I Created a New PlayStation 1 Character in 2024! PS1 Horror Game DevLog #3

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#ue5game #gamedev #unrealengine #indiedev #ps1
Continuing with my PS1 Style Horror Game, I just couldn't wait to create the main character so in this Dev Log video, I'll share the process I went through to create Liam, the main character of my game. In this video I cover the entire character design and creation process, beginning with research and concept art before moving onto modelling and texturing. I also cover how I quickly rigged and animated the character using Mixamo and finally share how I set the character up in Unreal Engine 5.
Thanks for your continued support :)

PATREON

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Awesome character concept and amazing how the model turned out! Nice video!

AaronMYoung
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Great job on the model! Looking forward to seeing more

InkRibbon
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Please keep going, this is really interesting. I'm thinking myself of starting a similar project and I've been watching the few resources available out there like yours. This is great

quentinjorquera
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great info, I'd love to see more of these soon.

InternetRob
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Awesome video man! The concept art is 🔥
I could totally image it a PS1-manual

StarkCraftsYT
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⚜️Oh, distinguished comrade! In my ineffable devotion to PlayStation 1-style games, dare I inquire if thou hast any guidance for crafting potential magnum opuses in this refined realm of pixels? I deeply appreciate thee for sharing thy wisdom in this artistic and technological endeavor.

nekospace
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Tank controls are what adds a lot more excitement to classic horror gameplay

HaraldQuake
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Hey man, great stuff so far! Looking forward to the next videos! Also are you using only blueprints or are you coding manually in C++ as well? Thanks

mariorad
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Im late to this but I believe the site was reading the poly count not the tri count. In Maya you can see the verts and faces (polygons) were the same as the site. Each face is made up of 2 tris. Any model you make with will get broken into to tris when exporting to a game engine. This is why its not actually that important to avoid having tris in a model like people claim, it is however important to try and avoid polygons with more than 4 verts, this is referred to as an N-Gon, as they cant as easily, or sometimes not at all, be broken up into tris.

SoSleepy_
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maybe a option to change the control type?

traplover
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the eyes look a bit too close together, but maybe its just me.
Edit: I say no tank controls unless they're resident evil 4's version of "tank controls" instead of re1-3's tank controls. Or if you must use them for the sake of horror, make them like a more responsive version of Silent Hill 1's tank controls, and not crappy like resident evil's turn rate. I'm curious how analog tank controls might behave instead of the standard fixed turn rate style the old games have, maybe it'll alleviate the feeling of inaccuracy and jankiness that fixed turn speed does.

KvltKommando
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so good. eyes are too high up on the face though

StanleyKubick
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Imo it would be a wise decision to upgrade that character design. There is literally nothing memorable or distinctive about him. I can't name one thing to descibe his appearance to someone.

BraveAbandon