• 3D Artist Presents Their VR Hand Physics Set Up in Unreal Engine
    cgshares.com
    Reddit user VisualSculpt showed their work on hand physics in VR achieved with Unreal Engine 5. They tried to keep immersion without disconnecting from the players position, according to their post.The fingers drag across surfaces, objects, and each other in a more realistic way than they usually do in VR. To make it work, the creator used UE5s default VR template, setting up physics assets and physics control for each hand.Unfortunately, VisualSculpt doesnt have other works displayed on Reddit, but you can wait for more on their YouTube channel and X/Twitter. The artist also promised to share some tutorials in the future.Want to learn the magic of Unreal Engine? Check out our Digests:Best YouTube Channels With Unreal Engine Tutorials10 Excellent Tutorials on Lighting in UnrealBest YouTube Channels on VFX in Unreal EngineGetting Started with Game Development in Unreal Engine 5Developing VR Games in Unreal Engine 5Also, join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post 3D Artist Presents Their VR Hand Physics Set Up in Unreal Engine appeared first on CG SHARES.
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  • Metal Gear Solid Delta PC Requirements Revealed, And You'll Need A Lot Of Free Storage Space
    www.gamespot.com
    Ahead of its release on August 28, the PC requirements for Metal Gear Solid Delta: Snake Eater have gone live on Steam. It's not the most exhaustive list of minimum and recommended PC requirements--especially this far out from its launch--but it does give a good indicator of what you'll need to run the Metal Gear Solid 3: Snake Eater remake.On the GPU side, the minimum recommendation here is an RTX 2060 Nvidia graphics card, with no mention of an AMD equivalent yet, and it's recommended that you have an RTX 3080 GPU. Early looks at Metal Gear Solid Delta: Snake Eater have shown off a very lush environment for players to sneak through, and with the game being developed in Unreal Engine 5, you're naturally going to need a lot of storage capacity for the game's install files.Konami recommends 100GB of storage capacity, and while an SSD isn't mandatory, it is recommended. Beyond that, the CPU and RAM requirements seem quite reasonable, although the PC requirements are subject to change before the game arrives. We also don't know yet what these requirements are targeting in terms of resolution and frame rates.Continue Reading at GameSpot
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  • Tony Hawk 3+4 Remaster Is Seemingly All But Confirmed
    www.gamespot.com
    The hints about the impending return of Tony Hawk's Pro Skater after a five-year hiatus started appearing earlier this month with the release of a new Call of Duty: Black Ops 6 map. Shortly thereafter, the official site for THPS began counting down to March 4. While Activision and Tony Hawk himself are likely waiting for that day--which conspicuously happens to be 3/4-- to make their announcement, a rating has been issued for Tony Hawk's Pro Skater 3 + 4, a remastered edition of two earlier games in the franchise.Via Gematsu, the Infocomm Media Development Authority of Singapore has approved a rating for Tony Hawk's Pro Skater 3 + 4 on Nintendo Switch, PC, Xbox One, Xbox Series X|S, PlayStation 4, and PlayStation 5. A launch date wasn't disclosed, but the game is listed as a 2025 release.Tony Hawk's Pro Skater 3 was originally released in 2001, and it was followed by Tony Hawk's Pro Skater 4 in 2002. This double remaster follows Tony Hawk's Pro Skater 1 + 2, which was released in 2020. There haven't been any new console games in the series since Tony Hawk's Pro Skater 5 in 2015. The official X account for the franchise has dropped a new teaser message that reads, "Loading... new parks 3/4/25."Continue Reading at GameSpot
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  • Avowed's Kai and Mass Effect's Garrus Share More Than Just a Voice
    gamerant.com
    By now, most Mass Effect fans who have either seen footage of Avowed's Kai or heard him chattering in the background as they explore the Living Lands of Eora recognize his voice as belonging to their favorite turian companion. That's because Avowed's Kai is voiced by Brandon Keener, the very same voice that gave life to Garrus Vakarian throughout the original Mass Effect trilogy. Immediately, Mass Effect fans are likely to feel at home with Avowed's Kai, as they remember the time they spent with Garrus at their side through three of the best RPGs ever made.
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  • Game of Thrones: Kingsroad Shows Wildling Battles Beyond the Wall
    gamerant.com
    Game of Thrones: Kingsroad has recently unveiled a new trailer and a Steam demo, showing a bit more combat across Westeros, including some amazing battles beyond the Wall. This will be the first chance gamers will have to explore Game of Thrones: Kingsroad, a promising open-world adventure set in the popular universe created by George R. R. Martin.
