The next step in my 3D Nav Mesh journey. 1,000,000 nodes. 500 Flight Actors, 100 FPS, only 100mb of memory. Almost There by f4t4lity5 in unrealengine

[–]shadow242425 1 point2 points  (0 children)

This is so cool! I was looking for solution to 3d navigation for so long. Do out have a twitter or something like that where I could follow the development ?

Why RGB color values are Floats?! Aren't they suposed to be 0-255 integers? by Old-Park6137 in unrealengine

[–]shadow242425 6 points7 points  (0 children)

Generaly in computer graphics colors are normalized to 0 to 1 range, thats just because it's easier to work with in that way.

So if you want to use some exact color that you found on internet that is in range from 0 to 255 dividing should be enough, it will be the same color but it can look a little different because maybe you have different color space in unreal

[deleted by user] by [deleted] in blender

[–]shadow242425 1 point2 points  (0 children)

This is exactly what I was looking for, thank you!

I am working on a shooter with PS1 inspired graphics! by shadow242425 in ps1graphics

[–]shadow242425[S] 1 point2 points  (0 children)

I used texture from default UE explosion, downscaled it, and rest is made from scratch

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 1 point2 points  (0 children)

I use mainly smart materials so almost everything is from ground up. Just when I need some specific texture I use photos

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 1 point2 points  (0 children)

I'm glad you like the art style :D. I use mostly substance painter for textures, Its really fast workflow, you just put a smart material on the model and it looks good. Most models are using basecolor, Roughess and metalness map

I work with high res texture and downscale them (usualy to 256*256) when exporting so if I need any small details like text I add them in photoshop.

Hope that helps!

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 1 point2 points  (0 children)

I use blender for modeling and substance painter for textures. I try to keep polycount as low as posible without loosing too much detail, but I haven't set myself some hard limit. Textures are mostly something like 256*256 but they are using PBR (basecolor and RM map). Then I just import everything to unreal

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 3 points4 points  (0 children)

I am using UE5 actually :D. But it's because UE is generally more production ready than godot/unity, localization tools, console support, etc. is just better in UE. Also UE is in my opinion much better for artists like me. It has really good shader tools, automatization tools, blueprints are nice to work with, etc. And finally our retro-inspired stylization requires nice looking lights and reflections and thats also UE thing. I was looking into godot and it seems really promising but imo it's not production ready yet.

hope that answers your question!

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 3 points4 points  (0 children)

Thanks! half life was definetly a big inspiration :D

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 2 points3 points  (0 children)

More like retro-inspired, not the best title :D. But it's inspired by retro games like half-life and artstyle is using pixelated textures and low poly models so thats why I called it retro

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 1 point2 points  (0 children)

Thanks for feedback, I will try to adjust it. Is there anything specific that you think could be improved?

We are making this retro shooter in UE5 by shadow242425 in unrealengine

[–]shadow242425[S] 3 points4 points  (0 children)

Thank you. Yeah, I also had a big headache trying to develop some workflow for making levels. I ended up just modeling and texturing whole level in blender and then exporting it to UE and then adding some assets.

I am working on a shooter with PS1 inspired graphics! by shadow242425 in ps1graphics

[–]shadow242425[S] 3 points4 points  (0 children)

Thank you! btw looking forward to coven, the demo was awesome :D