In the end I decided to share project file (UE version is 5.1 !) with the camera and post process materials, as creating a video on how to make it will take more than 40 minutes and it's not my typical format for videos. I hope it will be useful for you: drive.google.com/drive/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc And if you would like to support me and my channel, please consider using "Thanks" button on my videos! Cheers!
@@postprocessed I am using 5.1 do you mind telling me how I could make the two vectors? I am a bit confused as I don't think it migrated properly. Thank you very much for responding though. I subbed and keep up the good work!
As an Unreal Engine developer, I can say that although the animations are of excellent quality, what gives the demo the realism effect, it is mainly due to the lights. Specifically, in videos from Bodycam and other similar cameras, the auto exposure option is used, which overexposes highlights and underexposes shadows. This element is essential in the demo, combined with lens distortion and vignette effect. This can be clearly seen in their first prototype, where the animations, sounds and lights were substandard, but the use of the combination of lens distortion, vignette effect, overexposed lights and of underexposing the shadows gave an ultra-realistic result. I tried to reproduce this effect of overexposure / underexposure but impossible for me to achieve a result similar to that of the demo, I don't know how they did it but it's genius.
I tend to believe that they created custom exposure curve, as engine allows to do it. And this custom curve made clipping highlights and not clip shadows, what makes it so believable
@@postprocessed yes, it can be a possible. I believe that they use the HDRI backdrop of unreal engine, and increase the global illumination to a high level. So that makes the effect of overexposes highlights and underexposes shadows that mention @thequents63
Some stronger volumetric lights would greatly enhance the look, especially on the flashlight and outside ambient lights shining into the building. Maybe even a bit of subtle fog cards here and there.
However, fog is very much a cinematic trick, and very rarely appears in reality, unless there is something burning, an engine running or smoke from an explosive.
Great video! I'm quite sure the developers added some kind of noise in the arms movement (and in the camera), to give it some randomness and feel more reallistic (which was an argument that some developers used to say that it's fake). I argued a few times about this, and for me the secret is like you said: a combination of various techniques: a really good animation with various states for the same action, a variety in actions itself (reload, check ammo, weapon jammed) each one with at least one variation, the camera shake, the erratic movement in arms, the aim acting independently of head movment, the post processing filters (vignette, lens distortion, chromatic aberrations, and much more). All this combined give us this sense of realism, including the fact that the final result is actually flawed on purpouse to resemble a flawed bodycam. This project is going to be a game changer in many aspects (I hope), but still baffles me the amount of people that claims to be developers saying that these results are impossible to achieve.
This is very close..! nice work. We still dont know if the FP anims on the trailer are actually the player or just some keyframed anim stuff so this is very good result!
These videos are great and you are awesome! Also, you should not make any exuses across the videos about your experience in different field. What you do here is awesome and really impressive! As for how the animations can me improved, I believe there should be much more shake while running, the character steps should be syncronized with the vignette and the weapons to share simultaneously. The main question from me is: if the weapons are not locked to the center while you move the camera, does it mean that the crosshair or the place where you shoot at is not always at the center of the screen and instead is dynamic and locked to the point where the gun is pointed at? Or is it just a visual thing - and you shoot exactly to the center of the frame? This could be a topic for another video! Keep 'em coming! Cheers!
Thanks for feedback! I think in unrecord the gun shoots where it's pointed, not the center of the screen (except maybe during the aim). In my case it was attached to center of the screen. Also thanks for pointing out that I excuse too much. Got some Canadian vibe there :D
Great work! I too have been somewhat obsessed with figuring out how a lot of this was done. One thing I found that I believe gives a much more accurate fisheye effect is to use Panini Projection instead of a post process material.
yeah, panini projection also could be used for this, to keep vertical lines straight. But, we can see in trailer objects which are close to edges tend to bend a bit
I think they used a custom noise (perlin noise or alike) for the overall jitter. Also notice that they mimic "camera jumps" that happen in sync with footsteps, giving it a feel that the camera shakes due to vibrations from the body and clothes its attached to. This could be achieved by using the timings based on the same calculations used to play the sound steps. I.e. a continuous increment of number based on velocity, direction etc.
