#unreal fab
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shawnthebro · 7 months ago
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The more polish you give a game, the better it will look! Let’s improve the Character and Stage Select screens again!
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dcdreamblog · 8 months ago
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I know a guy who says the original Teen Titans; Robin, Kid Flash, Wonder Girl, Speedy and Aqualad shouldn't be counted as an actual team rather just a bunch of sidekicks hanging around together and the later group where Cyborg, Starfire, Raven and Changeling(Beast Boy?) joined up should be counted as the first actual team of Teen Titans. Does anyone else agree with that or is he as weird as I think
What a ridiculous thing to say.
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(Breakfast Club parody Album Cover the "Fab Five" produced in support of a homeless teens charity. The Album contains favorite songs selected by each Titan)
To call the original "Fab Five" Titans just an after school club for sidekicks is not only super dismissive of that work they actually did (they saved a lot of lives and you shouldn't talk about sidekicks that way in general), it just doesn't square with reality.
The Teen Titans took distress calls from teens all over the country, they literally had methods of contact for young people to follow to get in touch with them if they needed help. On top of that they were constantly active in child and teen centric charity work all over the country and the world, as the example above proves. The Titans weren't just active as a crime fighting group, they were probably the most publically approachable and responsive superhero team...ever! I can't think of a single hero outfit that was as constantly communicative the way the original Titans were. If your parents are of a certain age, or if YOU are of a certain age, you can tell folks all about it right below.
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vitaliadev · 9 months ago
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how to save Quixel Megascans freebies before Fab
edit: the original instruction may be useless now or only partially useful. What to do now:
1. Claim assets here on FAB:
https://www.fab.com/megascans-free
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2. then you'll have to check what is owned or not. It seems like everything is claimed with one button click by the first link/image, but double check later on assets that you really like.
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Also, the Megascans are free to claim for Unity users as well now.
--- original instruction (before Fab launched): so, Fab is the new upcoming marketplace for multiple websites. Because of it, free (for unreal engine users) Megascans in Quixel should be purchased to be used later. Here's a quick way to add all 18000+ assets without downloading them:
You'll probably need to run it MULTIPLE times and from incognito window. For me I got error on login from not-incognito. You can also get "forbidden" error after running the script multiple times, but it will be ok again if you use Quixel Bridge in Unreal engine and click for example to open your account page.
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I had to run the script total maybe 8 times, on 1st run it only saved 3000 assets and was getting stuck on each next page for a bit. Then I got "forbidden 403" error, and had to run 2 more times for last few assets.
It seems to have worked now. Otherwise you'll only have assets you already used in the "purchased" tab.
To check if you got them all, go here:
https://quixel.com/megascans/home
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fabdante · 11 months ago
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Do you think reboot Dante had to ever like. Eat demons? Either because he was stuck in Limbo and there wasn't any normal/human food, or because said food was too expensive and he's had to live on the run since he was 8.
So like confession: I know a lot of the fandom is into like cannibalism with the demons but it's just never appealed to me with dmc sdfghjk like I mean it's fine and all but just the metaphor is not there for me and I enjoy cannibalism best as a metaphor for theme and what not because it is such a fun metaphor.
On another level though I mean I guess despite demons often being a threat in Dantes life, I've always just seen him more likely to resort to theft over that. Plus there's probably people around in his community willing to hand out free sandwiches to hungry kids. And as he got older I do tend to see him with some sense of community like a group of friends and people he's friendly with who can feed him when he needs to be fed and needs a couch to sleep on, that kind of thing (though obviously he currently doesn't like have that presently due to whatever made him decide to go so off grid and hang out on a pier). I tend to write reboot Dante around the idea that he cares about humanity because he's seen good in humanity and I guess this is an extension of that.
I suppose one could see this as contradictory to his statement of being a loner but I argue a person can be a loner and feel a disconnect from the people around them and still have a system of friends who they care about, who care about them, and will be willing to help them. Plus it brings some more depth to Dante that I like (I am CEO of giving the reboot twins a social life outside of their respective jobs and each other)
Also on a practical level I just don't think he'd know how to prepare demon meat dfghjkl I just don't think he'd quite know how to do that asdfghjk like it'd have to be a whole process. Then there's the practical level of like is demon meat safe like sure he's half demon, half angel, and heals himself but like what if demons have poison sacks he doesn't know about that like it's just a risky move asdfghjkl
Do I think he'd be opposed to eating demons? Yes and no? I think it depends on the type of demon, how it's prepared, why he's eating it, etc etc. There could possibly be a scenario where he does that sdfghjk
As for how I write and characterize Dante though like it's not something I've particularly considered personally!
