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@Hudson1615
@Hudson1615 2 ай бұрын
Great explanation on why you should expand the sides out a little bit when still in the modeling phase. If you keep it straight, what'll happen is that the height maps will have a sharper look. Nothing wrong it that, but it's easier to see if your sides are blurred/beveled a bit. Me personally, I'll do everything in Designer.
@paulmroczek
@paulmroczek 6 ай бұрын
It is looks great, do You know how to implement rotator in this POM material? There is no info about that.
@alinarangi7826
@alinarangi7826 7 ай бұрын
Hi man, thanks for your awesome tutorial, I have a question and searched and asked a lot but still do not gotten a good answer, I'm new to Unreal and I want to make game assets, i want to add POM in my workflow. Im thinking about, making modular packs, i want to know how can I setup a POM that is nice and fairly cheap in the engine. one friend told me, that depending on the heightmap resolution, texture filtering settings, sample count, etc... and referring to my low experience in UE i don't know completely how to setup all of this.really appreciate if you help me
@jakestarr4718
@jakestarr4718 7 ай бұрын
in 5.3 "world composition is deprecated, consider converting to world partition". 5.3 doesn't like this method and makes me curious if they made world comp semi obsolete in some way with changes to partitioning. sigh...
@jeffsfolio
@jeffsfolio 8 ай бұрын
A fellow Star Citizen and game developer.
@chromativerse
@chromativerse 8 ай бұрын
I have an issue where by multiplying texture index 0 (so my UV channel for textures, the POM details are on UV1) by parallax UVS it causes those textures to stretch. Do you know what might be the problem?
@JamyzGenius
@JamyzGenius 9 ай бұрын
Thank you so much!!! I learned a lot!
@Mittzys
@Mittzys 11 ай бұрын
Somehow I knew Star Citizen would be mentioned lol!
@day_that_i_die9854
@day_that_i_die9854 11 ай бұрын
@Grimmstar Outstanding tutorial! I have a problem with POM shadows, when I turn it on, unreal says that Light Vector can only be used in Deferred Decal or LightFunction material domains.
@СтепанЖиглов-ч3й
@СтепанЖиглов-ч3й Жыл бұрын
Grimmstar You are the person who helped me understand how to work with layers in the composition of the world. I don’t speak English, but I hope you understand. My gratitude to you is the size of the Star Wars universe. People, if anyone has lessons on working with layers in the world composition system, I will be very grateful for every link to the lesson. The question is that I want to place different objects in a location in layers, from houses to empty cans. And I think I’m almost sure that layers will help me optimize the loading and unloading of resources. Author, thank you again for your very useful lesson.
@ilikemyweed420
@ilikemyweed420 Жыл бұрын
could this work in UE5?
@rosevfx
@rosevfx Жыл бұрын
How does this woek in UE5.x?
@alexanderalikin1210
@alexanderalikin1210 Жыл бұрын
How about world partition nowadays?
@PrimordialStrange
@PrimordialStrange Жыл бұрын
paaaaammn
@mrkoddy
@mrkoddy Жыл бұрын
Hey i'd like to know for POM shapes, does it come from the imagination of the artist or does it have a concept to make them in a studio
@coffeediction
@coffeediction Жыл бұрын
good but my only questions are "why xnormals instead of substance"? Makes it look like substance cant do what xnormals can and why 2nd UV channel, if decals are used as floaties? Thanks otherwise!
@Strelokos666
@Strelokos666 Жыл бұрын
Nice video but the workflow feels really weird for me. I mean is that how you use trimsheets? Making a simple object with two UVs to map the POM details onto the 2nd UV only to see those in the engine? Wouldn't it be easier to use these with transparent background as decals?
@coffeediction
@coffeediction Жыл бұрын
Im asking myself the same thing. Im using decals currently with floating geometry with 1UV and just an extra decal material , but there isnt enough depth, and this looks very cool but the 2nd UV workflow is weird too. And no trims arent used like this, trim sheets usually are just 1 material and you add cuts into your mesh. Is it even possible to use POM with floaties?
@Strelokos666
@Strelokos666 Жыл бұрын
@@coffeediction so you are using a trim with alpha that is technically mesh plane and is placed super close to the other surface? that how I'd try really. and if we are talking about that thing then yeah that's quite an interesting to try add POM to these geodecals. I really neither used any type of decals nor POM ever, so I don't know.
