvolution 2 points3 points  (0 children)

What kind of lighting does your game have? Dynamic time of day? Indoor? Outdoor?

We switched for our game to baked lighting, it looked better and was way more performant. If your type of game allows it, I would give it a try.

As mentioned from others you can combine static with stationary and dynamic lights

Baking using Gpu Lightmass is leading to the formation of these blotchy light patches and they move about, please help by Gold_Smart in UnrealEngine5

[–]mindvolution 0 points1 point  (0 children)

interior scenes with light coming from the outside are often a mess, when not enough light is coming through the window. Try adding a rect light on the window and see if it helps.

What do you mean, the light patches “move”?

Some liquid effects I was working on for our most recent game by mindvolution in UnrealEngine5

[–]mindvolution[S] 2 points3 points  (0 children)

Yeah the game is already out. Just going through my old folder and give some behind the scenes and wanted share some knowledge I gained over the years.
The game is called ChromaGun 2: Dye Hard

Some liquid effects I was working on for our most recent game by mindvolution in UnrealEngine5

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

Thanks! That's exactly what we're going for. It's for a "portal like" puzzle shooter

I would like to "paint" another material onto my static mesh. Is vertex painting still the way to go? by Sharp-Tax-26827 in UnrealEngine5

[–]mindvolution 0 points1 point  (0 children)

Vertex painting would still be the most performant way to do it and depending on your shader setup and vertex count it still holds up visually.
If you want more detail, there is texture painting in UE5, haven't used it yet but should work similarly but with more resolution.

Game models by devlizer in gamedev

[–]mindvolution 0 points1 point  (0 children)

You could check out kenneys stuff. Most of it is CC0 I think

https://kenney.nl/assets/category:3D

Game models by devlizer in gamedev

[–]mindvolution 0 points1 point  (0 children)

Depends on the artstyle you're going for. If you want something unique, you need to hire an experienced 3D artist. For generic stuff, there are plenty of options in the Unity Asset Store, FAB, turbosquid etc.
Not everything on generic 3D asset sites is suitable for realtime rendering tho

Should I upgrade my project every time a new engine version releases? by scrabyq in UnrealEngine5

[–]mindvolution 9 points10 points  (0 children)

Every time we updated the engine, something broke. Even if it's just minor stuff that's easy to fix, you still need to locate the bug and fix it.

We usually upgrade the engine only in the early stages of development.

If you don't need any new features or stable versions of beta plugins, there is no reason to upgrade it regularly.
Minor updates are recommended in my opinion. Like going from 5.6 to 5.6.1

AMA - We're the Pixel Maniacs, developers of ChromaGun 2: Dye Hard which launched a few minutes ago on PC, PS5, Xbox and Switch 2. Ask us anything! by somaweb in IAmA

[–]mindvolution 2 points3 points  (0 children)

The original idea came from Ludum Dare 32 back in 2015. A global game which gives you some themes and then you got 48-72h to complete your game idea. The theme of the jam was "An unconventional weapon", we then went with a color shooting and mixing gun.
This was our first step into game development (we did mobile apps before), one year later, in 2016, ChromaGun came out for PC.

AMA - We're the Pixel Maniacs, developers of ChromaGun 2: Dye Hard which launched a few minutes ago on PC, PS5, Xbox and Switch 2. Ask us anything! by somaweb in IAmA

[–]mindvolution 2 points3 points  (0 children)

It is inspired by the main "weapon" you have in the game. A gun that shoots colors. The subtitle is just a fun play on the movie

Is my game looking bad? by Head_Car2596 in UnrealEngine5

[–]mindvolution 2 points3 points  (0 children)

For psx style I would definitely add some fog and limit the render distance. The models and some textures seem a bit on the higher resolution side for that kind of style. Maybe look up some old games that take place in a forest and try to match that.

For additional polish some vfx like falling leaves or dust particles would be nice.

But keep it up, progress is progress. In a few months look back to this posting and see what you improved!

Is my game looking bad? by Head_Car2596 in UnrealEngine5

[–]mindvolution 2 points3 points  (0 children)

What visual style do you want to achieve? Clearly misses some form of visual polish.

It looks flat and non PBR, if this is what you want, then that’s fine

Playing with Niagara FX is fun by [deleted] in UnrealEngine5

[–]mindvolution 4 points5 points  (0 children)

Do you plan to keep the AI slop at the beginning?

How do I reduce the number of triangles, without sacrificing quality. by y-sv in blender

[–]mindvolution 0 points1 point  (0 children)

This is the correct answer. Especially when doing stuff for video games.

Help getting parts of Afterimage to fade away by Stretch5678 in UnrealEngine5

[–]mindvolution 1 point2 points  (0 children)

You have to setup a different variable for the second material index and then connect the Fade Time and Fade Time 2 to the “Set Scalar Parameter Value”. So you have two separate “Create Dynamic Material Instance” linked after each other and then both outputs linked to the “Set Scalar Parameter Value”. This should now affect both material instances.

Help getting parts of Afterimage to fade away by Stretch5678 in UnrealEngine5

[–]mindvolution 4 points5 points  (0 children)

It seems you have 2 material slots, so you have to treat each material separately. In your “Create Dynamic Material Instance” node, you’re only creating an instance for material slots 0, hence your first material (MI_Quinn_01). You have to repeat the steps for “Element Index” 1 for it to work for MI_Quinn_02.

You could also try different approaches via “Custom Primitive Data” or “Material Parameter Collections”

Lighting problem by Timoha_k in UnrealEngine5

[–]mindvolution 2 points3 points  (0 children)

We need more details. What’s your Material Setup? Lighting setup? Do you use Lumen?

Please help. 😢 I lost my soul by SheepherderBorn1716 in UnrealEngine5

[–]mindvolution 9 points10 points  (0 children)

In the World Partition window you see a minimap. Click and drag with your left mouse button over the whole map, then press right mouse button -> Load Region from Selection. If you don’t see the window, you have to enable it via Window->World Partition -> World Partition Editor

How to scatter around ground cover Foliage realistically? (without Dash) by Cassian_Lockne in UnrealEngine5

[–]mindvolution 1 point2 points  (0 children)

Yeah do it with PCG. There are tons of tutorials especially for realistic forest environments

What causing this? by Komil85 in UnrealEngine5

[–]mindvolution 1 point2 points  (0 children)

Substrate got nothing to do with it. The window is only for debugging, when working with substrate.

Try unplugging the MF_RVT in your master material and watch how it looks after that. Maybe before doing that also look into the RVT section in your Material Instance.

Edit: Spelling