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freestormdev139 · 4 months ago
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3dvirtualand · 4 months ago
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Covered Warehouse | UE | HDRP Unity now in FAB https://fab.com/listings/d0869edf-a96e-4a2d-bf92-8afa625e0d6a
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being-mughal · 7 months ago
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Blog Post 3: Crafting Light and Shadow
Title: The Art of “Light and Shadow”: Applying Lighting Techniques in Unreal Engine
The last activity of the project is related to strong, shocking lighting. When trying out different configurations of lights under Unreal Engine, I aimed at creating tension and environment.
Lighting Techniques:
Color Lighting: Applied warm tones for the environment in order to emphasize the cool-toned monster. Once again to add to the horror effect we also included Directional light on the monster that will be attacked to give an intimidating pose.
Black-and-White Lighting: Eradicated different shades of color to depict only three dimensions – that of light and that of shadow. Used contrasting lighting with strong black shadows for purposes of creating dramatic scenes
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Volumetric Lighting and Fog: For the improvement of depth of the scene I added volumetric fog, reducing its density around the monster. This made me have the feeling that the creature was coming out of darkness.
Rendering the Final Stills: The final renders were done at a 3840 x 2160 pixel resolution. Shaders post were used in the processing of enhancing the light and the lens effects in a slight manner.
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Lessons Learned: This project was more focused only on Unreal Engine and the options it offers for lighting. I also learned not only technical things but also where and when to use the light as a tool in the game design.
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Developing this project was quite enjoyable as it inspired me to challenge myself both in terms of technique and creativity. These techniques can be easily applied in future game art projects and I will do so.
References:
Unreal Engine Learning Hub (2024). Volumetric Lighting in Unreal. Available at: https://learn.unrealengine.com [19 November 2024].
Sketchfab (2024). Monster Asset Library. Available at: https://www.sketchfab.com [19 November 2024].
FAB Asset Library (2024). Environment Assets. Available at: https://www.unrealengine.com/fab [19 November 2024].
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flooferland · 7 months ago
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One thing I just realized that I don't see talked about anywhere in the game dev space rn You can now claim all of the Quixel Megascans on Fab in order to permanently own them, until the end of the year.
BUT THEY ARE NOW AVAILABLE FOR ANY ENGINE, FOR FREE
Because the Quixel Megascans are now under the Fab standard license, this means you can straight up use Megascans inside of Godot, Bevy, Unity, or even standalone Blender project for free (as long as you aren't earning over like $10,000 i think it said)
This wasn't the case before Fab released. You used to be stuck with a BS "you can only use these assets for free in Unreal Engine" before.
Grab em while you can! https://www.fab.com/megascans-free
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violetanormalgamedev · 20 days ago
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(WIP Unreal Map with fab assets for a class)
Been feeling alone at the edge of a universe humming a tune.
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shawnthebro · 8 months ago
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Want to see what Shawnthebro and all the templates are about along with a general roadmap of what’s to come? Here you go!
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chappell-roans · 10 months ago
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Operating under the assumption that I’m musically illiterate can you rec me some albums to listen to front to back on an upcoming road trip. I do know a good deal of music both niche and mainstream but I don’t usually listen to albums in their entirety.
That is an absolutely hilarious way of putting it, and I would love to. I'm going to name a ton in hopes that you haven't heard some, or that you like some, lol.
