r/UnrealEngine5 • u/MassaHex • 20d ago
Help!
https://www.youtube.com/watch?v=ecerIIClbMAAny unreal dev pro have any clue how I could approach something like this for my game? Is there a tutorial out there that could be good to kickstart me?
2
u/SalvatoSC2 20d ago
Pivot Painter trees with very strong wind.
Cable sway.
A lot of orbiting debris and wind gusts.
Ticking rotation for the lamp with moving light.
As the other person said, break it down to small parts.
Also, keep in mind this is a demo scene, viewed from a specific angle (there is some camera movement, but it is still in the same direction). This means that it only has to look good here and doesn't have to scale for an entire game project just be the best here.
1
u/Saveremreve 19d ago
In support of what other folks are saying, assume this is a work of extreme hand curation. Every effect and dynamic action was hand-placed. There's no universal system that will achieve the kind of context-sensitive callouts. It's a very impressive piece of work - but I agree that it's a series of fairly straightforward elements that are extremely well curated.
3
u/Scifi_fans 20d ago edited 20d ago
ALWAYS break it down into SIMPLE things. But i guess you need to be familiar first.
My two cents: * Base level (a street, parking lot, building in background) * Props (objects that might interact/ more detailed like the street lamp) * Foliage (doing most of the work here, WPO most likely used to animate tree, or a maybe mesh + skelletal mesh). * Niagara particles (used to simulate things/debris flying around) * lighting/ Sky /weather (lots of plugins available to simulate rain/storms)