I am booking one on one calls with every single one of my fans. I can meet with 4 people a day, five days a week and I'm booking out 60 days in advance. If you are interested in AI technology and game development, book a call with me here: calendar.app.google/UzE4guE6SicNF4Y8A
I've been doing UE for around almost 6 months now and I've done a short film by myself similar to that guy you talk about, very excited to talk about the future of UE and VFX, this video is awesome because it could give inspiration for people who don't use UE but are interested in learning
This is almost certainly an entry in the Kitbash3D competition called Secrets of the Luminara which provides the environment assets for the structures.
I mean, I think we are gettin' a little rowdy here, settle down. :) Concords assets and environments overall were AAA incredible stuff. The characters models, texturing and animation were extremely good. I think people had problems with the art and character design in general...but the 2d and 3d artists, and the animators are no doubt super talented. They were just doing what they were told. The game looked fantastic overall.
How many times did management at Verant, Blizzard or Origin interfere with the creators vision and screw games up? These technologies are going to be great for the creators being able to stick to their vision for the game. I’m very excited for the future of mmorpg genre. Exciting times!
Hey bluedrake42 Have you seen any of threat interactives vids about UE5? Imo he makes some compelling points that the reason a lot of triple a games are poorly optimized is bc of limitations of UE as an industry standard.
I watched a few, I haven't watched all of them thoroughly though. I have a few of my team members who have conflicting opinions about his videos, but I've been so busy with covering all the other technology that I've been researching that I haven't had time to go down the threat interactive rabbit hole.
@@Bluedrake42 understandable was hoping, if you are not busy and interested, you might weigh in on his criticisms at some point down the road but if you are busy I get it that you can't be distracted right now ty
Usually, it's not the engines fault, not entirely at the very least, TI still managed to optimize a very performance heavy scene to an acceptable point, UE is just a tool, 90 percent of the quality that comes from it depends on the user. Incompetence and delusion of creators not accepting the truth is the biggest problem. Marvel Rivals and Delta Force are well made, despite the fact about UE's problems
@@scottventure820 Probably you could say most of his complaints are a matter of preference but he points out that newer versions of UE are lacking in convenient native support of optimization techniques from the past
@@memegazer The release of MegaLights seem to be a massive optimization for the Light rendering, so I think Unreal is starting to reign it in the right direction a bit!
To say he made everything himself is misleading. It's a lot of marketplace assets and meta human is also essentially a marketplace asset. He didn't "make" everything himself but it's still impressive.
There are plenty of examples of one person doing things that big studios can't because they're just too bloated, this is one of those. However - as this stuff becomes easier to do it'll also mean the market will just be flooded with content and it'll get harder and harder to make money off of it, to the point where the cost of generating the content in raw electricity alone will be greater than the rewards - so it's a bit of a double edged sword.
I think that's a pretty dumb opinion pushed by youtube essayists who swear what they really want is more artsy pixelated games about lesbian relationships because that's "deeper" than our plebeian realism in Need for Speed or Battlefield. All artstyles have a place, and yes, realism is an artstyle. There is no "style vs realism" dichotomy. It's all bs pushed by low grade youtubers.
Oh interesting I did not actually know that yet, I did see a few capture shots where it looked like they had multiple cameras setup which was what I was hoping would be possible!
@ for all I know it got updated since I last looked into it and maybe now it only needs one, but if I remember correctly (and since I last checked) you need 3 cameras but get your friends together if ya don’t have 3 and have a mocap party with everyone’s phones lol
Ok but please, don’t think this makes it any easier to make games that are actually good quality. Models that are gigabytes does not mean quality and certainly not optimization. Unreal engine 5s nanite actually makes games worse because developers think they can get away with not making any optimisations and it also makes game devs only target users with high end pcs. I am staying away from unreal engine 5 until some majour changes come around to reduce bloating of thier god awful software
By the time AI can make this stuff as good as what large teams can do (probably early middle next year). We'll be able to create things with text prompts. While this stuff is really cool, I think if you're getting into the industry working on extremely stylized graphics is going to be the way going forward for all games. Because realism and common stylized choices will be available at the push of a button in your new google lens, meta xr glasses or whatever microsoft comes out with. I don't say this as someone speculating but as someone that has seen tons of leaks and prototypes of what's coming.