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  • Bring It!
    gamedev.net
    Last week a nice 2D Beat-em-up tutorial for GoDot appeared in the forum.Enjoyed that. Thank you.Now I want to do it in 3D. So, started thinking about the assets needed.Been hearing about this AI stuff, so finally tried out one of the art ones to get character concept ideals.The thing spit this out.
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  • Mini survivol game - will love advice about difficulty
    gamedev.net
    I'm not the best at games, e.g From Soft games are basically imperntable for me. However, my friends who are either not gamers or casual gamers found this game extremly difficult, and didn't manage to progress much, let alone beat my high score of 15 waves. Would love to hear what you think, is it really too difficult?https://shlomiatia.itch.io/blobble
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  • RODEO FX REVS UP TO SPEED FOR SONIC THE HEDGEHOG 3
    www.vfxvoice.com
    By TREVOR HOGGImages courtesy of Rodeo FX and Paramount Pictures.Picking up enough speed to do a trilogy of live-action movies plus a streaming series is the Sonic the Hedgehog franchise, which has been spearheaded by filmmaker Jeff Fowler and his trusted Visual Effects Supervisor, Ged Wright. Brought into the world of Sega is Rodeo FX, which had a blast animating the title character for Sonic the Hedgehog 3 as well as his cohorts Tails, Knuckles and new antagonist Shadow for 265 shots.Shadow was a fun character to do. We didnt have the Keanu Reeves voice at the beginning. At some point, it came in, but we knew it would be him, so we were looking into Keanus behavior. Shadow is stoic, and they referenced the Terminator. Another fun character was Knuckles because he wasnt that comedic in the previous movie.Graeme Marshall, Visual Effects Producer, Rodeo FXWith all of the flying debris, it was important not to take away from the performance of the characters.When we started playing with Sonic, he was overly cartoonish, explains Sbastien Francoeur, Visual Effects Supervisor at Rodeo FX. The face was squashed and stretched because the character allows us to do that, but at some point, they wanted something that had a bone structure so you couldnt deform it too much. The mouth is always slightly toward camera, but it cant go both ways. Theres a rule with the eyes. The one thats looking forward is always a tad smaller than the other one. It was interesting and well managed because we were dealing with the Animation Supervisor on their side, Clem Yip, along with Ged and Jeff.The black hole was supposed to be nightmarish, so tentacles were incorporated into the design.All of the character assets were shared by the various vendors. This is the first time we ingested a rig because usually when we ingest the asset; its the model, the groom and texture, and were building up the rig, Francoeur states. I was glad that we could jump in that project with the right thing. It was harder at the beginning because we had an issue here and there. A new workflow was implemented for lighting. Before, we were using Katana, but we decided to do the lighting and effects in the same software, which is Houdini. Environments were also done in Houdini. USD is a file format that has eased the exchange between studios, so we were using that as well. Each vendor has a different way of working. The challenge at the beginning of the show was putting all those proprietary tools aside and making these assets be the same from facility to facility, like the certain facial expressions and movements that are specific to particular characters, notes Graeme Marshall, Visual Effects Producer at Rodeo FX. Being an established IP, we didnt do anything too far off the map.Achieving the desired look for the vegetation and mountains was a creative journey.The effects and lighting were done entirely in Houdini, which is a new workflow for Rodeo FX.[T]he black hole was something that needed to developed. We started with some concepts with the black hole, and Jeff [Fowler, director] wanted it to be more nightmarish. One guy on our team had an idea, showed it to me, and we tweaked it. All of the tentacles made the black hole more nightmarish, and we used a lot of distortion behind it to feel like theres some kind of warp.Sbastien Francoeur, Visual Effects Supervisor, Rodeo FXThe client had their own team of character builders and riggers, and we had access to them, Marshall continues. If we had a problem, we could poke them and ask technical questions. They also set up a library of key facial expressions that was shared with the vendors, so when Sonic smirks its going to be that exact smirk that you would expect from Sonic. Working with Clem was nice because he comes from the facility side. Clem understands the process and was able to work pretty much directly with our artists to stage the blocking. Ged and Clem were super collaborative on this project. Some weird physics were involved with the antagonist. Marshall notes, Shadow was a fun character to do. We didnt have the Keanu Reeves voice at the beginning. At some point, it came in, but we knew it would be him, so we were looking into Keanus behavior. Shadow is stoic, and they referenced the Terminator. Another fun character was Knuckles because he wasnt that comedic in the previous movie.For comedic reasons, the mountaintop destruction shot lasted three seconds.The shots [of the black hole sequence] are a testament to the collaboration between our departments internally. Youve got environment, effects, CFX, animation, and our lighting