J'ai recréé POKÉMON sur UNREAL ENGINE 5 (avec ZÉRO EXPERIENCE)

J'ai recréé POKÉMON sur UNREAL ENGINE 5 (avec ZÉRO EXPERIENCE)

What If Pokémon Never Went 3D?

The Inspiration Behind the Project

  • The creator reflects on how the transition to full 3D in Pokémon may have lost some of its original charm and vibe, prompting a desire to explore this concept further.
  • Initially unfamiliar with game development, the creator decided to remake Pokémon using Unreal Engine 5 after four months of dedicated work.

Learning and Challenges in 3D Development

  • Acknowledging Nintendo's strict stance on fan creations, the creator emphasizes that this project is for fun and educational purposes rather than serious commercial intent.
  • The journey began with an obsession over animated battlebases, which were hard to find online. This led to the realization that creating them from scratch was necessary.
  • Despite having no prior experience in 3D modeling, the creator learned through trial and error, utilizing free software like Blender to create animated battlefields.

Overcoming Obstacles in Learning

  • Learning Blender is compared to acquiring a new language; it requires understanding complex terminology and mastering keyboard shortcuts for efficiency.
  • After several days of experimentation, the first simple battlebase was created, showcasing progress despite initial struggles with basic terrain modeling.

Progressing Through Experimentation

  • Continued experimentation led to more complex designs such as lava and electric terrains. Each creation improved skills and confidence in 3D modeling.
  • The most challenging project involved creating a Flying-type terrain using particle systems, marking significant growth in abilities.

Inspiration from Other Creators

  • The unexpected success of "Clair Obscur: Expedition 33" serves as motivation; it highlights how small teams can achieve remarkable results against odds.
  • Guillaume Broche’s story illustrates that dedication and self-learning can lead to significant achievements in game development despite starting from scratch.

Key Takeaways About Creativity and Skill Development

  • Emphasizing that talent is not innate but developed through hard work and passion; anyone can learn new skills if they are willing to put in the effort.
  • Encouragement for viewers who wish to create or learn something new: persistence combined with passion is essential for success.

Inspiration and Ambition in Game Development

The Drive to Create

  • The speaker expresses a strong desire to learn and improve, aiming to create something unique rather than settling for simple projects.
  • There is an emphasis on the importance of experimentation and hard work in achieving personal goals.

Introduction to Unreal Engine

  • Unreal Engine, developed by Epic Games, is highlighted as a versatile game engine used for various titles, including Fortnite and Hellblade II.
  • It is noted that Unreal Engine can be downloaded and used for free, with a 5% royalty fee applicable only after earning over one million dollars in revenue.

Transitioning from Blender to Unreal Engine

Learning Curve Challenges

  • The speaker reflects on the initial excitement of using Unreal Engine but quickly realizes the steep learning curve involved.
  • Key differences between Blender and Unreal are discussed, particularly regarding interface and shortcut keys which lead to confusion.

Understanding Blueprints

  • The concept of Blueprints is introduced as a complex system within Unreal for building logic and events, contrasting with Blender's modeling focus.

Setting Goals: Remaking Kanto Region

Defining the Project Scope

  • The speaker decides on an ambitious project: remaking the entire Kanto region from Pokémon while acknowledging the need for realistic goals as a beginner.

Visual Style Considerations

  • A blend of DS-era Pokémon art direction with modern influences like Octopath Traveler is desired; however, there’s a preference for more detailed character designs.

Creating Environments in Unreal Engine

Starting Small: Pallet Town

  • The decision is made to begin with Pallet Town due to its foundational elements necessary for world-building.

Landscape Creation Process

  • Creating landscapes involves sculpting ground shapes and painting textures; this process is described as satisfying yet complex.

Utilizing Advanced Tools: Runtime Virtual Textures

Enhancing Realism in Landscapes

  • Runtime Virtual Textures (RVTs) are introduced as powerful tools that enhance landscape realism by controlling vegetation appearance based on painted textures.

Building a Living World: Foliage Challenges

Importance of Vegetation

  • Emphasizes that creating diverse vegetation is crucial for making the world feel alive but also presents significant challenges due to performance considerations.

Techniques Used

  • Discusses techniques such as using flat images arranged strategically to simulate 3D models while maintaining low polygon counts for efficiency.

Final Touches: Crafting Flora

Flower Creation Process

  • Describes how flowers are created through sketching in Photoshop before importing into Blender or Unreal, showcasing creativity alongside technical skills.

Tree Design Struggles

  • Highlights difficulties faced when designing trees that fit Pokémon aesthetics; ultimately leads to modifying existing models from previous games.

Foliage Tool and Environment Design

Introduction to the Foliage Tool

  • The Foliage tool allows users to paint multiple shrubs at once, enhancing efficiency in environment design.
  • It incorporates randomization of colors, thickness, and height for a more natural look.

