As a gamer who delve into game documentaries a lot, I'm somewhat familiar with the methods used but they all stayed in surface level, and in the documentary they usually don't show a long segment of engine footage, so this video and it's clear instructions definitely helped me understand the process of game making even more! Wanted to know more seeing the 001 in the title, and unfortunately found out there wasn't a 002 and so on, if you decide to pick this back up again, i will definitely comeback for more!
@Skrag00 Жыл бұрын
Thank you so much for the comment. These really make my day. I have a few ideas for 002, just haven't gotten around to recording it. But comments like these make me want to post, thank you again. Hopefully, you'll see 002 soon
@talhaanwar2479Ай бұрын
This is by far one of the most resourceful and pleasing video on this topic I found, and it's Stray! Can't get any better than that. Thanks a lot and please keep making more :3
@Dan-xu5xz2 жыл бұрын
As someone who studies game development, it is so cool seeing these effects in action, and this video has great educational value, keep it up!
@Skrag002 жыл бұрын
Thank you so much! I'm glad you learned something!
@agziyamuk10 ай бұрын
This video literally stopped me from giving up on attaching a cape to my guy. thank you so much and i hope you make more vids like this.
@nudimod6 ай бұрын
You're clearly a genius...can you make more of this content. This is very insightful. Thanks.
@mikeohc2 жыл бұрын
Nice breaking down the techniques for cloth! I think it'd be interesting to know the pros and cons of each method.
@Skrag002 жыл бұрын
Great question! The three types of cloth I went over are not the only ways to deal with cloth, there's many many. Anyways I went over skinning, (a version of) cloth sim, and canned simulation. There is one of the three that is not like the others and that's skinning. It has its own function. But the other two are a very interesting comparison. The decision on which to use almost usually comes down to where you're using it and art direction. Canned simulation is great for distant background things where the repeating pattern is less noticed. You would not want to put it on a character because it only does one repeating wave and wouldn't react to the character's movement. That aside, taking the two side by side, canned sim is much cheaper, it doesn't need to compute external forces. So if you have a flag, and it will be close to the character. There's other cloth methods that can be used and cloth sim is one of them, this is chosen for visilual fidelity. If the flag is far then canned sim is the best to use because it's cheap and looks great at a distance. I hope that's what you are looking for in an answer!
@nicolas87418 ай бұрын
i was needing this exact video, thanks
@Vincent6546 ай бұрын
this was an amazing video, hoping for a part 2!
@droppybeats2 жыл бұрын
This is amazing. Thank you for the thorough video!
@Skrag002 жыл бұрын
I'm glad you liked it!
@EdmundWChan2 жыл бұрын
THis is very peaceful to watch
@marexexe73082 жыл бұрын
Can't wait for more!
@Skrag002 жыл бұрын
Thank you!
@balbablabla10902 жыл бұрын
cool content! i know nothing about game dev but it was easy and interesting to watch thanks
@Skrag002 жыл бұрын
Aw thanks! You're exactly the audience I'm trying to teach!
@RDD87z2 жыл бұрын
this is great. thank you for sharing this:)
@Skrag002 жыл бұрын
No problem!
@anuragkaushal44552 жыл бұрын
Subbed, make more like these, obscure content which is interesting and has high value.
@Skrag002 жыл бұрын
I will! Thanks for the feedback
@AndixC3 ай бұрын
wow amazing Explaine Thankyou Sooo much
@127-A6 ай бұрын
Thank you. It's really helpful vid. I subscribed you.
@McPatoo5 ай бұрын
so the third technique is like a baked animation in a external software while the second is procedural(real time)? Good video btw :)
@azar52552 жыл бұрын
great video :)
@Skrag002 жыл бұрын
Thanks!
@aisha-3xm6 ай бұрын
Hi! i'm beginning to be interested to do these type of things as a job but i'm not sure what's the job title of the person who takes care of these things? and what are their other responsabilities aside from cloth. thanks :)
@Skrag006 ай бұрын
This job is usually for a position called Tech Artist. It's really difficult to say what else they do. It'll depend on the company and what their job listing says. I'd look into tech art and see what flavors of it you prefer.
@semoueslati2586 Жыл бұрын
Thanks for the the cool video! Anyone know what music/song is used in this video? thanks
@MrSofazocker2 жыл бұрын
Jeezus, for your age you have a breath of knowledge and skill to actually remake that what you talk about. Only thing, I like the addition of canned or baked sims at the end, if you look closely tho, at the example from Stray, you see the Vertices stretching, a dead give-away these aren't even sims at-all but just a vertex shader animation, probably with just some noise going through a sin-wave. Similar to how the Wind effect for Foliage is Achieved most of the time, (of if you look at the Quixel Megascans Assets)
@Skrag002 жыл бұрын
I was afraid a senior dev was going to come in here 😁 I was debating between the two and it was a mixture of I want to try making a canned sim in blender and bring it into Unreal/I've already made vertex shaders, and then not really catching the vertex stretching. I'll have to be more diligent next time, thanks for the catch!!
@MrSofazocker2 жыл бұрын
@@Skrag00 Ah not senior by any stretch of the imagination, Great video. I haven't seen that technique in Blender before where you loop the sim with the NLA editor. How exactly does that work? Is it just bakes to shapeskeys and then baked to a clip? Always had to pull-out Houdini for that kind of stuff. Anyways great keep em coming ;)
@Skrag002 жыл бұрын
I thinks there's a few videos that show it on YT, Blender Alembic Cache to Unreal or Blender looping cloth, something like that. But you basically have a simulation, export it as a mdd (shapekey animation), reimport, duplicate the animation and offset so there's a perfect loop, blend the transition, and export as abc.
@MrSofazocker2 жыл бұрын
@@Skrag00 Ah, perfect thank you very well, I'll try that out!
@AeditZ11 ай бұрын
in AAA game character clothes have thickness or only one side. please comment 🙏
@Skrag0011 ай бұрын
It depends on the game, but usually, they have thickness. What you do is run a sim on a card version of your cloth (it's a 2D, one-sided mesh), and then transfer that simulation data to the version with thickness. This means the very complicated mesh acts like the very simple card version. It's cheaper on the sim side and looks better.
@mariotheraviolieater4718 Жыл бұрын
I believe they used shaders or vats, instead of a canned sims
@Geostationary0rbit10 ай бұрын
wow this was a lot of effort nice! you a game art student by any chance?