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If we can play the game, we should be able to exit the game!
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#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#unreal engine#ue5#engine#unreal engine 4#unreal engine 5#unreal engine tutorials#unreal tutorial#making a super smash game#how to make a super smash bros game#super smash brothers ultimate#smash bros tutorial#how to make your own smash bros game#platform#ue5 platform fighter#ue4 platform fighter#unreal engine tutorial#tutorials#guides#guide#template
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Backing up some stuff from my ipad and I stumbled on the pieces of this Ylfa video I never finished, and... tbh I should, I still like this!! (2023)
#artists on tumblr#dimension 20#d20 neverafter#ylfa snorgelsson#TWO ART POSTS IN THE SAME NIGHT??? UNREAL#(working on smth silly and procreate dreams apparently eats gigabytes of memory for fuel)#(I remember being frustrated trying to edit the video but the actual art is still cool.... maybe we'll like.#look up a tutorial and finish it out!!!)#pic#fanart#babiest girl
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Using Vidu to Make Character Turnarounds
Disclosure: I am in the Vidu Artist Program.
Having (at the very least) front and back reference greatly improves the quality of character image prompting. And very often, one finds that they were lazy and only got a couple of bits of character reference. Or they have tons of it in the wrong art style.
A character like Wally Manmoth requires some good reference to work right.
Now, it's not that hard to prompt up something that matches close enough and then modifying the stuff manually until it works, such as I did with TriceraBruce and DeinoSteve:
You can tell Steve's the bad boy because he's got a cool rip in the back of his jacket.
But for Wally, I decided to try out Vidu as a means of getting turnaround frames.
So I loaded Wally's front-view pic (above) into the image-to-video feature, and prompted with:
vintage traditional animation scene (1985) humanoid mammoth/furry elephant wearing a red hawaiian shirt and blue shorts, by filmation and sunbow productions, 90s colors, friendly on green background, streamlined black line art with cel shaded vintage cartoon color, official media, character design fullbody shot on green background. The mammoth-anthro starts facing the camera, turning around to face away from the viewer, providing a view of his back.
I gave it two shots at the 720x quality setting (12 points per, total of 24), and got:
Huh. Weird it happened twice, etc.
This demonstrates both that the tech is viable for this use, and the reason you'd want to have that multi-view reference. The robot clearly assumes that a luau shirt would have a large print on the back, whereas wally's is a more basic print. That's ultra easy to fix, though.
I started by exporting the last frame of each (or close to it, picking the one that looks cleanest)

While its image editing features and often touch-and-go, one thing the Midjourney edit feature has going for it is it's utility as an upscaler. You load the image in, make your tweaks (just a little bit of background if you're just upscaling) and then upscale and at the very least you have 2048x2048 worth of resolution.
I used the midjourney edit process, that got those two images to the following state, as a test.
The results are good, but getting the large trees to erase-and-replace out took several attempts, and just doing it in photoshop then using the editor to upscale would have been faster.
This is why we do tests.
I went with the slightly-at-an-angle one for the main reference sheet. I'll be keeping the straight-on-back-shot in case it winds up being useful for specific scenes down the line.
In photoshop, I touched up the shirt print, made sure the colors where consistent, and simplified the hair coloration to something more period-plausible.
No more giant trees on the back! On the other hand, I think the feet sprouting toes on the heel is going to be something I'll be fixing frame-by-frame until there's another revision.
Human characters will induce these issues less often. I just stick with my genre of choice.
Midjourney was not cooperating with TyrannoMax (it really doesn't like giving him the proportions I like, preferring to make him a weird big-head salamander), so I went the same direction, resulting in this stage 1 front/back:
Only Midjourney refused to work with it, at all. Declaring everything that came out of it too lewd for its internal censor. Apparently, this hunky relative of cheesasaurus rex is too sexy for general consumption. Nevermind that it's a cartoon lizard in a shade tangello orange.
The workaround is too dumb for words.