Yeah I made it shake based on random floats depending on character velocity, but syncing it with footstep is a really good direction, yet too hard for me.
Make videos regarding your professional projects on automotive and car animations. I'd love to hear a lot more about projects you've done and behind the scenes on them too!
man! great video, now i'm working on post-processing setup to replicate Alberto Mielgos camera effects in Witness and Jibaro, it has some similarities, and another point that sells the illusion is an imitation of cheap camera with low dynamic range, blown out whites, slow auto-exposure and auto focus makes huge difference. also i need to mention that real fisheye camera effect not achievable with just post-processing, there are technique with 5 cameras with render targets projected to sphere from the inside.
Subscribed hoping to see a lot more of your vídeos and realised you’re just starting. Keep the amazing content! Could You make a vídeo focused on the postprocess volume? Love the way You explain things 🤟🏼
Looks like the camera shake also gets feedback from the foot steps. So everytime the players legs are taking a new step the camera is shaking just a bit aswell
Very close. The overcast and lumen sells it the most. Noise and twitter compression and you have your own body cam shooter. I think once npcs are in and people actually play it on their own machine, it will look like a game again lol, considering 80% of hardware will likely not support Lumen in first place
Luckily lumen is purely in software and doesn't rely on specialized RT cores. Most people should be able to run some level of Lumen but I would personally use RT on higher end machines as the reflections and lighting are superior.
Very very cool and interesting!! 🤔, got my sub last video 😉, this is very cool insight for a layman like myself great work looking forward to what you do next 🤙
I think my approach is a bit closer to the original - cause when you attach the cam to the head of an actual full-body character it feels more natural than just the camshake effect. The gun motion is quite nice though. I'll probably gonna have to dig through some mocap libs to get the proper animations for variety of guns. For a cheap solution i'd use some stuff like kinect or leapmotion to capture hands anims myself, although it would require some editing and it work for me cause i'm an animator. Using the hands IK would work well for some movement with guns, but the realistic reloads will be quite painful.
Id like if you are able to show the whole process in more depth. I felt at times it was jumping around and not actually seeing what was moved around and pressed. Keep up the good work!
Great work, I loved the video. Would you consider giving a crash course on getting the pistol in there with the basic animations you have? Thanks for all your effort.
I Will like that the player walks faster. Add a little delay to the arms following the camera looks around. The arms movement when walking animation looks repetitive try to add random between 2 anims.
Perhaps it would look more realistic to have the mouse move the weapon. And then a have the weapon or arms align the gun with the camera for aiming down the iron sights after like 0,6 seconds like it is stabalizing. But if you right click the mouse for "ADS" it would focus quicker to iron sight align, but still rotate the wrist/hand piviot just a bit before aligning again. Without "AIMING" the arms ang gun could move more without the iron sight aligning with the camera view, but as soon as you "Aim" it will try to align better so you can aim with the iron sight (ADS)
Hey, thank you for all your contribution! What do you think about some others post-process materials that could be used too (like mp4 compression or film grain)?
Thanks! Well I wanted to learn deeper some post processing materials, but it's really complicated stuff. Like simulation of scan lines, mp4 compression, or MPEG damage that would be cool to do.
Not sure if you have already done this but I would love to see a breakdown on how you did the vignette effect and how to actually code it, I really want to add this type of effect on my game but have no idea how to even start.
You came to be my best animator he start new channel .. so for th qustion Plz statr make small list of animation tutorial like car anmition you made in first video 🌸
Hey there. Well done and thank you for sharing this. I've been looking for a Bodycam kit for my horror game. In the file you included, does it have any hand animations or do we need to combine this with the Lyra kit also? I'm looking to create the view from the game Deppart.
@postprocessed No worries. Cheers for the reply. So once I combine with Lyra and choose some realistic meshes for arms and weapon, then I may achieve something a little like Deppart or Unrecord etc?
so it basically contains the first person character in files, copy that to content folder of the project. all post processing materials are assigned to camera which is inside the first person BP. You can apply those post process materials regardless of what character you are using, basically in camera go to "post processing materials" and assign these materials from downloaded files. Any camera or post processing volume will do
Hi, Thank you for the informative video. If I want to add footsteps to this, how should I go about it? Is there a way to ensure that the timing of the camera shake and the footsteps don't go out of sync?