@vinnypassmore5657
@vinnypassmore5657 Жыл бұрын
Super cool stuff, thanks for sharing.
@rodmileski
@rodmileski Жыл бұрын
POOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMM !
@iAmDiBBz
@iAmDiBBz Жыл бұрын
Just so people are aware. if youre checking this video or older videos, The project is being cancelled or put on indefinite hold. Assets will be put on the UE marketplace for those that would like to use them... Here is the exact announcement made on the discord ""Our team has been wonderful to work and grow with, but without funding to continue our endeavour that has already taken over 5 years to develop, it has become quite the drain to continue to fight for further production on Grimmstar. Our biggest issue was that the majority of our programming team had been constantly changing and asking our one single programmer that stayed with us throughout to handle everything without paying them was just not feasible. We've tried searching far and wide to get the proper skill level of staff necessary for this project, but nothing stuck. Talented people deserve to be compensated for their talent. Now that the core team has had some time under their belt, we've all moved up in to positions inside the industry and our time has been drained. It is with a great sorrow that I have to relay this to you all, but it's something that we need to do. Grimmstar is and will no longer be under production. What we plan to do though, is provide a number of assets and systems we developed in to the Unreal Marketplace so that our other fellow devs can have a good starting point to create their own games. I would not expect any tutorial videos from our channel, but things like Ships, Thruster VFX, Warp Systems and more should be coming to the Unreal Marketplace before the end of the year. We can't thank you all enough for your support throughout the years. I personally want to ensure we're not leaving anyone too disappointed. I'm always open to reach out to about some of the systems we've developed or getting a look under the hood of our development. We love all of you and share with you a passion for space games!""
@SciFi-F
@SciFi-F 10 ай бұрын
Hello, do you have contact with the developer team? Do you know if they eventually released the assets in the market store? I can't find anything connected to this :( Thanks for reading
@equinox6229
@equinox6229 Жыл бұрын
All I remember from this video is POOOOOOMMM !!!
@pand2aren
@pand2aren Жыл бұрын
im glad to find this, hope you are ok and still working on this game.
@iAmDiBBz
@iAmDiBBz Жыл бұрын
unfortunately due to strains on keeping talent on the project and the lead dev wanting them to be paid for their work. the project is canceled and the assets that were created are being put on the UE marketplace for others to use. Been in the discord for years keeping track of progress and they made the announcement on there
@pand2aren
@pand2aren Жыл бұрын
@@iAmDiBBz oh, thanks for update
@HeavensDisciplesGames
@HeavensDisciplesGames Жыл бұрын
LOL... "For those of you who may be wondering what parallax occlusion mapping is, well think of it as normal maps but on crack."
@angelmelko
@angelmelko Жыл бұрын
Where did you get the content from? Stargen, etc? player fighter?
@dimaworld2448
@dimaworld2448 Жыл бұрын
you know, you have the most beautiful warp effect, it's just amazing!
@tarialorehand
@tarialorehand Жыл бұрын
This is interesting, but I am still so confused. maybe I'm not meant to make trim sheets. (you are the 6th person I watched on how to do this and still don't get it) not your fault, this is an excellent video. I'm just lame. :)
@dani_xxv1128
@dani_xxv1128 Жыл бұрын
Hey man what happened?
@EternalTRY
@EternalTRY Жыл бұрын
read the top comment🥲
@LionOuOrdaz
@LionOuOrdaz 2 жыл бұрын
Thank you for posting this. I've been playing "No Man's Sky" and have been wondering if there was a way to make a game like in in UE. Your video shed's some light on that.
@angelmelko
@angelmelko 2 жыл бұрын
thanks.
@enzothepalekid
@enzothepalekid 2 жыл бұрын
PLEASE LET ME DOWNLOAD YOUR SPACESHIP FLIGHT MECHANICS BLUEPRINT
@justinnixon5823
@justinnixon5823 2 жыл бұрын
Can you land on these planets and walk around on them.
@chromativerse
@chromativerse 2 жыл бұрын
I’m getting a weird effect that makes the POM element look transparent. It almost looks like the texture maps are also showing up on the surface of the mesh appearing as though it is underneath the POM element. Any idea why this is? Edit: it appears to have something to do with the Base UV under UV Tiling. When I disconnect it the transparent effect goes away. Edit 2: I think I got it maybe. I set my Height Channel alpha to 0 and multiplied my base UVs by 0. It appears to work but I’m not sure this is the “correct” solution.
