<3 Cheers. I will I have time :) Some people didn't like that this video didn't have a step-by-step handheld explanation so I haven't done one like this in a while.
@x1bullet0072 күн бұрын
@@cgkrab The only issue i found with this was the link you added to download the texture. The site is very untrust worthy and i dont think people want to waste there time in registering on a site to download a file. If you can perhaps use a easier method of downloading the file i think people will be more likely to use it. Maybe upload it on a google drive or generate a link of where it can be downloaded where people dont have to register.
@cgkrabКүн бұрын
@@x1bullet007 Cheers - I will look into that
@horusight3 күн бұрын
Good content..thanks man really helpful
@MewMasterDaMewnza6 күн бұрын
Great Tutorial! It helped a lot with what I was doing for my game. Thx!
@ced_role_149114 күн бұрын
Grand merci 👍 je suis débutant et ce tuto ma beaucoup appris. 🙂
@cgkrab9 күн бұрын
<3 merci a vouz
@arash555015 күн бұрын
very exciting stuff !
@cgkrab9 күн бұрын
Indeed!
@AdrianMo9616 күн бұрын
I did perfect collision from zero in Blender (to a whole stadium) and in UE5 i had problem with only 1 stair, from a huge stadium ONLY ONE STAIR had a problem, i was half meter in a stair ever if unreal was showing good collision placement and i never knew why because i did everything from zero to the collision and in UE5 it was looking perfect and your setting with "use simple as complex" helped and fixed my issue, thank you.
@cgkrab9 күн бұрын
Hello - glad it was helpful :) This should work for a stadium but just be mindful that if you have 'use simple as complex enabled' that physics simulation will not work, so that will not work for objects you want the player to be able to push around.
@harakiri69918 күн бұрын
thank you sir
@ae_unal20 күн бұрын
Thank you very much! I just solved an unrelated problem I couldn't find a solution for, while watching this video. I didn't know about the transform vector node at all.
@cgkrab9 күн бұрын
That's great! Glad it was helpful for your project
@emilie_jeanlucembi_char637720 күн бұрын
Thanks a lot
@belle319323 күн бұрын
amazing! thank you so much ♡
@cgkrab9 күн бұрын
cheers! <3
@serdarbilmez905024 күн бұрын
where could I get that hdri if thats free of course
@a.l.murkar642513 күн бұрын
HDRI Haven has many which you can download for free
@cgkrab9 күн бұрын
PolyHaven has these available
@peterhall421624 күн бұрын
Thanks this was just what I was looking for today!
@DominicRyanOsborne26 күн бұрын
As someone that barely needs encouragement to leverage BPs for at this point creating literally anything.. my brain goes: as I walked up to the gates and the night watch guard on his rounds appeared and turned his head towards me and our looking at dot products at 1 thus returning true.. fight music started to play and the hud shifted our states changed from idle to combat.. I drew my sword as did he...
@KornelSevinger-pb7nw26 күн бұрын
but if you call find look at rotation you can just compare that to the playerrotation, i don't think you need forwardvector or dotproduct.
@cgkrab26 күн бұрын
You could do this as well, but it is not quite the same thing. That would check if the players rotation differs from the look at rotation, not if their forward facing vector is the same direction as the look-at vector. The difference is that Delta Rotator will also return a Rotator. That will be a comparison of all three axes separately (not a composite value reflecting all three axes) since delta rotator adds the values for pitch, roll, and yaw separately. It depends on your use-case. If you only need the Z-Axis look-at direction you could break the rotator and that would work for third person, but that will not work for a first-person scenario because you are checking rotation, not look-at direction. With this method you could easily swap out the player forward vector for the first-person camera's forward vector and this will work just as well, so it is a cleaner solution that works better for more scenarios.
@etienne408126 күн бұрын
Not working on last version, full black
@cgkrab26 күн бұрын
Hello - there are some fixes here in the comments, this was made for 5.3.2 but some changes have been made in 5.4 an 5.5 to the nodes used here. I will post an update eventually but those fixes mentioned should help for now. Cheers
@pak.c27 күн бұрын
Developing a game and new to blender, made it easy even for a beginner. Thanks for the tutorial man!