Slam the hue slider until it's off anything that could be perceived as a human skintone.
Then make the modifications. Here I had to rework the leg several times, and do a lot of tweaking to remove-overinking. Then I popped it back out, droped it back into lineart, re-colored it, and and composited it back together:
And voila, a front and back for Max. I shortened his tail, as the longer tails have been causing problems with confusing the image prompting systems. The armor skirt has scallops to accommodate the tail, which looked better more consistently than the flaps folding around the tail.
The results are, thus far, encouraging.
Of course, if the back of your character has any unexpected details, you're going to have to add those in after the fact or include them in the prompting, and you're going to be making a lot of edits regardless (as you should).
Oh, and Max has a sword now.
A blade of amber crystal with a fossilized femur grip and a faceted dino-eye that should be far enough away from the Eye of Thundera for safety. A roleplay-toy friendly trademark weapon, usually a sword, was a must-have for 80s action-adventure lines despite the fact that you'd never see it used on anything that wasn't a robot, living statue, or skeleton.
Thus the sword's gimmick is it cleaves through non-living matter with ease but anything BS&P doesn't want subjected to a stabbin's is encased in amber crystal: locked in place if partially encased, put into suspended animation if fully encased. A nice, nonlethal use for a magic sword.
It's proportioned like a gladius, but is generally interpreted as larger, approaching a broadsword, in keeping with the generally ridiculous blade sizes of kidvid fantasy. They're just more fun when they're stupidly huge.
Is "Sword of Eons" too on the nose?
#tyrannomax#tyrannomax and the warriors of the core#vidu ai#midjourney v6#niji journey#animation#cartoons#retro#fauxstalgia#unreality#ai tutorial#vidu tutorial#vidu speed
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more things Pinterest decides to show me
#at this point I need to tag these for#cw#unreality#weirdcore#I swear I mostly use pinterest for anatomy reference and art tutorials
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Backrooms level 0 stimboard!
I swear to god chat out of nowhere the backrooms hyperfixation hit me like a TRAIN so now im just gonna post backrooms themed stimboards! If you like that, consider following! /nf
#stimboard#stim#stimblr#stim blog#backrooms#the backrooms#level 0#tutorial level#unreality#unreality tw#unreality cw#warning#horror#horror tw#horror cw#horror warning#delusion#delusion tw#delusion cw#delusion warning#hands#hands tw#hands cw#hands warning#weirdcore#weirdcore tw#weirdcore cw#weirdcore warning#liminal tw#liminal cw
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what's the longest amount of time any of you have had to wait for a big game to install these days? dl speeds have gotten pretty good, but games have gotten super bloated. is it a thing anymore to start a download before you to to bed so it'll be done when you wake up?
#I have not done any real pc gaming in so long it's unreal#minus disco elysium last year and also I finally broke down and bought project zomboid but I only played the tutorial
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[ ...weird dream. ]
" Huh? Did you say anything? "
[ Oh, nothing. ]
" ...Uh huh. Well whatever. Do you know what day it is? "
[ ...The day you go get the Firebrand? ]
" No?? It's New Years dumbo. It's 2011 now. "
[ It's WHAT??? ]
" 2011? "
[ That-- Uh... time passed fast, jeez... ]
" I guess it did. Happy New Year I guess. "
[ ...Happy New Year! ]
#they're saying 2011 instead of 2025 since block tales takes place in 2010#anyways happy new year!#block tales#player block tales#tutorial terry#askblog#block tales askblog#blocktales#roleplay#block tales roleplay#tutorial terry block tales#unreality#?? possibly????
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My brain is so full of Bees about Post-Shift 2.
It's a fan game that was delayed for 4 years -- by the time it released, fnaf fangames as a whole were not as popular as they had been, & most people in the scene had forgotten about Post-Shift 1, so not a lot of people heard about it/played it.