Enhancing Visual Elements

  • The default sky in Unreal Engine is improved by seeking inspiration from others' work; purchasing assets can provide valuable insights into complex systems.
  • Tutorials and resources available on FAB (Unreal's marketplace) include free 3D models that can accelerate workflow.

Water Effects and Details

  • A tutorial by Rimaye introduces an effective water material that reacts in real-time with objects, creating realistic ripples.
  • Additional details like street lamps, benches, and animations were added to enhance the environment's liveliness.

Challenges in Game Development

Scaling and Texturing Models

  • Houses were scaled up and textured to appear less smooth and more integrated into the environment.

Character Creation Process

  • Creating characters involves designing pixel-by-pixel sprites for various poses including walking and running animations.
  • Movement logic must be programmed manually rather than relying on automatic settings within Unreal Engine.

Complexities of Animation and Sound Design

Animation Challenges

  • Each character requires unique animations for different movements which adds significant workload.

Sound Design Integration

  • A sound system is created to generate footstep sounds based on the surface type being walked on.

The Pokémon Integration Dilemma

Creating Pokémon Animations

  • Importing Pokémon sprites involves separating poses into flipbooks for animation, which is time-consuming.

Programming Behavior Mechanics

  • Each Pokémon’s properties such as size, speed, and movement behavior must be explicitly programmed within Unreal Engine.

Finalizing Pallet Town

Overview of Final Version

  • The final version includes interactive Pokémon that can wander or follow players based on user input.

NPC Integration

  • NPC characters are animated similarly to Pokémon using techniques learned during development.

Creative Liberties Taken

  • Certain areas have been creatively altered while maintaining a consistent atmosphere; day-night cycles are disabled for aesthetic reasons.

Saffron City Project Overview

Purpose and Experience

  • The speaker expresses a fondness for Saffron City, indicating it may be their favorite aspect of the project.
  • The main goal of the project was to create cinematic shots for future videos rather than building an entire map.
  • The challenge of the project was enjoyable and provided significant learning opportunities over several months.
  • A final announcement is made regarding the project's outcome, described as a prototype or demonstration of what has been achieved through this work.
Video description

Merci à HOLZKERN d'avoir sponsorisé cette vidéo ! Cliquez ici : www.holzkern.com/NIONX et bénéficiez de -15% avec le code NIONX La balade de 35min à travers toute la carte : https://youtu.be/aaK79jhjkgM Playlist : https://www.youtube.com/watch?v=Mzg4Hgy5OCc&list=OLAK5uy_l9aXLnqFl4LpVgvnfmC38Q3Bz8yi_8g1A ou https://www.youtube.com/watch?v=WbAgzTVWwfM&list=OLAK5uy_nnl7FOy10bog49L0pb4Z_Ez56jhshUeag ou d'Artlist. Listes de créateurs dont j'ai suivi les tutos (y en a trop pour tous les mettre mdr) : @rimaye @trungduyng @CobraCode @PrismaticaDev @akbutea_art @GamedevTeacher @graphiclinegames4843 @crzyzhaa @ComfeeMug Mes RÉSEAUX : 🔴 PATREON : https://www.patreon.com/NIONX 🔴 CHAINE SECONDAIRE : https://www.youtube.com/@Nionx-Secondaire 🟣 TWITCH : https://www.twitch.tv/nionx7 🔵 DISCORD : https://discord.gg/7N7JTTSP34 ⚫️ TIKTOK : Nionx7 Écriture : Nionx Montage : Nionx Logiciel : Premiere Pro, Unreal Engine 5, Blender, Photoshop, After Effects et Aseprite Ola l'équipe, j'espère que vous allez bien et que vous avez apprécié la vidéo qui est de loin la plus différente de ma chaine. C'est un peu un épisode "filer" en attendant la prochaine vidéo qui sera Anil partie 3. J'ai bien conscience que certains seront "déçu" de ne pas pourvoir jouer à ce jeu. Mon but en créant cette vidéo était plutôt de vous chauffer à vous aussi créer des choses de votre coté, sans avoir ce frein de "j'y connais rien". On est tous des novices au début et c'est pas grave. Si t'as envie d'apprendre quelque chose, alors FONCE ! Merci à toutes les personnes qui m'ont permis d'illustrer la vidéo avec leurs sprites Pokémon. Si vous n'êtes pas crédité ci dessous, n'hésitez pas à me dm, je vous ajouterai volontiers : Brumirage, JoshR691, leParagon, GEZ, Antiant, Uppa, DanEx, KingOfThe-X-Roads, Hyo-oppa, kyledove (et d'autres ?) Et merci aussi à @LePireDresseur pour m'avoir donné un coup de main quand je commençais sur Blender (allez check ça chaine, c'est un fou furieux). Belles fêtes de fin d'année à tout le monde ! Timecode 00:00 Intro 01:16 Sponso 02:56 Vidéo