I think it is definitely possible syncing with animation timing. I yet didn't go in depth of it, but I am sure it is possible. For example read animation curves and apply camera rotation offset.
Hi, I have a question for u, maybe it is stupid but i am not familiar with game development but anyways there it is: How long would it take you to create a full version of the game as shown in the trailer?? Btw excellent work on your videos!!
I think it will take me about 2 weeks and up to 2 months for ONE level. As I am not game developer too. Set design, proper player bounds, collision boxes, actors, optimization. And it is only for levels, not taking in cosideration game mechanics, ammo/resoursers balance and etc. This estimate is very subjective as I never worked in game dev industry, only in cinema post production
@@postprocessedDoesn’t this make you suspicious about unrecord though? Based on all the « Indentity » and such we got back in the days, this one smells imo, and if your saying you can make a level in two month, given that they had a couple of month before they showed the first demo… idk
@@haz226 well I am not aware what would it be in the end. You know for the demo, making couple of locations with a team is not such a big work. We will see how it will look like when it is released. Right now I am focused on other projects so will not be looking into Unrecord for a while. Let's wait it's release
Thank you for a very cool video! I would like to see a lesson on creating realistic animation of a car and creating a realistic natural environment, land, grass, water, etc.)
i think you should put this in the unreal engine store but take out the map part and just add the bodycam and gun just in case the unrecorded developer try's to sue you.
Hey quick question. I recreated the post process material, however my view is now super low res-ish? like i guess its because of the ScreenPosition node? Any ideas how to fix this?
Hmmm… not sure. Could be screen position node, I didn’t have a look into this project for a long time. Could be that something changed in newer versions of Unreal. Maybe there are some other fisheye effect tutorials on TH-cam. I am sorry to disappoint you, but currently I don’t have ideas :(
Ooof it is kinda tied to timing or animation, I believe at this point I am kind of done with Unrecord and not planning to post more videos about it yet. But I think I saw some videos on TH-cam how to make it
There was some tutorial I found on TH-cam. Approach didnt work from tutorial but some guy in the comments fixed it, so it is combination of youtube tutorial and digging through comments)
Obviously I haven't played the actual game, but I downloaded this project and it doesn't really replicate the feel. Particularly when you stop. The camera does this slow settling bob every time you move and stop that feels really unnatural.
Yeah... It can be, but you need to search for animation packs for first person or third person, like where the person holds torchlight with one hand. Should be fine
You can download my project in the link by description. All post process materials are attached inside first person BP camera. Copy them to third person camera which is inside thirdperson bp
Well, you actually got wrong how the camera system in the game works. Your approach is similar but not exactly the same. The only the thing the player controls in Unrecord is where the gun aims. The camera itself is simply a reactive system that is trying to keep the guns line of sight on screen. I have a video on my channel explaining this in more detail.
Checked out your video, good job! Actually I am using kind of the same approach, but without camera "toggle switch" between gun and camera view, otherwise camera lag is making same feeling of controlling the gun only and camera follows it. So yeah adding the toggle between camera \ gun control will make closer.
You need to create material collection parameter for each player, so it won't work for everyone. Just rename parameter collection to P1, P2 and etc. Use it for each player separately
Haven't looked into it myself. I saw some streams on Twitch, feels like it looks cool, but hard to play as game character body response feels like a rubber band and not following your reaction. I don't know if it is possible to make it comfortably playable and maintain that "bodycam" feeling. I believe there should be some compromise towards game experience and realism. Like some extractor shooters - Arena breakout and EFT. Looks cool tho... I think it is the most graphically realistic at the moment. And considering just two people made it. That's pretty solid
Porque eu tento trocar para terceira pessoa e a vinheta nao funciona? mesmo colocando tudo lá. Queria colocar em terceira pessoa pois tem um melhor metodo de primeira pessoa!
anyone have an idea how to get this work in sequencer instead of play mode , I was trying but bodycam movements is not working in take recorder and sequencer
@@akaseven4295 sorry not at pc now, check out “Take recorder” tutorials. Basically it allows you to capture gameplay in sequencer and it should make it work
In the end I decided to share project file (UE version is 5.1 !) with the camera and post process materials, as creating a video on how to make it will take more than 40 minutes and it's not my typical format for videos. I hope it will be useful for you: drive.google.com/drive/folders/16VS6apEiMa3vmDM82gJPdlHLQivITkCc
And if you would like to support me and my channel, please consider using "Thanks" button on my videos! Cheers!