Worse still is the people who did talk about the game. Pretty unanimously, the consensus was this: this game is the craziest, most insane fnaf fangame. It's overly difficult with mechanics that have no rhyme or reason to them & tutorials that are wordy, unhelpful, & sometimes actively mislead the player, meaning you need to comb through a lot of text only to be misinformed. It's not as infamous as some other fangames, but it definitely was talked about very poorly.
In general, I think most of these criticisms were blown up out of proportion, but I can't really disagree with most people's problems -- it is difficult & wordy, & rather hard to understand. I think, however, that the game is still 1. Really fun, 2. Not a bad game at all, &, most importantly, 3. Is a free fucking game that was clearly a passion project. Most damn fangames never get off the fucking ground when made in groups because the creators will never make a red cent off the thing -- this game was made by one dude for 4 years & delivered to people for free. It didn't ask anything of you except to accept it as a difficult game & to not go in with wild expectations. The dev just wanted to make a game that was rough, but he also wanted to make a game that felt unique & was fun. & It is fun, too, is the damn thing.
#em.txt#ps2 post#post-shift 2#i obviously am biased#i also obviously have more to say#but for now i think this is a start. i think this is fine so far.#i got counter arguments i was gonna type about the problems#bc tbh i think the difficulty isn't as big a problem as the difficult curve -- it starts very high for a fangame#bc it assumed you know what they're like. you know how fangames work. but it over assumes that all the mechanics#work at the same frequency as other fangame#the difficulty curve of night 1 is pretty tough place to start which turned a lot of people off#especially with how long & unclear th tutorials are & of course night 1's tutorial starting with a character that is unused in that night#it's rough. night 2 is even tougher. but night 3 is a cakewalk once you beat 2 bc it only adds 2 threats#so you might expect the next night to be as easy or even easier & in my eyes yeah -- night 4 is easier than 1 even#except that it's completely different & is asking the player to learn a new game entirely which is its own difficulty#but i can crank out a night 4 easy peasy no prolem. so you might expect night 5 to be even easier right? WRONG#WRONG WRONG WRRRONNNGG even people who know what they are doing struggle#because a mechanic in the game actively increases the difficulty as the difficulty is increased which is EVIL#& night 6 is even harder i have seen 3 people beat night 6 it is absurd#i sat in a call with another PS2 fan who clearly played thr game s lot & loved it but they could not beat the night normally#& this night has fucking optional difficulty modifiers when you finish that make it harder it is hell on earth#there is no checkpoints it is bad it is so bad I haven't beaten it i talk abt this game every day i play all the nights#i do not fucking play this night bc the way the tutorial works is unreal & unhelpful it wants you to remember#all this shit but it removes the 'walk around & click things before the night starts to see how they work/where they are'#& then it changes every 2 hours to something new so you won 12-2 but you hit 2 & forgot this one person's mechanic#but the only way to read the tutorial again is to close the game bc it automatically puts you back into the night#& will not take you to the home screen to view the booklet for night 6 it's insane#so yeah. there is difficulty. but the difficulty curve being this inconsistent is worse tbh#i get night 6 is meant to be like a 'everyone is here!' bossfight but it's overwhelming & there is too damn much
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being forced to use unreal rn and the c++ experience is absolutely miserable
intellisense doesnt work a solid 70% of the time, debug messages take way too much effort to write, Im still not particularly a fan of header files, creating a c++ class sometimes doesnt update the in-editor file browser AND IT DOESNT HAVE A REFRESH BUTTON??? you need to find a specific python console command to avoid restarting the entire editor????
#its awful#would use godot if was allowed to#using roblox studio is a nicer experience#all of these issues are also in the tutorial Im following#its from the unreal engine getting started page#so atleast mildly endoresed by them?#am I just supposed to.. never ever use it?#and only use blueprints?
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Psychonauts 2 - Texture Change and Model Replacement Tutorials
So, someone messaged me the other day asking how I changed the textures and changed the models in Psychonauts 2 and I thought I may as well write a guide to how I managed to achieve some of these changes.
