What were the blueprints you used in the material functions for the shader?
@KingKrouch10 күн бұрын
I wonder if there's a way one could use a depth-based render target to effectively have shadow mapping outside of Unreal's own systems, so you can have proper shadow casting on these kinds of materials. IIRC, most directional lights in games are effectively just a camera. The downside is that I haven't quite seen a good writeup on how to achieve this.
35:18 I've spent 5 minutes figuring out who wrote me on slack...
@knl65421 күн бұрын
Should I use material layers workflow for two large wooden cranes and some wooden props, because they are too large and don’t fit in 0 to 1 uv space due texel density,
@Samwidges21Ай бұрын
I never thought of cutting out the decals and modelling them to the shape you need them to fit, I have only ever used them on flat quads - so obvious in hindsight but bloody brilliant! Also, using the height map for the vertex painting and adding noise to the overlaying texture makes a huge difference, looked amazing!
@maxmasti3579Ай бұрын
The most needed video 😢🫡💙🙌
@KalistosGamingАй бұрын
Exactly what I was looking for ! Now to take the time to adjust textures for each instance I will use it on and my memory will be greatfull for not having to process million 8k textures in one scene to get high detail XD
@mehmedmaloparicАй бұрын
Thank you so much for sharing your knowledge. I am just starting to get familiar with modeling and texturing and i've already ran into issues within my game that I had no clue how to solve and this video just opened my eyes to all the stuff i've done wrong. I now actually understand why my walls look consistent (texel density) and why one object looks super crisp and another is blurry. Im not even halfway through and I am feeling empowered to make better art!
@markrennie86Ай бұрын
Didnt need to be a 36 minute video though.
@gimynorbahАй бұрын
TYVM
@alguien8962 ай бұрын
how you conect with one click youres vertex in maya?
@adihegde042 ай бұрын
This is really helpful, Thank you!
@FarhanAhmad-yb4zl2 ай бұрын
i seriously want to use substance designer but I don't know looks so advanced so I used substance alchemist
@borzonstudios86382 ай бұрын
Amazing tutorial, super valuable, I haven't found anything of the like regarding this topic. Thanks a lot!
@Glowbox3D2 ай бұрын
Office: "Ya, I'm going to need you to come in on Sunday and make that Blender tutorial version of this. MMmkay." Kidding! I'll follow along! I'm long overdue to learn trim sheets.
@tareksiela11622 ай бұрын
I just discoverd this, thank you for this amazing video
@goblinphreak21322 ай бұрын
fun fact, triangle render faster than quads when making games. a lot of games today are using quads and FPS is lower. its not the ONLY reason why fps is low, but you should in fact be focusing on triangles for speed of render.
@mohammaddh86552 ай бұрын
what is the name of this game 6:57
@tiedie2 ай бұрын
Sable :)
@iliashabalkin76032 ай бұрын
Does this addon imports Crease information as well?
@mictony9992 ай бұрын
ive been looking for this kind of video when I was starting out with my game. I've basically learned most of this the hard way thru trial and error but I still learned a couple of new things. this is very valuable for beginners and should be push out more by the algorithm. no one in this app seem to wanna talk about the texturing process in this scale. most are usually for single objects and others have stylized workflows. thank you for this
@Opartox2 ай бұрын
Hey ! This is a very useful tutorial, thanks a lot ! But I was wondering if there is a way to smooth the transition between the Light and Shadow area instead of it being very sharp while keeping the effect ? Thanks !
@tiedie2 ай бұрын
@Opartox it would be possible for sure, but it would defeat the purpose of this style. It's been awhile since I made this so I can't remember exactly, but the values are all clamped so replacing those with gradients would be where I would start
@alinazablotska3 ай бұрын
thank you!
@marcolee80963 ай бұрын
May I know how do you make the stains of the metal floor? Is it repeated inside the texture image, or added in unreal as decal?
@docenji3 ай бұрын
Are ground textures covered in your video ?
@philmehrart3 ай бұрын
Is there any chance you could update your original script (not the FBX one), but the one named 'Blender Bridge for 4.0' I quite like being able to have less clicks and just have a mesh go back and forth from Blender/ZB quickly. Its just a shame about the naming conventions being messed up when meshes get imported in as apart from that, its a pretty perfect addon! Prefer it to GoB.