What did you use for the collection parameters as it is giving me an error and I am confused why.
@@AlexReimann-fw2hl parameter collection Has two vectors “offset” and “shake” and values are offset. I used 5.1 so maybe it may not work for 5.0
@@postprocessed I am using 5.1 do you mind telling me how I could make the two vectors? I am a bit confused as I don't think it migrated properly. Thank you very much for responding though. I subbed and keep up the good work!
Try not migrating, but copy paste folders to your project. Maybe during migration it didn't catch something
the shaders are included I only need shaders I would like my serve for the vignette
As an Unreal Engine developer, I can say that although the animations are of excellent quality, what gives the demo the realism effect, it is mainly due to the lights. Specifically, in videos from Bodycam and other similar cameras, the auto exposure option is used, which overexposes highlights and underexposes shadows. This element is essential in the demo, combined with lens distortion and vignette effect. This can be clearly seen in their first prototype, where the animations, sounds and lights were substandard, but the use of the combination of lens distortion, vignette effect, overexposed lights and of underexposing the shadows gave an ultra-realistic result. I tried to reproduce this effect of overexposure / underexposure but impossible for me to achieve a result similar to that of the demo, I don't know how they did it but it's genius.
I tend to believe that they created custom exposure curve, as engine allows to do it. And this custom curve made clipping highlights and not clip shadows, what makes it so believable
@@postprocessed yes, it can be a possible. I believe that they use the HDRI backdrop of unreal engine, and increase the global illumination to a high level. So that makes the effect of overexposes highlights and underexposes shadows that mention @thequents63
Do you guys think an open world game can be made like this???
@@nyfinest487 no, becuase so much goes into creating the levels
@@trump2024-v4w thank you
I'm not developer or designer but I found this really interesting. You deserve much more viewers! Keep up the good work!
Thanks!
More videos like that plz. So useful! Keep going, and congrats on 2k! 🎉
Fantastic. Love having the "magic" of prepurchased assets demystified.
2 minutes into the video and i subscribed right away, really hoping for a tutorial on this and the unrecorded environment!
Yeah I think you saw the environment tutorial too )
I would definitely love a really detailed tutorial, this would help a lot of indie devs to grow including me please post a detailed tutorial.
Great overwiev of the project. I would really like to see more accurate videos about how to achive this result. Thank you bro
Some stronger volumetric lights would greatly enhance the look, especially on the flashlight and outside ambient lights shining into the building. Maybe even a bit of subtle fog cards here and there.
However, fog is very much a cinematic trick, and very rarely appears in reality, unless there is something burning, an engine running or smoke from an explosive.
thank you for the sleepless night - it was worth it :) well done!
Great video! I'm quite sure the developers added some kind of noise in the arms movement (and in the camera), to give it some randomness and feel more reallistic (which was an argument that some developers used to say that it's fake). I argued a few times about this, and for me the secret is like you said: a combination of various techniques: a really good animation with various states for the same action, a variety in actions itself (reload, check ammo, weapon jammed) each one with at least one variation, the camera shake, the erratic movement in arms, the aim acting independently of head movment, the post processing filters (vignette, lens distortion, chromatic aberrations, and much more). All this combined give us this sense of realism, including the fact that the final result is actually flawed on purpouse to resemble a flawed bodycam. This project is going to be a game changer in many aspects (I hope), but still baffles me the amount of people that claims to be developers saying that these results are impossible to achieve.
bro, your skills are phenomenal, keep it up
You have given away something that many would have sold. you are the best the best
I have regular job that pays well, so I am not interested in selling such simple assets what everyone can assemble by themselves :)
This is very close..! nice work. We still dont know if the FP anims on the trailer are actually the player or just some keyframed anim stuff so this is very good result!
they are keyframed :)
Great content. ❤
Noticed your scene picture in the thumbnail.