team had to do all the lighting interaction with the lightning.Graeme Marshall, Visual Effects Producer, Rodeo FXRodeo FX has developed a reputation for producing monsters, but the hedgehogs were a somewhat different endeavor. I feel like a monster might be more technical because its about the weight, Francoeur remarks. In this case, we started with a voice-over so you get the idea when you listen to it, then you build on top of that. You try to put the accent where the joke can work. There is another distinction. When you have someone reacting to the monster, you create the performance around their reaction, Marshall states. Whereas, these characters have to emote and perform to tell the story. Special attention was paid to the eyes. We were art-directing those eyes to make sure theyre not looking dead or flat or too cartoony, Francoeur notes. Part of their realism was putting a nice, detailed reflection in them.The look of the Chaos energy reflects the emotional state of Shadow.There was plenty of reverse engineering. A lot of the work we did with Ged and Jeff was looking back at how they shot it, Marshall states. Youd put a bounce card to give a little bit more of a soft wash on the surface of someones face and in their eyes. There were often times where we ended up doing that in CG to try to give that realism and emotion as well as additional hints of light, which you wouldnt normally get, that they do on set. A signature character effect is the Chaos energy which is electrical in nature. We received a base recipe and needed to learn the aesthetic, such as its parameter and curve, Francoeur explains. Theres intention behind the Chaos energy in that its always linked to the emotional state of the character. We were playing with proper physicality so that the lightning had the proper shape and was illuminating the character correctly.The Test Track Chamber appears in two different conditions. We tell the story of Shadow at the beginning of the movie and see him in the Test Track Chamber for 10 seconds, Francoeur states. The client wanted to see the operational and disused Test Track Chamber, so we had to run them in parallel. You need one to match the other, but at some point, we said, Okay, theyre similar enough, so we can split it up. The destroyed one has been 50 years without maintenance, and vegetation would have taken over. When the black hole opened, we needed to have huge interaction with everything. Honestly, that was a good challenge because it was not a linear workload. We didnt have enough time to say, Lets finish our environment and then were going to do the destruction. The vegetation had its own entire setup. You need a huge machine, and we dont have unlimited render power. One of the challenges was playing with the animation of those weeds moving because at some point the weeds looked like they were headbanging!Two versions of Sonic were created, with the mirror reflection being squashed and stretched.With all of the flying debris, it was important not to take away from the performance of the characters. There was a lot of balancing that we had to do, and we had a talented effects team, Marshall remarks. Weve got moving bushes, smoke, bigger chunks of debris, the black hole, and one-offs around environment, like air conditioning ducts. Then theres Tails with his little tuft of hair! Different development approaches were adopted for the portal and black hole. The portal is a ring that we ingested to make sure they all look the same, but the black hole was something that needed to developed. We started with some concepts with the black hole, and Jeff wanted it to be more nightmarish, Francoeur reveals. One guy on our team had an idea, showed it to me, and we tweaked it. All of the tentacles made the black hole more nightmarish, and we used a lot of distortion behind it to feel like theres some kind of warp. The sequence required the entire expertise of Rodeo FX. These shots are a testament to the collaboration between our departments internally, Marshall notes. Youve got environment, effects, CFX, animation, and our lighting team had to do all the lighting interaction with the lightning.The portal was an effect provided by the production that was ingested by Rodeo FX.When we started playing with Sonic, he was overly cartoonish. The face was squashed and stretched because the character allows us to do that, but at some point, they wanted something that had a bone structure so you couldnt deform it too much. The mouth is always slightly toward camera, but it cannot go both ways. Theres a rule with the eyes. The one thats looking forward is always a tad smaller than the other one.Sbastien Francoeur, Visual Effects Supervisor, Rodeo FXJim Carrey plays the roles of father and son, occassionally having to perform against himself. It was a basic split screen with no real overlap, Francoeur remarks. The one we had was fairly easy. We had to make sure that the ground was aligned because for each shot, they had a double and switched the character so the lighting fits everything. Production provided a solid foundation. Jeff shot us really nice plates and kept it as simple as possible, Marshall states. I dont think they did motion control, so to speak, but they certainly kept things locked off and tried to keep lighting the same for the two passes. Jim would have to go and get makeup done to look like Robotnik Senior. They would have to lock down the set and wait for that process to happen.Rodeo FX had to make sure that the ground was aligned for the split-screen shot where Jim Carrey plays Robotnik Sr. and Jr.Shadow