@kaancikseАй бұрын
yeah I would’ve do anything for that update
@albanl89793 ай бұрын
Thanks again for this awesome video it taught me a lot. I have a question regarding using trimsheets. When you use trimsheets like the one you did for gears of war, is it really possible to take texel density in account ? I'm having a hard time wrapping my head around the fact that you have to keep texel density consistent when modeling using the texture because that means you only can use the size of the different sections of the trim sheet but if you scale them then you reduce / increase texel density right ? Thanks
@Shisy3 ай бұрын
15:39 Omg so that's where Thanos line came from : "Perfectly balanced, as all things should be."
@BigDickDeluxe3 ай бұрын
Isn't it bad practice to make a floor have unique geometry like this? Almost every gamedev video tells me to make things simple and modular, especially floors
@TheTimeProphet3 ай бұрын
I tend to use headus uvlayout for UVs. This trim method is good, but the only thing I don't like about it is that you if you use a normalmap on the tiles, it is harder to vary it.
@gn80734 ай бұрын
Insanely helpful🎉
@eb_gameart4 ай бұрын
This is one of the greatest videos I've seen in KZbin about this topic, thank you for such a valuable information!
@struggling3dartist9104 ай бұрын
This is pure gold! I can't thank you enough for sharing this wealth of knowledge and expertise 🤩
@HinataXNarutoSango4 ай бұрын
What about for large characters/creatures?
@tiedie4 ай бұрын
good question, it depends on a lot (and Im not a character artist so I canst say for certain), but from what I see characters are usually fine to just have several unique materials to reach the quality they need. For something huge they would use tiling texture like I showed here, but them maybe unique textures for the normals, eyes, facial features etc
@helenamansur90804 ай бұрын
You are a life saver thank you o much !
@megazinji4 ай бұрын
thank you
@thisGuy4814 ай бұрын
Another way to texture large objects is by using UDIM's, although it's generally unnecessary but it is something you could do.
@kagunslinger7674 ай бұрын
I am not even halfway through the video and I've already had so many epiphanies. What a great, great tutorial. I'm grinning. Thank you so much. i luv u
@mikelockett4 ай бұрын
Thank you so much for this! I don't have anything more to add that hasn't already been said in other comments but just adding mine to help boost the vid and your channel. I'll be checking out your trim sheet tutorial next. Keep them coming!!
@i-tsupport76474 ай бұрын
thanks for your share
@jeanclaudethedarklord62054 ай бұрын
very eye opening, thanks man
@cmds.learning74265 ай бұрын
COOL
@dr.koupop8805 ай бұрын
Was that Zero's sword from Drakengard 3?
@tiedie5 ай бұрын
you know it
@Creamify_5 ай бұрын
Had this video in my Bookmarks for a good while and if anyone were to ask about Cel Shading and Anime Styled Shading in Unreal Engine 5, I'd direct this video in a heartbeat because I honestly think this is THE best starting point for creating Cel Shading in Unreal Engine 5. The game I'm working on right now couldn't have been made without this video since Cel Shading is a big component of it. I do want to ask though since while I can't thank you enough for the work you've done on Cel Shading, I do want to ask about Normals and how they can stay put basically, since my characters, as characters do have a lot of talking and so, their mouths well, deform but that in turn also deforms the Normals and I was wondering if there's any sort of fix for this (?) ... Once again this video is incredible and without it I couldn't have gone as far as I have now, so Thanks a million.
@dfghgg61672 ай бұрын
I would take a look at the GDC talk of Rendering in Hi-Fi Rush. I believe they used a threshold map to control how the shadows appear on the face during animation.
@Creamify_2 ай бұрын
@@dfghgg6167 Never thought I'd actually get a reply, but thanks for the extra info, I'll look into it. I have already gotten the answers I was looking for but extra research never hurts...
@JacobBeatty-3DArtist5 ай бұрын
I just bought your master material, but I was just curious if you think there is anything that has been added to UE5 since you made this tutorial I should think about when using your material as a base? Thanks!
@3TQHAJSHNQ5 ай бұрын
This is by far the best video on youtube for a solid overview of these topics. Thanks so much.
@dfrail5 ай бұрын
Looks like it's not available on Gumroad anymore, any chances it will be back?
@silveira3dmarcos5 ай бұрын
Very good! Very useful! I already got it! Thanks! Hugs from Brazil!