You actually watched till the end!
These videos are great and you are awesome! Also, you should not make any exuses across the videos about your experience in different field. What you do here is awesome and really impressive! As for how the animations can me improved, I believe there should be much more shake while running, the character steps should be syncronized with the vignette and the weapons to share simultaneously.
The main question from me is: if the weapons are not locked to the center while you move the camera, does it mean that the crosshair or the place where you shoot at is not always at the center of the screen and instead is dynamic and locked to the point where the gun is pointed at? Or is it just a visual thing - and you shoot exactly to the center of the frame? This could be a topic for another video!
Keep 'em coming! Cheers!
Thanks for feedback! I think in unrecord the gun shoots where it's pointed, not the center of the screen (except maybe during the aim). In my case it was attached to center of the screen. Also thanks for pointing out that I excuse too much. Got some Canadian vibe there :D
Great work! I too have been somewhat obsessed with figuring out how a lot of this was done. One thing I found that I believe gives a much more accurate fisheye effect is to use Panini Projection instead of a post process material.
yeah, panini projection also could be used for this, to keep vertical lines straight. But, we can see in trailer objects which are close to edges tend to bend a bit
really appreciate the project file, didnt find any tutorials on how to create vignette.
That is awesome, I will try to do that in Unity engine soon ^^
subscribed, I want to see more videos like this.
I think they used a custom noise (perlin noise or alike) for the overall jitter. Also notice that they mimic "camera jumps" that happen in sync with footsteps, giving it a feel that the camera shakes due to vibrations from the body and clothes its attached to. This could be achieved by using the timings based on the same calculations used to play the sound steps. I.e. a continuous increment of number based on velocity, direction etc.
Yeah I made it shake based on random floats depending on character velocity, but syncing it with footstep is a really good direction, yet too hard for me.
Your channel is about to blow up
Yo, is it good or bad? 😅
Absolutely brilliant tutorial
earned a sub. incredible work brother
Instant sub. Keep it up!
Make videos regarding your professional projects on automotive and car animations. I'd love to hear a lot more about projects you've done and behind the scenes on them too!
man! great video, now i'm working on post-processing setup to replicate Alberto Mielgos camera effects in Witness and Jibaro, it has some similarities, and another point that sells the illusion is an imitation of cheap camera with low dynamic range, blown out whites, slow auto-exposure and auto focus makes huge difference. also i need to mention that real fisheye camera effect not achievable with just post-processing, there are technique with 5 cameras with render targets projected to sphere from the inside.
I appreciate you man ❤️ ty and i though it was a photo of unrecord not your own level design so well done for that too
W video
I always like looking at recreations of stuff
Fantastic job!
Thank you very much!
Subscribed hoping to see a lot more of your vídeos and realised you’re just starting. Keep the amazing content! Could You make a vídeo focused on the postprocess volume? Love the way You explain things 🤟🏼
Going to do that soon! More tips on renders and post process settings
Great Pc Setup!
thanks man!!
Looks like the camera shake also gets feedback from the foot steps. So everytime the players legs are taking a new step the camera is shaking just a bit aswell
excellent job, thank you!
Hey,can you please make a tutorial on muzzle flash particle effects too
make a video teaching how to put Unrecord and Bodycam graphics in Godot and Unity
make a video teaching how to put Unrecord and Bodycam graphics in Godot and Unity.
This needs to be a vr game
that would ne scary as hell
Very close. The overcast and lumen sells it the most. Noise and twitter compression and you have your own body cam shooter. I think once npcs are in and people actually play it on their own machine, it will look like a game again lol, considering 80% of hardware will likely not support
Lumen in first place
Luckily lumen is purely in software and doesn't rely on specialized RT cores. Most people should be able to run some level of Lumen but I would personally use RT on higher end machines as the reflections and lighting are superior.
Very very cool and interesting!! 🤔, got my sub last video 😉, this is very cool insight for a layman like myself great work looking forward to what you do next 🤙
I think my approach is a bit closer to the original - cause when you attach the cam to the head of an actual full-body character it feels more natural than just the camshake effect. The gun motion is quite nice though.