@tonyenkiducx
@tonyenkiducx 2 жыл бұрын
Great tutorial. Packed with information, no fluff, 10/10!
@someonewithsomename
@someonewithsomename 2 жыл бұрын
Hey there. I can't overstate how valuable this - and every other - tutorial is! Hope you are all doing fine, and still developing the game and probably some more brilliant tutorials tutorials. One thing I came across though. How do you make planets orbit the star? Normally, it's a very simple task to do in a smaller level. But how do you approach it with world composition? You can't move levels at runtime, can you?
@dariuszscharsig568
@dariuszscharsig568 Жыл бұрын
Can't you just move the LevelBounds and all it contents?
@someonewithsomename
@someonewithsomename Жыл бұрын
@@dariuszscharsig568 honestly, I dunno. But it's not a problem in ue5 anymore, so
@dariuszscharsig568
@dariuszscharsig568 Жыл бұрын
@@someonewithsomename Indeed. UE5 is a game changer.
@davidsirmons
@davidsirmons 2 жыл бұрын
Let me guess your method: realtime LOD of planet bodies, shrink the planet you're leaving to zero, implement space flight effects, scale up new planet etc.?
@perfectionist724
@perfectionist724 2 жыл бұрын
Very good! Can you explore planets?
@christuusgnosis
@christuusgnosis 2 жыл бұрын
great tutorial I just stumbled on it but its what I was looking for
@wickeddelight4k
@wickeddelight4k 2 жыл бұрын
Such a great tutorial. Just what I needed. Definitely deserves a follow. Thank you !
@maxbax3280
@maxbax3280 2 жыл бұрын
good day! can you drop the download link for this material?
@CEOHankScorpio
@CEOHankScorpio 2 жыл бұрын
Great video! As a heads-up, at least in my UE4 version (4.27) you no longer need to set your height map to sRGB. It still works with sRGB but it can make your reference plane value shift. So my reference plane value should have been 0.5 (linear), but with sRGB checked I was getting a strange offset. Removing sRGB from the texture put my values back in the expected range. The trouble I'm having now is that I'm trying to do the same thing as your video but with floating decals and for the life of me I can't get the borders of the decal cards to go away. It's always very apparent there's a card there in the reflection.
@ksbigbuddy
@ksbigbuddy Ай бұрын
Hey, I know this a late reply but might be helpful for someone. There is another video from @TechArtAlex titled "Parallax Occlusion Mapping Deep Dive EP: 1 - Filtering and Mips" where he sets the textures mipmap value mode to Derivate and adds the DDX and DDY. I tried this and the decal borders has gone.
@AlexTsekot
@AlexTsekot 2 жыл бұрын
Super useful, thank you for this
@AzaGorod
@AzaGorod 2 жыл бұрын
Very interesting and brings into light a few things. I wasn't sure if there was a built in rendering distance/limit. I had a feeling with tests before where twitching would happen after a certain range. But to beable to move the origin with the camera could bring new things into possibility. hmmm
@Knight71279
@Knight71279 2 жыл бұрын
Dang nice video 👍
@equinox6229
@equinox6229 2 жыл бұрын
Hey ! This tutorial is amazing since it demystifies a lot from games like eve online or elite : dangerous. Do you feel like adding a part two to it ? The mesh flickering glitch along with the 3 light channels problems makes the whole thing a bit unpractical. Thanks for showing your work though !
@RobertBojor
@RobertBojor 2 жыл бұрын
Moving the world origin with the player reminds me of Scotty reading the transwarp beaming formula... "It never occured to me to think of space being the thing that is moving"
@josephsandman1559
@josephsandman1559 2 жыл бұрын
Keep up the good work. I love your videos that show how you came up with a solution to something in Unreal. I've been playing around with UE4 and have been slowly making a space game as well.
@JoshuaEzell
@JoshuaEzell 3 жыл бұрын
This was so well done and perfectly informative. I would love to see a full tutorial for setting up ships like the one you used and more. Maybe a udemy course?
@MFD0214
@MFD0214 3 жыл бұрын
💯🤖
@sinephase
@sinephase 3 жыл бұрын
looks like everspace and x3 had a baby, which isn't a problem! LOL as long as it doesn't have the cringey character acting and communication (gameplay > story)