I apologize in advance with how lengthy this will most likely be and if any of the wording might be a little confusing, feel free to ask me for any further explanation on areas where you might be confused.
Texture Changing Tutorial: Link
Model Replacement Tutorial: Link
Enjoy!
#psychonauts#psychonauts 2#psychonauts 2 modding#psychonauts 2 mod#model replacement#texture changing#psychonauts 2 mod tutorial#psychonauts 2 modding tutorial#unreal engine 4 mod tutorial#texture modding
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Anima莽茫o de quarto que criamos no curso de Unreal da 3D1, compara莽茫o entre Lumen e Path Tracing.
#3d art#3dsmax#animacao#animation#anima莽茫o#archviz#arquitetura#curso#curso online#cursos#unreal#unreal engine#ue5#maquete#maqueta#animaciones#animacion#tutoriales#tutorial#arquitectura#architecture#decoracao#decoration#interior decorating#home decorating#interiores#interior design#interiors#decor#interior decor
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Upgrading our Stage & Level Select is equally as important as our Character Select!
youtube
#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#super smash bros#super smash#smash#smash bros#ue5#ue4 fighter#ue5 platform fighter#ue4 platform fighter#platform#fighter#paltform fighter#unreal platform fighter#unreal tutorial#super smash brothers ultimate#unreal engine 5#ue 5#SSB#platform fighter ue5#platform fighter ue4#making a platform fighter
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Mehdi Beheshti
Texture Artist
artstation linkedin youtube
More from 芦Artstation禄 here
#texturing#unreal5#imperfection#mirage3dart#substance painter#course#substance#Corona#Character Modeling#drawing#unrealengine#art#material#environment#artstation#noai#marmoset#tutorial#unreal#Substance Designer#Mehdi Beheshti#Textures Materials#gameart#TrimSheet#roughness#hardsurface#marmoset toolbag#Tutorial#artist#3dsmax
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Vidu and the Quest to Make More Toons
So, a ways back I talked about Minmax, but I've been trying out basically all the video generators looking for the tools I need, and low and behold this week I find out I've been accepted into the Vidu Artists program now, wherein I get credits and access to access their cooler features in in exchange for... talking about the tech and how I use it.
Well twist my arm. I shall endeavor to be objective and informative despite free stuff (a challenge my spirit needs practice withstanding if anyone else wishes to test me)
So let's talk Vidu.
(outside of being converted to gif, no animations in this post have been cut or edited)
Also, everyone say hi to Maureen the Lizard Queen, every hero needs an evil queen that really wants in his pteruges, and she's that for TyrannoMax.
Vidu's got a bit more oomph under the hood than MinMax (no shade to MinMax, they're brand new and very promising) and it's way too early to be picking winners when it comes to video.
Anyhow, basic features that are nice include the options to upload start and end frames, options for a 4 or 8 second duration (more about that later), and a cleanup/upscale. Credits line up more or less with seconds. 4 credits for a 4 second clip, 8 for an 8 second, and again at upscale. It's straightforward in a way a lot of services aren't.
Apetomic Pyle, done on the fast settings. (not to shabby still, and it gave him monkey legs which a lot of systems balk at)
If you're on the $30/mo tier, you can choose to do a double-cost "quality" over "speed" option. Thankfully, the artist program gets me access. Since there's not yet a seed option it's hard to do a direct comparison, but the quality is going to be a must if you're doing anything that looks like cel. Much cleaner, much smoother.
(4 and 8 second quality gens)
One of the nicest features is the character reference feature. Basically it's like Midjourney's --cref, but with a very strict adherence to character details.
The above images used reference shots of Maureen and Dr. Underfang, and it got the stripes on Underfang's tie right in basically every gen. That's a ridiculous level of character model adherence and, for my purposes, all but essential.
