Looking to add some stylization to your scene? This GDC talk covers some of the little tricks and techniques that you can leverage for your projects! Please note: This document currently stores the graphs and descriptions associated with the talk and will have the video added when it becomes available, after GDC.
https://dev.epicgames.com/community/learning/talks-and-demos/XayP/fortnite-simple-stylization-techniques-in-unreal-engine-5
Thanks Chris! I saw this while at GDC and am grateful that it is available here. Also, great that stylization for unreal is getting some love!
Woah. This whole presentation is a goldmine. Thanks Chris!
Just wanted to let you know that the link they put in the YouTube description for your talk leads to the Edit version of the link you posted here, meaning it gives a 403 error because we of course (mostly) don’t have permission to edit your posts. Good talk.
Thanks for flagging that! I’ve gone ahead and fixed it
This is the exact turotial I have been looking for. Thanks Chris!
I am having one issue with the painting on a render target. It seems like when I move the character too far from 0,0 the ni system hits the edge of the texture and can’t paint any further.
I found that if I increase the world size number, it does allow it to go further, but then the amount size of the mask becomes huge. Any idea what might be happening?
So for something like that you’re going to want to do the texture a little bit differently as you’re probably going to want to base it not on the world location but on the character location. Essentially you’d treat the character as the center of the texture and at the start of every loop you’d copy the last frames data, and player location, and offset it to the current player location so that the graph kinda moves with you.
Is there a place where i can download the texturedpaper?
You’re welcome. It was a good talk, highly content rich, densely packed, and wasting no time compared to many, so I thought people really deserved to see your article, too.
For something like that you’re going to need to base the effect around the player rather than around the world. This means you’ll need to have an extra step in your Sim Stage accounting for the new offset. We have a talk next week in Australia at Unreal Fest that touches on that. I’ll try and flag the video of it when it goes live.
It’s in the old Stylized Rendering Sample in the Launcher if you want to export it!
hey Chris, both the asset and your GDC presentation look great - looking forward to have a go at them. Do you think the workflow you described can be adapted to work for newer versions of UE ? Like 5.4, for instance. Cheers !
P.S. also, can the assets be imported into the new UE versions ? The castle, the clouds, the trees.
Are the original project files public? i can seem to find it anywhere.