When The Pawn… — Fiona Apple (recently listened on a road trip, it was fab)
Strange Trails — Lord Huron (excellent travel music)
folklore — Taylor Swift (or Red or Fearless or any really)
B-Sides — Damien Rice (also O)
Bon Iver — Bon Iver (also For Emma, Forever Ago and i,i)
Hozier (Expanded Edition) — Hozier (or Wasteland Baby! or Unreal Unearth)
Nevermind — Nirvana (if not then also Bleach, In Utero, or the MTV Unplugged Live album)
The Rise and Fall of a Midwest Princess — Chappell Roan
Kiss Me, Kiss Me, Kiss Me — The Cure (or Disintegration)
Transatlanticism — Death Cab for Cutie
Led Zeppelin — Led Zeppelin (or Led Zeppelin II)
Conditions — The Temper Trap
So Tonight That I Might See — Mazzy Star
Boxer — The National
By and By — Caamp
Dirt — Alice in Chains
(What's The Story) Morning Glory? — Oasis
Grace — Jeff Buckley
How To Be a Human Being — Glass Animals (also their new album I Love You So Fucking Much)
Blue — Joni Mitchell
Born to Run — Bruce Springsteen
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maylilithreign · 3 months ago
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I feel like you don't need more people talking at you but I just wanted to say BIG HUGS, you're wonderful, you're enough, you're doing a fab job and we love you.
also if you ever need an unhinged attack dog coded Scottish girl for any reason then I am so ready always 😙🫶
I love you muchly, you are always welcome to talk at and to me, and I appreciate you so much it's unreal.
I think I'm taking a much needed break. I don't come on here to be treated like this by anons. Those are getting turned off and this time maybe for good. This is exactly why people don't come out.
But I love you, thanks for stopping by and I'll see you when I see you 🫶🏻
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nitrosodiumfmpsequel · 3 months ago
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Stress Testing Part 1: Fixing Lag
On the last day before the Easter holidays, I have decided to do some more playtesting, and get people to search for as many glitches and problems as they could in the game.
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I could only get three playtesters (everyone else seemed to be busy with their own projects), but the advice was still very constructive. I will go through the different problems one by one.
Lag problems: These are definitely an issue. As previously stated, the computers give texture streaming error messages and when resource-intensive actions take place like opening doors, I get a message that the video memory has been exhausted.
Softlock room: I never even considered this could happen until the playtesting. This could be solved with a way out of the room, a switch to open or close it from the other side, or a 'restart level' button for situations like this.
Robot dialogue glitch: This is not a glitch, I've intentionally done this. There is a clear way to stop the conversation, and if the player doesn't want to do that and keep the subtitles on their screen then I've given them the option. There's not really a situation, at least in the first level, where the player couldn't just finish the conversation manually and get the widget off their screen.
"Wedgy got me stuck": This refers to jutting sections of the starting hole killing the player's momentum. This can be solved by putting collision boxes on the shaft sides to smooth out the descent. This is difficult to explain, so I will go into more detail in its own post.
"Rocks made me loose my cool": This refers to the rubble piles severely affecting the framerate.
The lag is the prime issue here, since it does make the game near-unplayable. I spoke with a friend on his issue and he said that the problem likely lies with the textures. I may have accidentally imported 8k textures, which would therefore be causing the "Texture Streaming Pool Over Budget" error messages, and the quality is a moot point anyway because these monitors only go up to 4k. However, the rubble model is obviously causing a problem that goes beyond texturing.
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I opened the level in Wireframe Mode and was pretty stunned - the rubble has so many polygons that it looks like a neural network! This is obviously causing the issue, so I deleted them and played through the level to test. The lag issues were completely fixed. Obviously, I still want a rubble model of some kind, so I went back to Fab.
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As it happens, I had been using the "raw" variant of the model, which was 400 megabytes, six times larger than the high variant. I had obviously imported some ultra-high resolution model by accident, and so I decided to reimport, using the low quality version.
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This looks just as good in my opinion, since I wasn't aiming for hyperrealism anyway. I am still getting warnings about the texture streaming pool though, and I suspect this is caused by the vines. I checked the Unreal forums and found this post which suggests to me that foliage is notoriously hard to optimize in UE5. Given that I am getting errors about texture streaming, it is possible that the vine texture is too high-definition.
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I imported the low-res version of the Broom Creeper texture, and it seemed to cut the texture streaming over-budget by about 50 MiB (possibly megabytes, but I don't know) - of course, it is still overbudget. I'm really not sure what's causing it, but it could be the wall textures themselves, so that's worth taking a look at too.