Copyrights and patents. everyone here needs to be thinking entirely about copyrights and patents. It won’t matter if AI trains on your work, because at the end of the day, whatever product they output will not legally be allowed to violate your patent or copyright. That’s what everyone should be thinking about.
All of it will be. You'll be able to just pull down your particular version of stylized in a drop down menu of filters. The great boon of stylized work is that it stands the test of time a lot longer than current gen "photo real" work you create, so you're still right about that being probably the best direction to work in.
@@Bluedrake42 True, that's why artists need to start using in in a percentage of their workflow to at least get accustomed to hybrid AI-user workflows. It's not going away and it's only going to supercharge good and great artists if they so choose to adopt it in some form or another. Try to steer away from the online ones though and figure out something locally. It's all such a grey area though so, indeed...do exercise caution.
looks like shit and took short time because he didn't had to use path tracing. lumen looks bad for cinematics, maybe good only for blurred virtual production background.
I am booking one on one calls with every single one of my fans. I can meet with 4 people a day, five days a week and I'm booking out 60 days in advance. If you are interested in AI technology and game development, book a call with me here: calendar.app.google/UzE4guE6SicNF4Y8A
All metahumans have the same eyes, you can spot a meta-human from a miles away.
I've been doing UE for around almost 6 months now and I've done a short film by myself similar to that guy you talk about, very excited to talk about the future of UE and VFX, this video is awesome because it could give inspiration for people who don't use UE but are interested in learning
You know it's good when the AI didn't screw up the hands by adding 2 extra pinky fingers.
This is almost certainly an entry in the Kitbash3D competition called Secrets of the Luminara which provides the environment assets for the structures.
the whole cinematic was better quality than concord
I mean, I think we are gettin' a little rowdy here, settle down. :) Concords assets and environments overall were AAA incredible stuff. The characters models, texturing and animation were extremely good. I think people had problems with the art and character design in general...but the 2d and 3d artists, and the animators are no doubt super talented. They were just doing what they were told. The game looked fantastic overall.
Unreal Engine 5.6 , the future is coming !
this is crazy development you can now rig without rigs
i love how fast you are posting new videos its kinda unheard of
How many times did management at Verant, Blizzard or Origin interfere with the creators vision and screw games up? These technologies are going to be great for the creators being able to stick to their vision for the game. I’m very excited for the future of mmorpg genre. Exciting times!
We've run the marathon. Now we're in the stadium, running the last 100 meters to the finish line.
2 months with a one man team is WILD! Thanks for covering this
Hey bluedrake42
Have you seen any of threat interactives vids about UE5?
Imo he makes some compelling points that the reason a lot of triple a games are poorly optimized is bc of limitations of UE as an industry standard.
I watched a few, I haven't watched all of them thoroughly though. I have a few of my team members who have conflicting opinions about his videos, but I've been so busy with covering all the other technology that I've been researching that I haven't had time to go down the threat interactive rabbit hole.
@@Bluedrake42
understandable
was hoping, if you are not busy and interested, you might weigh in on his criticisms at some point down the road
but if you are busy I get it that you can't be distracted right now
ty
Usually, it's not the engines fault, not entirely at the very least, TI still managed to optimize a very performance heavy scene to an acceptable point, UE is just a tool, 90 percent of the quality that comes from it depends on the user. Incompetence and delusion of creators not accepting the truth is the biggest problem. Marvel Rivals and Delta Force are well made, despite the fact about UE's problems
@@scottventure820
Probably you could say most of his complaints are a matter of preference
but he points out that newer versions of UE are lacking in convenient native support of optimization techniques from the past
@@memegazer The release of MegaLights seem to be a massive optimization for the Light rendering, so I think Unreal is starting to reign it in the right direction a bit!