I'll probably gonna have to dig through some mocap libs to get the proper animations for variety of guns. For a cheap solution i'd use some stuff like kinect or leapmotion to capture hands anims myself, although it would require some editing and it work for me cause i'm an animator. Using the hands IK would work well for some movement with guns, but the realistic reloads will be quite painful.
Id like if you are able to show the whole process in more depth. I felt at times it was jumping around and not actually seeing what was moved around and pressed. Keep up the good work!
Thanks! You can actually download project file and see how it is done! It is in pinned comment
Great work, I loved the video. Would you consider giving a crash course on getting the pistol in there with the basic animations you have? Thanks for all your effort.
Well, I think I am pretty done with Unrecord at this moment and planning to advance in Automotive / Environment content right now
thanks for the video and for project file! about the preview: no, i didnt noticed it is from your own project! greetings!
You are "the master" of game world
I Will like that the player walks faster. Add a little delay to the arms following the camera looks around. The arms movement when walking animation looks repetitive try to add random between 2 anims.
bro you are legend
Please make a complete tutorial on this :)
Subscribed. Would also love to see some tutorials.
Perhaps it would look more realistic to have the mouse move the weapon. And then a have the weapon or arms align the gun with the camera for aiming down the iron sights after like 0,6 seconds like it is stabalizing. But if you right click the mouse for "ADS" it would focus quicker to iron sight align, but still rotate the wrist/hand piviot just a bit before aligning again.
Without "AIMING" the arms ang gun could move more without the iron sight aligning with the camera view, but as soon as you "Aim" it will try to align better so you can aim with the iron sight (ADS)
Hey, thank you for all your contribution! What do you think about some others post-process materials that could be used too (like mp4 compression or film grain)?
Thanks! Well I wanted to learn deeper some post processing materials, but it's really complicated stuff. Like simulation of scan lines, mp4 compression, or MPEG damage that would be cool to do.
Not sure if you have already done this but I would love to see a breakdown on how you did the vignette effect and how to actually code it, I really want to add this type of effect on my game but have no idea how to even start.
Hey man, you can download project file and use it. I have posted link for it in the video. Feel free to download and test
could you make a vedio for the bodycam effect cus i dont know if its me but i didnt understand very well, keep it up u have great vedios
hey you can download the project file I shared and have a look inside!
@@postprocessed thank you very much!!!
I am not even on UE or any other software; once I downloaded UE5 and deleted it because I was not familiar. I want to learn from the beginning.
You came to be my best animator he start new channel .. so for th qustion
Plz statr make small list of animation tutorial like car anmition you made in first video 🌸
Please make a Tutorial about the Level Design
Will try! It's not my main job, but it is good idea
this is awesome
Hey there. Well done and thank you for sharing this. I've been looking for a Bodycam kit for my horror game. In the file you included, does it have any hand animations or do we need to combine this with the Lyra kit also? I'm looking to create the view from the game Deppart.
Hey! Thanks! The files I shared only are materials and post process volume, you need to combine it with lyra yourself unfortunately
@postprocessed No worries. Cheers for the reply. So once I combine with Lyra and choose some realistic meshes for arms and weapon, then I may achieve something a little like Deppart or Unrecord etc?
If you continue doing these videos you will reach 100k subs. I promise.
thanks, mate! I will definitely continue and probably will do breakdowns of my work projects if they are not white labled!
Very nice my friend
Thanks!
Hey bro i love your work! Can you pls tell me or perhaps make a tutorial on how to use the files? Im so confused right now
so it basically contains the first person character in files, copy that to content folder of the project. all post processing materials are assigned to camera which is inside the first person BP. You can apply those post process materials regardless of what character you are using, basically in camera go to "post processing materials" and assign these materials from downloaded files. Any camera or post processing volume will do
Hi, Thank you for the informative video.
If I want to add footsteps to this, how should I go about it? Is there a way to ensure that the timing of the camera shake and the footsteps don't go out of sync?