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As it happens, the Sandstone Blocks texture (used for the floor) is an 8k texture, and the rest are 4k, which is still fairly high. I can probably reimport the two I use (Sandstone Blocks and Clay Plaster) as 2k textures, and that'd save me a lot of headache.
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Here's the game with 8K and 4k textures.
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This is the game with 2K textures. The difference is impossibly minimal, but somehow the texture streaming overbudget went up. I don't know how to fix this, but it isn't creating any more lag, so we can consider this a success for now. To conclude, I will be more careful when downloading models and textures in outrageously high resolutions.
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rashs-silly-little-games · 1 month ago
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Restarting... again?
Good morning! Evening? I can't tell anymore! Night shift has permanently scuffed my sense of time.
Sorry it's been a little bit! I've been on a bit of a mental health bender as of late and, to be honest, I'm not quite sure how I survived. But that's okay! We're here now, and talking about the car game from last time.
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I was working on this thing for a month or so, getting a solid core loop playable and *almost* ready for a network test. The last thing on the to-do list was... a functioning lobby system.
Guess what I couldn't do?
Look, I'm not going to bullshit you, I figured out how to do some multiplayer stuff, but all of that knowledge was when players were already connected to the server. I didn't know shit about connecting and disconnecting players properly. That plugin I was using? MultiPlay Core? It's a good addon! But it didn't really fit my needs, and I couldn't fix it myself. After a lot of ruminating on it and passing the idea back and forth at a friend, I think it's finally time to look for greener pastures.
I wanted to restart development of the game, again, with Unreal Engine. The idea this time being that if I need to look for assets, I can do it through Fab, and with Unreal being *literally purpose built for online multiplayer*, then this shouldn't be as bad to figure out, or that I can buy a functioning lobby system that I can customize, and then I can focus on the stuff I'm good at, which is building the features of the damn game.
It has taken me... a lot longer than I thought it would to get re-acclimated to Unreal Engine. I spent a few weeks taking notes on actual courses from Gamedev.tv (not sponsored, but ill take it if they offer!) and giving myself a little homework project to focus on for a bit. It's nothing really exciting, its a small ball-roller game, but I think it helped me really get back into it and focus on learning and retaining how to use this engine.
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That being said... I might shelf this for a little bit. I've been kinda... I don't really know how to describe it, but I think I've been dead set on this project for a little too long. I think I need a break and to try and work on a few smaller projects for now. I still want to release a game for Steam this year! But with my mental health always in the gutter, I think I need a small victory or two before I take up a medium-ish project like this again.
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3dvirtualand · 4 months ago
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Cutted Tiles Materials | UE | HDRP Unity now in FAB https://fab.com/listings/0de2390f-5113-46bf-b96e-49436e727b9d
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being-mughal · 7 months ago
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Blog Post 2: Building the Scene
Title: The Art of “Light and Shadow”: Environment and Assets
With the principles of lighting well in my head, I proceeded to work how to set up a dramatic scene. The theme was on a monster’s den, made out of the stark differences between the lights and shadow.
Environment and Asset Selection: As a way of avoiding extra time being used while working on lighting, the following assets were utilized: 1. Environment Asset from FAB: This furnished a very fine grain, environmental canvas which itself was appropriate for the setting of an atmospheric tone.
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2. Monster Model from Sketchfab: A strong animal in this case meant something terrifying and that definitely helped make things tense.
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Scene Setup: I then relocated these assets into Unreal Engine and arranged them in a way that would build on the monster as the centrepiece. The purpose was to guide the viewer’s eye with light so that the creature would stand out appropriately in the environment.
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Challenges and Adjustments: Merging all the assets was not entirely without its problems, for instance, in scaling down the assets, and then check that the textures would still be intact. In that process, I discovered troubleshooting by finding relevant information on the internet and in the unreal engine.
With the scene assembled I moved to the last phase of my performance which is lighting phase where the wonders occur.
References:
Sketchfab (2024). Monster Asset Library. Available at: https://www.sketchfab.com [17 November 2024].
FAB Asset Library (2024). Environment Assets. Available at: https://www.unrealengine.com/fab [17 November 2024].
Unreal Engine Documentation (2024). Asset Import Workflow. Available at: https://docs.unrealengine.com [17 November 2024].
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