@aldor11228 күн бұрын
Good way but "Event Tick" :S
@a.l.murkar642528 күн бұрын
For demonstration only, I thought that was pretty obvious :) Implementing the function requires your own project use-case 👍
@tingamer250826 күн бұрын
Tick is unavoidable, you have to use it for some mechanics or they will feel very clunky. This likely doesn’t use very much frame time
@cgkrab26 күн бұрын
@@tingamer2508 Yes very much this :) It's also very circumstantial, people have to implement the function where it makes sense for their own project, not just to copy 1-for-1 what they have seen in a tutorial example
@cgkrab25 күн бұрын
@@tingamer2508 Yes exactly :) That being said - I would still probably implement a timer, since the player wouldn't really notice the difference between executing 5-10x per second vs. 60 times.
@НиколайВоробьев-ш5щ28 күн бұрын
I can create this type of simple collision even in UE5, for this type of mesh is no necessary to use blender
@cgkrab26 күн бұрын
Yes - there is a separate video on the channel for making simple collision in-engine. This is mostly for people who prefer to work in Blender or teams where those working in-engine and 3D modelers are not the same people.
@arcturus268529 күн бұрын
Edit pivots gonna save my day!! Thank you so much for showing us this tricks
@andreavalsesia6054Ай бұрын
Is this also better for performance?
@j.c.k.8639Ай бұрын
Good question, I'd assume yes, but idk
@heartofironsАй бұрын
I would assume not, since it’s unionizing the objects in a way. It’s the same as if the objects just weren’t merged, but now when merging it has to deal with precision, similar to negation and other aspects of what a union does. The only two pro things I’d see is it loading faster and how organized it is.
@a.l.murkar6425Ай бұрын
@@heartofironsyes mostly for organization. Side benefit is that the engine will use instancing for identical static meshes, so if you were going to have many objects spammed for things like cluttered rooms it can cut down the number of unique meshes significantly. :) but those things should really be in streamed levels anyways for optimization.
@abderahmanzayyan2658Ай бұрын
Is there a model that can write a Blender script to draw whole scenes and animation
@a.l.murkar6425Ай бұрын
not as far as I know. You could make a whole scene from photoscanned assets though easily. What this really replaces is software like RealityScan, which needs hundreds of photos from various perspectives to do what this does from single photo.
@DailyPailyАй бұрын
Hi, 2 of those tricks were unknown to me. My 2 cents: Try make mesh collisions in modeling mode too, a lot better than classic way.
@CretinousFiendАй бұрын
What is the texture on the ground of this test level?
@a.l.murkar6425Ай бұрын
The water, or the ground? The ground is just the default world grid material.
@bestiasiaАй бұрын
Thank you
@justinnixon5823Ай бұрын
The individual should always set the pivot point on your assets before exporting it to your Unreal Engine for good practices.
@cgkrabАй бұрын
This is a common issue. The 'individual' making the game and the individual who made the assets are rarely the same person, outside of 1-person / very small indie devs (even then, if someone uses assets from 3D marketplace, the pivot can be set for different software packages - Blender for example has object origin but .FBX exports use world origin if imported to Unreal).
@arc7498Ай бұрын
Thank you for the tips. Please set timestamps in your videos
@cgkrab9 күн бұрын
done ;)
@ClawstormАй бұрын
I did personally need any of these tips BUT I loved the content, and how concise you were. Keep these up please!
@rambosweatАй бұрын
you can also search for Print String and it'll give you an itemized list of blueprints calling the function. (CTRL-F on the blueprint)
@MarioColaАй бұрын
what water shader are you using?
@a.l.murkar6425Ай бұрын
Hello - this is a custom water shader I have been working on for several months. It is not publicly available (yet) unfortunately as there are still some issues to resolve with it.
@MarioColaАй бұрын
@@a.l.murkar6425 just so you know, i've been inspired and i made a similar looking shader my self, checkout my last upload, i tried to recreate the blend at the shoreline
@AliElZoheiryАй бұрын
Some of these tips were very helpful! Thanks for the video ;)
@cgkrab9 күн бұрын
Cheers! Glad they were of use to you
@1_Man_MediaАй бұрын
Good tips for sure. I was aware of most of them, but the animation shortcut with shift is a great help. That was definitely an annoying thing that I had just been living with. So, thank you for that. I have a lot of tips as well, but nothing I can really share in a text. Unreal is super complicated so of course it has many short cuts and hidden functionality. It is up to you to share them all. +1 sub and looking forward to more.