To say he made everything himself is misleading. It's a lot of marketplace assets and meta human is also essentially a marketplace asset. He didn't "make" everything himself but it's still impressive.
Trueeee. And this cinematic looks like shit, no?
the future of gaming looks bright :D
There are plenty of examples of one person doing things that big studios can't because they're just too bloated, this is one of those. However - as this stuff becomes easier to do it'll also mean the market will just be flooded with content and it'll get harder and harder to make money off of it, to the point where the cost of generating the content in raw electricity alone will be greater than the rewards - so it's a bit of a double edged sword.
I cant be the only one completely creeped out by this
How do you put outfits on ur metahumans. Anyone try METATAILOR?
Realistic graphics are unironically for actual literal ho mow sek shewels.
my dumbass read racism in the thumbnail lol
💀
I despise realistic graphics in games. Not sure how many think the same... but probably not enough.
Yeah, you're probably in the minority there
Definitely, just pure realism for the sake of it kinda destroys the purpose of gaming. Well art diected realism is probably good though.
I think that's a pretty dumb opinion pushed by youtube essayists who swear what they really want is more artsy pixelated games about lesbian relationships because that's "deeper" than our plebeian realism in Need for Speed or Battlefield. All artstyles have a place, and yes, realism is an artstyle. There is no "style vs realism" dichotomy. It's all bs pushed by low grade youtubers.
I can't stand the modern blurry TAA though and UE5 uses it so much.
Looks like something is going on with notifications for your channel.
Its all good, I’m targeting browse and search anyways. TH-cam has been slowly killing off notifications feeds for years now anyways.
I be seeing you soon
roblox studio has had this for the past year
Knew it had to be MoveAI
Pretty sure you need at least 3 iPhones or iPads no later than a certain generation to get finger tracking in your mocap with move AI
Oh interesting I did not actually know that yet, I did see a few capture shots where it looked like they had multiple cameras setup which was what I was hoping would be possible!
@ for all I know it got updated since I last looked into it and maybe now it only needs one, but if I remember correctly (and since I last checked) you need 3 cameras but get your friends together if ya don’t have 3 and have a mocap party with everyone’s phones lol
Isn't that a real person?! 5:55
Nope! All Unreal engine!
No
They scanned a real human beings face and used his 3d scan mesh in unreal engine
Ok but please, don’t think this makes it any easier to make games that are actually good quality. Models that are gigabytes does not mean quality and certainly not optimization. Unreal engine 5s nanite actually makes games worse because developers think they can get away with not making any optimisations and it also makes game devs only target users with high end pcs. I am staying away from unreal engine 5 until some majour changes come around to reduce bloating of thier god awful software
I thought the tumbnail said Racism, lol
By the time AI can make this stuff as good as what large teams can do (probably early middle next year). We'll be able to create things with text prompts. While this stuff is really cool, I think if you're getting into the industry working on extremely stylized graphics is going to be the way going forward for all games. Because realism and common stylized choices will be available at the push of a button in your new google lens, meta xr glasses or whatever microsoft comes out with.
I don't say this as someone speculating but as someone that has seen tons of leaks and prototypes of what's coming.
Copyrights and patents. everyone here needs to be thinking entirely about copyrights and patents. It won’t matter if AI trains on your work, because at the end of the day, whatever product they output will not legally be allowed to violate your patent or copyright. That’s what everyone should be thinking about.
All of it will be. You'll be able to just pull down your particular version of stylized in a drop down menu of filters. The great boon of stylized work is that it stands the test of time a lot longer than current gen "photo real" work you create, so you're still right about that being probably the best direction to work in.
@@Bluedrake42 True, that's why artists need to start using in in a percentage of their workflow to at least get accustomed to hybrid AI-user workflows. It's not going away and it's only going to supercharge good and great artists if they so choose to adopt it in some form or another. Try to steer away from the online ones though and figure out something locally. It's all such a grey area though so, indeed...do exercise caution.
W
looks like shit and took short time because he didn't had to use path tracing. lumen looks bad for cinematics, maybe good only for blurred virtual production background.