I think it is definitely possible syncing with animation timing. I yet didn't go in depth of it, but I am sure it is possible. For example read animation curves and apply camera rotation offset.
can you send the gun you have with is anim in the end and the animations please
The gun was free model from
Sketchfab. Animation is free asset from Unreal Marketplace, “lyra project” it has blendable animations
can you make a video on how to change the gun thing or whatever to your arms im a beginner.
Hi, I have a question for u, maybe it is stupid but i am not familiar with game development but anyways there it is: How long would it take you to create a full version of the game as shown in the trailer?? Btw excellent work on your videos!!
I think it will take me about 2 weeks and up to 2 months for ONE level. As I am not game developer too. Set design, proper player bounds, collision boxes, actors, optimization. And it is only for levels, not taking in cosideration game mechanics, ammo/resoursers balance and etc. This estimate is very subjective as I never worked in game dev industry, only in cinema post production
@@postprocessedDoesn’t this make you suspicious about unrecord though?
Based on all the « Indentity » and such we got back in the days, this one smells imo, and if your saying you can make a level in two month, given that they had a couple of month before they showed the first demo… idk
@@haz226 well I am not aware what would it be in the end. You know for the demo, making couple of locations with a team is not such a big work. We will see how it will look like when it is released. Right now I am focused on other projects so will not be looking into Unrecord for a while. Let's wait it's release
u could've added vignette in the same material with fisheye lens
you are probably right!
What are your camera shake settings, I couldn't seem to get it to look as good as yours
You can download project file for this camera shakes it's in pinned comment, mate
Thank you for a very cool video! I would like to see a lesson on creating realistic animation of a car and creating a realistic natural environment, land, grass, water, etc.)
Next video will be about car animation!
@@postprocessed Cool! The lesson will be for beginners, I hope)
@@burov.a.4467 kind of 😁
i think you should put this in the unreal engine store but take out the map part and just add the bodycam and gun just in case the unrecorded developer try's to sue you.
Someone already stole this bp, adjusted it and selling :)
sir plzz make a detail vedio on first person shooting
Is it possible after your complete reconstruction of Unrecord, you will leave the archive with the project in the description?
Hi, I am not planning to reconstruct Unrecord completely and also not going to post project files. What I will probably to is more detailed tutorials
If I don't want the camera shake but still the vignette wobble and shake,is it possible...
Yes, you can disable camera shake in BP, you can download this blueprint by the link in the description
@@postprocessed done it,in ue4,downloaded ue5 just for some logics in the BPs given by you,was a great experience,thanks mate...
Hey quick question. I recreated the post process material, however my view is now super low res-ish? like i guess its because of the ScreenPosition node? Any ideas how to fix this?
Hmmm… not sure. Could be screen position node, I didn’t have a look into this project for a long time. Could be that something changed in newer versions of Unreal. Maybe there are some other fisheye effect tutorials on TH-cam. I am sorry to disappoint you, but currently I don’t have ideas :(
@@postprocessed Appreciate it though, will fix it! :)
have you fixed it?@@pebdesign
nvm, I found how to fix it@@pebdesign
Awesome recreation, could you provide a project download to this or a non sped up video on how to do it? I mainly want to replicate your vignette.
I think I will make full detailed tutorial on that)
@@postprocessed I'd love to see it!
Can you make a tut in how you made a vignette with camera shake with every footstep?
Ooof it is kinda tied to timing or animation, I believe at this point I am kind of done with Unrecord and not planning to post more videos about it yet. But I think I saw some videos on TH-cam how to make it
hello did you use UE 5.1 or UE 5 because I am using UE 5.1 and I can't get the files for your game for vignette and fisheye into my project. Thanks!
Yeah, forgot to tell the version, it is 5.1!
@@postprocessed thank you very much!
Please help me. How to make an auto exposure? (i`m sorry for my bad english)
How did u get the character from Lyra into your own map? 😊
There was some tutorial I found on TH-cam. Approach didnt work from tutorial but some guy in the comments fixed it, so it is combination of youtube tutorial and digging through comments)
When's the game gonna be released, O wise one??
And yes, I noticed!
Had to edit this as I commented earlier as I watched along, and heard "wait wait!"
ahahah got you!) Nice ) you watched till the end!)