It did misinterpret Maureen's undertail coloration for a sort of fin or drape, but the shot I used was oddly cropped, and sometimes stuff like that happens with gen AI. Given my measuring stick for errors is the era of animation I'm emulating, whatever does slip through is only going to make it more authentic.
There is a limitation in that character-reference and text-only prompts default to 16:9 presently with no options to adjust, but some room to pan is always handy and most people are going to be outputting for phone and not outdated CRT televisions, so, it's understandable it'd be a lower priority feature for the devs.
Walk cycles! By Saint Eniac it's a miracle!
On the left we have one prompted with TyrannoMax's control art, and on the right we have one using that art as the starting frame (4 and 8 seconds, respectively).
Way More details under the fold.
Vidu likes a hefty prompt.
A lot of detail and evocative language helps, and older prompting tricks like mojo-jojoing important concepts are back. For the Max walk cycles above I used:
1986 vintage cel-shaded cartoon character walk cycle. The orange dinosaur-anthro wearing blue gladiator armor walks toward screen right, the camera tracks him, holding him in center-frame. He completes a full, brisk walk cycles from the side view. He walks boldly, back straight, head high, heroic. His tail sways behind him as he moves. The whole clip has the look and feel of vintage 1986 action adventure cel-animated cartoons. The animation quality is high, with flawless motion and anatomy. animated by Tokyo Movie Shinsha, studio Ghibli, don bluth. BluRay remaster. flat chroma-key green screen background
The potential for use with my Filmation-inspired technique is readily apparent. Both versions are on-model as much as any two shots in a 1980s action-figure shilling cartoon would be, some minor blurring to clean up in post but nothing serious. It should be pretty easy to extract the needed frames for looping and compositing.
Some Extra Points
There are the usual issues with hands, though more often than not it corrects my four-fingered anthros to having a human five-fingered hand. Buzby Spurlock animation was known for those kinds of inconsistencies, though. So an opening credits video is much less far off than it was at the last post.
It's also generally impressive how well it does with my dinosaur characters. Non-humanoid dinosaurs are difficult for most image generators, much less anthrosaurs in a vintage aesthetic. Vidu has yet to override the character art to give Underfang or Max the Jurassic Park style t-rex jaw, which is something both MJ and Dall-E 3 have trouble with.
Human characters like Kitty Concolor here, much more stable.
As always, clips are curated. I didn't choose my absolute best ones (gotta have something for the videos), and I'm working on a fun series of jank reels across all the generators.
#vidu#vidu artist plan#ai video#ai animation#tyrannomax#ai tutorial#ai assisted art#cartoons#80s nostalgia#unreality#maureen the lizard queen#dr. underfang#ApeTromic Pyle
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Y鈥檃ll think Googleplier would be into a game dev?
#I鈥檓 in this weird state where I sorta know what I鈥檓 doing but can鈥檛 do much without tutorials#I vaguely know how unreal engine and gamemaker work#google x reader#googleplier x reader#(< this is a sorta idea I have for a fic)
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[+ ffuck. when did this happen. i'm late for posting 12 follower free grubburger recipe. they're gonna have me culled for this. okay. listen up -]
INGREDIENTTS:
-beefgrub rremains, cut in fourthss
+grubsauce of choice. i recommend red or mmustard bbut like use what yyou got
-egg
+lettuce
-oonion
-yyou can add tomato. i don't bbecause i hate tomato.
step 1: notice it's a little late and you should probably be cooking dinner before the sun comes up. remember how your lusus doesn't want you eating any more pre-packed food because its """unhealthy"""
step 1.5 (optional): toast buns
step 2: cook egg over easy or over mmedium for ideal yolk ssituation
step 3: grill beefgrub remains. takes like 5 minutes. dont forget to flip them or they will suck bbad.
step 3.5 (not optional): console him
step 4: combine. put onion and lettuce and beefgrub and egg on bun. sssauces. bam. gurb burger
step 5: joy
[+ and THHATS how you make a grub burger. follow for no more cooking tutorials im not a chef im a scientist -]
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