@cgkrab9 күн бұрын
haha cheers - yes unfortunately there are lots of these little annoyances in UE that we just learn to live with because a solution isn't obvious. It doesn't help that the checkbox to fix this one is off by default, and enabling it sometimes just doesn't work :'D
@1_Man_Media9 күн бұрын
@@cgkrab lol ya this is the life of a ue4 dev for sure. It is not perfect, but it is amazing and we have to make it work. Even with some of the issues and complexity I still love it.
@atomichandgrenade6316Ай бұрын
Ai “art” is so dogshit it’s unreal
@0sheunАй бұрын
JOB> .obj
@AdrianTabacaruАй бұрын
That is great! Thank you and good luck with your game!
@cgkrabАй бұрын
haha cheers!
@Gaspard90sАй бұрын
Thank you for the tips ! little secrets like that are very cool to share !
@cgkrabАй бұрын
<3 Cheers haha - hope it helps. I have another list so I'll post a video again in some time, but they were mostly things that had to go inside of a BPFL.
@akapanda8227Ай бұрын
one of the best channels i have found for blender tutorials keep up the good work
@cgkrabАй бұрын
<3
@PolygonArt1Ай бұрын
Does unfortunatly not work in 5.4 Cross Product does not allow one Vector 3 and one Vector2 and the material won't compile. The Solution would be to make a float 3 from the XY and the blue Z node.
@cgkrabАй бұрын
Thanks for this fix :) yes; should hopefully work for anyone on 5.4. This was made in 5.3.2. Have not tested in 5.5 either which was recently released.
@igorkirdeika476526 күн бұрын
@@cgkrab Do you have a screenshot of the nodes? Need Curvature map in unreal but dont know hou to make this float stuff. =(
@cgkrab26 күн бұрын
@@igorkirdeika4765 Hello - will try to remember to make a new version of this for 5.4/5.5 soon. Currently on vacation but back in a couple of weeks. Cheers
@cybershellrev7083Ай бұрын
Thank you, you're awesome!
@silverbxyАй бұрын
top notch
@cgkrabАй бұрын
:bless:
@cheeseandrice3Ай бұрын
Short and to the point 👍 thanks
@Shinjitsu_84Ай бұрын
Thanks! Simple but very straight forward, huge help.
@chrisgreenwell34042 ай бұрын
Very good , thank you :)
@cgkrab2 ай бұрын
<3
@PokimBarran2 ай бұрын
Thanks helped a bunch
@gillesdoc2 ай бұрын
Very useful video! Thank you
@caribbeanchild2 ай бұрын
Subsurf turned up to 6? Are you kidding?
@caribbeanchild2 ай бұрын
In Blender... do whatever works. There are no rules.
@IPOXstudios2 ай бұрын
Another great tutorial thanks! Would be cool to see a baking video and how the materials work with the UV seams. I try to get clean edges when two color materials are next to each other so I create seams around them. Sometimes they look jagged or blurry on a 1k texture…even if it’s just color materials. So I increase the margin to 16px in bake settings and it seems to help. Not sure how it all works, but experimenting. Plus when I bake diffuse it comes out ok, but when I bake a separate emission texture it is painted over with black…even with metallic all the way down. Just some weird baking stuff that is a pain and would be cool to see explained in a video😄
@cgkrab2 ай бұрын
I will find time to do a baking video :) Cheers. I don't use blender's build-in baking tools. I agree that they have some issues. In my experience the plugin 'SimpleBake' is the best tool available for baking with Blender
@IPOXstudios2 ай бұрын
@ ok thanks! I’ll check into Simple Bake too👍
@IPOXstudios2 ай бұрын
Best explanation I’ve found for topology, thanks!
@pavelgaming54702 ай бұрын
I need help. For some reason my texture is super smooth and shiny
@cgkrab2 ай бұрын
It is hard to tell the issue without any more info than that, but happy to help diagnose if you have some screenshots or can describe your node set up, blender version, etc. Some things have changed in Blender 4.x - this tutorial was made in the 3.6 LTS version.
@pavelgaming54702 ай бұрын
@@cgkrab I did exactly as the tutorial showed. version is 4.2.2 LTS Edit: i did some custom changes and the shining effect kinda dissapeared
@cgkrab2 ай бұрын
@@pavelgaming5470 ok. Are there any mix nodes? In 3.6, these were 'mix color' nodes. In 4.x and up, these have been changes to mix nodes but by default are not set to 'mix color.'