Obviously I haven't played the actual game, but I downloaded this project and it doesn't really replicate the feel. Particularly when you stop. The camera does this slow settling bob every time you move and stop that feels really unnatural.
how to you created that car blueprint? (I'm refering to the car that moves and tires react to the envirnoment etc) Can you make tutorial on that?
I the process. Gonna be probably this week
Ahh thanks Man!! I wasn't expecting such a prompt response!! Glad to hear that!@@postprocessed
can you teach how you achive vignette animation,if there are anyway to show how you did it would be wonderfull for me
Its damn hard… probably I will upload project on Google drive later
@@postprocessed oh thats great ı will be waiting for it thanks man.
check pinned comment!)
Can the controller be used one handed? I'm creating a horror game and I want to use this video and replace the gun to a flashlight
Yeah... It can be, but you need to search for animation packs for first person or third person, like where the person holds torchlight with one hand. Should be fine
what is backround music name???
hey i want to have the bodycam but with third person blueprint and fps camera some help ?
You can download my project in the link by description. All post process materials are attached inside first person BP camera. Copy them to third person camera which is inside thirdperson bp
@@postprocessedOK i going to test it tomorrow thanks for the help
where did you get that map from?
I’ve made it myself and there is breakdown on my channel
Thank you for curb stomping the hype grifters and educating the clueless kids
How do you replace the gun used?
will this tutorial be retroactive i want to make asmall project in ue4
I think it might work in UE4
@@postprocessed thank you my good sir
Well, you actually got wrong how the camera system in the game works. Your approach is similar but not exactly the same. The only the thing the player controls in Unrecord is where the gun aims. The camera itself is simply a reactive system that is trying to keep the guns line of sight on screen. I have a video on my channel explaining this in more detail.
Checked out your video, good job! Actually I am using kind of the same approach, but without camera "toggle switch" between gun and camera view, otherwise camera lag is making same feeling of controlling the gun only and camera follows it. So yeah adding the toggle between camera \ gun control will make closer.
Can u please show how to make the vignette
Hey, you can actually download the project in the pinned comment of this video and check it out. It's free :)
is it possible to make this into a asset we can use?
It’s in pinned comment to the video
also this is interesting when you use three camera for each animation
How can I make it work for multiplayer? Blueprint changing material for everybody so it wont work now.
You need to create material collection parameter for each player, so it won't work for everyone. Just rename parameter collection to P1, P2 and etc. Use it for each player separately
@@postprocessed I understood, thank you very much
What is your opinion with bodycam game ?
Haven't looked into it myself. I saw some streams on Twitch, feels like it looks cool, but hard to play as game character body response feels like a rubber band and not following your reaction. I don't know if it is possible to make it comfortably playable and maintain that "bodycam" feeling. I believe there should be some compromise towards game experience and realism. Like some extractor shooters - Arena breakout and EFT.
Looks cool tho... I think it is the most graphically realistic at the moment. And considering just two people made it. That's pretty solid
Is it anyway for you to sell this preset I would buy it???
I just uploaded it. Feel free to download, link is in the pinned comment
Porque eu tento trocar para terceira pessoa e a vinheta nao funciona? mesmo colocando tudo lá. Queria colocar em terceira pessoa pois tem um melhor metodo de primeira pessoa!
All post processing materials are inside the first person camera, you need to copy them to the third person camera too, so it will work
Ah é claro, obrigado!@@postprocessed
will it ever be open source?
anyone have an idea how to get this work in sequencer instead of play mode , I was trying but bodycam movements is not working in take recorder and sequencer
Try using Take Recorder for first person character blueprint. And when its recorded, use First Person BP Camera for render. Hope that might work
@@postprocessed sorry I did not understand you I will appreciate it if you can give little bit of extra info
@@akaseven4295 sorry not at pc now, check out “Take recorder” tutorials. Basically it allows you to capture gameplay in sequencer and it should make it work
@@postprocessed if you add the blueprint in take record you will not be able to record any movements
Huh, strange… I recorded Chaos vehicle BPs that way and third person BPs too…
can you share the project files please
Yep will tidy it up and upload
@@postprocessed I will be very grateful if you do 😊
@@abdullaheta it's done, check the pinned comment