is responsible for a shattering glass effect. They had a tank but didnt like their fracture, so we needed to remove that one and rebuild the background, Francoeur states. If you look into a reflection, youre going to see yourself squashed. Its not a full ray trace. Its a complete cheat. In that scene, we have two Shadows; one is by the camera and the other one looking at us. They are doing the same thing. A proper reflection is stretched and thin. It was not challenging, but we needed to make sure that it would work at the end of the day. We made the character squash and stretch a bit to help it out. Then we rendered the facets of the destroyed surface so we were able to offset that, so hes not at the same height. Its not a perfect reflection.A mountaintop collapses. We had three seconds, Francoeur laughs. It couldnt be longer because the joke wouldnt work. It was all about timing. We added some plate photography, but they were not happy with the mountains. It was shot in Iceland. The plate was looking great; however, there were no mountains to service it, and the vegetation over there was not the same as it would have been in Colorado.We struggled a bit, but at the end of the day it looks great.Rodeo FX created two versions of the Test Track Chamber in parallel where one was operational and the other dilapidated.Highly-detailed reflections were placed in the eyes of Tails to give the character more life.The rigging setup for the characters was provided by the production team to ensure they remained consistent no matter what vendor was creating them.Watch the VFX breakdown reel of Sonic the Hedgehog 3 from Rodeo FX, who worked on the destruction of the Test Track Chamber, which pulled everything in the environment toward the black hole created by Eggman (Jim Carrey) and Shadow (Keanu Reeves) from small pebbles and leaves to an entire mountain. Click here: https://www.youtube.com/watch?v=YxcP38TApOA
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  • Sakamoto Days puts a refreshing twist on double-life hijinks
    www.polygon.com
    I was pretty sure I knew how Sakamoto Days would play out trope as old as time, a retired hitman gets pulled back into the world of assassins and crime. I figured hed be juggling his double life, hiding the more violent and dangerous aspects of his job from his sweet, unknowing wife.And for about four and a half episodes, it played exactly into my expectations. I was pleasantly entertained by the secret double-life hijinks, though not necessarily on the edge of my seat. But midway through the fifth episode, the show took an unexpected turn for the better.[Ed. note: This post contains spoilers for the first six episodes of Sakamoto Days.]Five years prior to the start of the show, legendary hitman Sakamoto left his life of crime to marry his wife, Aoi. Though Sakamoto now owns a convenience store and has a young daughter named Hana, his hitman skills are still sharp. For about five episodes, he goes out of his way to hide the danger from Aoi. His new convenience store mentees (with double lives of their own), Lu and Shin, help him keep up the charade during a two-and-a-half-episode arc where the family goes to a theme park. They fend off assassins so that Aoi and Hana can blissfully enjoy their day. I was fully expecting the rest of the show to follow in this direction, with a lot of near misses and slapstick shenanigans designed to keep Aoi and Hana unaware of whats going on.But early into the fifth episode, Aoi finds out that theres a bounty on Sakamotos head and shes pissed that he didnt let her know. She pulls out the family handbook and points to rule number six: Do not hide things from one another.Being unfamiliar with the manga, I was pleasantly surprised to see Aoi get to do this. I have nothing against dual identities being a source of humor. Spy x Family does it well, with about three different layers of intrigue between assassin Yor, spy Loid, and psychic daughter Anya going on at any given time. But its another sort of hilarious when Hana giggles after setting off a booby trap, and Aoi calmly comments that the repeated assassination attempts are giving her a headache but hey, at least the profits on selling bandages and gauze have gone up! Im always tickled when shows and movies juxtapose over-the-top elements and concepts with more mundane logistics and grounded problems, like a whole networking convention for villains in the Despicable Me world or the casual night market that the What We Do in the Shadows vampires visit. And considering Sakamoto Days has an in-universe hitman training academy, complete with job boards and certifications, its exactly the type of show to indulge in that specific sort of humor.Bringing Aoi into the fold helps these jokes really land. While Sakamoto, Lu, and Shin are all tangentially involved in the underworld, shes only here by association. So of course shes just gonna want to go back to the status quo! Aoi is the one who can really help sell this whole thing as an extension of her (preferred) mundane life, which means warring assassins will be just one more thing she has to deal with.The latest episodes take the action away from Aoi and Hana for a bit, but I thoroughly look forward to their nonchalant reactions to the waves of assassins and criminals. Were still only halfway through season 1, which means there should be plenty of time for them to be delightfully nonplussed by the copious amounts of violence.Sakamoto Days is currently airing on Netflix, with new episodes dropping on Saturdays.
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