I always appreciate when someone makes something cool and then shares the process in which they did it. I wish more game developers did this. It helps us all grow and make awesome things! Thank you!
Thanks for this. I'm just learning Unreal atm and I am nowhere near being able to use the shader in something but I would love if you put it on the Unreal Marketplace. If not I'll hopefully remember to come back to this video. Thanks again. Looks great.
Thanks for the kind words! I'll look into Unreal Marketplace - figuring that out has been on the back of my to-do list forever. I've never posted anything there before 😅
@@CFMakesThings If you DO decide to put it on the market place it would be awesome to link it, if you could! If possible 2 different versions? One with and then one without the dot if that's not too much trouble? And perhaps with the punch effects separated from the others? Because I LOVE the way the animation style turned out.
Cool! I used that exact same outline technique in one of my own projects and I wondered why nobody else was doing it like this. Turns out someone had the same idea :D
Haha that's awesome! I can definitely see how it'd be a niche solution, though - things could get weird with objects that interact more with the environment 😆
@@CFMakesThingsIn my case the outline is very thin. The thinner it is, the less offset is needed, so I was able to find a good balance. It definitely looks better than how the inverse hull method would interact with the environment!
It was only a one off for this specific unlockable item in the game - so nothing planned 😅 (but I'll never say never!) I'd suspect more people would be better off just using post-processing if I'm honest, though.
That's just a particle effect using a sprite sheet I made. I briefly mentioned it in the video, but I made that in After Effects - then exported the animation as a sprite sheet using a plugin from AEScripts.com called Sheetah
@@bulldog1268I would imagine not, he’s spent a long time on the game and even though he didn’t have to pay employees he still should be payed for the time he used to make the game that could’ve been used for other things
That's an interesting approach that I never thought of. It looks great!
I also think it turned out pretty cool.
Awesome tutorial, with great production value!
I always appreciate when someone makes something cool and then shares the process in which they did it. I wish more game developers did this. It helps us all grow and make awesome things! Thank you!
That's the goal with the channel - I'm always working on stuff, so I figured it'd be fun to share the behind the scenes 😄
This as post processing would be epic! Love how it looks. I might have a fun project to do haha
Great video. This is high quality for game development. I have no idea how I would ever do this but still a great tutorial.
Thanks for this. I'm just learning Unreal atm and I am nowhere near being able to use the shader in something but I would love if you put it on the Unreal Marketplace. If not I'll hopefully remember to come back to this video. Thanks again. Looks great.
Thanks for the kind words! I'll look into Unreal Marketplace - figuring that out has been on the back of my to-do list forever. I've never posted anything there before 😅
@@CFMakesThings If you DO decide to put it on the market place it would be awesome to link it, if you could! If possible 2 different versions? One with and then one without the dot if that's not too much trouble? And perhaps with the punch effects separated from the others? Because I LOVE the way the animation style turned out.
@@CFMakesThings I'd definitely buy it if you had it in the Marketplace!!
Nice tutorial, as always ^^ Thank you sir
Great video, you explained this so well! Love the use of a gradient to create different dot sizes!
Sick, great as always Chris
Sooooo clean!
Cool! I used that exact same outline technique in one of my own projects and I wondered why nobody else was doing it like this.
Turns out someone had the same idea :D
Haha that's awesome! I can definitely see how it'd be a niche solution, though - things could get weird with objects that interact more with the environment 😆
@@CFMakesThingsIn my case the outline is very thin. The thinner it is, the less offset is needed, so I was able to find a good balance.
It definitely looks better than how the inverse hull method would interact with the environment!
Thanks for the wonderful tutorial! I have a question Is there any way to make glow outline like the thumbnail for this video?? Like a backlight
Underrated channel! Keep it up!
I appreciate it!
This is Awesome! Did you have any resources help you along the way?
This looks cool! I'm surprised you didn't make any lighting changes for it to work
It's a simple arcade game with one overhead light anyway, so faking a directional light in the shader matches that pretty effortlessly 😅
Can you do more Cel Shading tutorials on Unreal Engine 5? They’re so rare. We wanna know what techniques to use on UR5
It was only a one off for this specific unlockable item in the game - so nothing planned 😅 (but I'll never say never!)
I'd suspect more people would be better off just using post-processing if I'm honest, though.
Looks great
The one part kinda looks like a rocket engine, maybe if you punch fast enough flames shoot out?
Can you please show how you created the texture? i am a littile bit confused.
Thanks Buddy
Very Cool.
Awesome! Your tutorial has been a huge help. How did you do the pow pop up?
That's just a particle effect using a sprite sheet I made. I briefly mentioned it in the video, but I made that in After Effects - then exported the animation as a sprite sheet using a plugin from AEScripts.com called Sheetah
@@CFMakesThings thank you 🙏
Hi, can you help me, I did the same as you did in your video, but it doesn't work at all! I'm using UE 5.4
Aren't you going to get weird parallax issues in vr from the outlines and the hands being at different depths?
The shader treats each eye as a separate camera, so it looks correct from each eye!
Epic!!!!!!!!!!!!
can this shader also be apply for the environment?
It can! I'd honestly just probably do post processing if you're doing the whole environment that way, though.
please make a shader like this for android using via post processing volume material
I don't have any experience with post processing materials 😅
@@CFMakesThings ok
Genuis
What's the game
It's called Punch Bomb! It's not available yet - but I'm working to get it on the Meta Quest store either by the end of this year or early next year 😄
@@CFMakesThings ok thanks is it going to be free?
@@bulldog1268I would imagine not, he’s spent a long time on the game and even though he didn’t have to pay employees he still should be payed for the time he used to make the game that could’ve been used for other things