PopulusArt Channel Trailer
1:08
10 ай бұрын
Stylized Scene Creation - Part 1
20:23
Fluffy Trees in Unreal Engine 4
7:24
Substance Designer to UE4 Workflow
4:57
Пікірлер
@igorrudkovskiy8336
@igorrudkovskiy8336 11 күн бұрын
Sample filis no longer avaliable. Would be nice to have it
@tiredguy2753
@tiredguy2753 2 ай бұрын
I am curious is this an actual start from scratch , narrated tutorial or is this more of a speed art , no narration just watching you work type “tutorial”?
@populusart
@populusart 2 ай бұрын
It isnt really a "from scratch" tutorial but it definitely isnt speed art, I have material already made and you will have access to the SBS file and I will walk you through my thought process through the nodes - completely narrated - and explain things how and why I did them and what you can play around with that is more less it :)
@kikusha_ti_dibil
@kikusha_ti_dibil 3 ай бұрын
Does it work with unreal 4?
@populusart
@populusart 2 ай бұрын
Unfortunately this has been added to a recent version of 5.3 and above so no support for UE4
@Niall96
@Niall96 3 ай бұрын
Are they animated though, or just a still?
@populusart
@populusart 2 ай бұрын
These are just a still, but you can have animated VDBs as well although I didnt cover that in this video
@HollyMcginty
@HollyMcginty 4 ай бұрын
do you know how i can make these clouds move to use them as my sky clouds? im new to unreal :D
@ArsBeneVivendi
@ArsBeneVivendi 4 ай бұрын
great tutorial,tnx
@krmlou
@krmlou 5 ай бұрын
awesome I cant export because the outputs were set up differently from what I had learned and I cant finish the tutorial
@krmlou
@krmlou 5 ай бұрын
I just figured it out myself, sorry for being rude
@carlosbernal4629
@carlosbernal4629 5 ай бұрын
do you have part3? thnx in advance
@aidasadomonis7784
@aidasadomonis7784 5 ай бұрын
i don't see create lvl instance, what should i do ?
@malindurashmika8386
@malindurashmika8386 5 ай бұрын
Very helpful video. Thank you mate <3
@kiwi3336
@kiwi3336 5 ай бұрын
Why not creating an Actor instead of a packedLevel?
@God0fTime
@God0fTime 5 ай бұрын
how do you create actor?
@HumpaLumpaBiriBam
@HumpaLumpaBiriBam 6 ай бұрын
sooo basically level instancing is pointless! Dont use it! Better just call what it is "a blueprint". For example create empty blueprint class "city fountain", then stick all static meshes that build your fountain, add water particles, add sound effects, and code if needed. Then stamp it in your world. @populusart, level instance is used for level "streaming" / world partition! .. for example: You have tropical island with massive cave systems. As player, get inside the cave, you detect it, then "level instantiate" extensive cave system. There is no need to Load cave system while most of the time user spend outside. It's about performance, additional calls / scripts / time-based actions. Of course curling does take care of a lot of things but not everything ;).
@BockJlucuii
@BockJlucuii 6 ай бұрын
awesome!
@mr.j7899
@mr.j7899 6 ай бұрын
When I work on heights and Blend Node doesn't work, I always go to Height Blend and it solves the issue. Great video man. Many people sleep on procedural textures.
@jwhisper3449
@jwhisper3449 6 ай бұрын
Nice tip!
@senatuspopulusqueromanus2082
@senatuspopulusqueromanus2082 6 ай бұрын
Dude, you just can't imagine HOW MUCH your guide helped me out, thank you so much
@populusart
@populusart 6 ай бұрын
I am really glad it did :)
@savoirvivrepl
@savoirvivrepl 6 ай бұрын
You can also right click on an asset and use "Asset Actions -> Create Thumbnail". It will capture a little image of your viewport.
@lokosstratos7192
@lokosstratos7192 6 ай бұрын
How to do the cloud like that? Thats awsome Or is it fog since it on the ground?
@populusart
@populusart 6 ай бұрын
Its fairly simple, it is basically just a clod texture on a 2D plane and since its far away, you dont really notice that it is flat 2D pretty simple effect
@lokosstratos7192
@lokosstratos7192 6 ай бұрын
@@populusart oh it looked so real, i thought it was very dense volumetric cloud lol
@populusart
@populusart 6 ай бұрын
🔥 Click if you think stylized materials are cool - www.artstation.com/a/35530241 🔥
@kaingagame4351
@kaingagame4351 6 ай бұрын
Nice! When you package your game for distribution, do you have to include each level instance in the "levels to include"?
@populusart
@populusart 6 ай бұрын
I havent done this while packaging so I have no clue maybe someone else will come around to answer the question, I also looked up in the docs but didnt find anything that would suggest you should include them, but again I havent tried it so I am clueless
@mauzy2112
@mauzy2112 6 ай бұрын
dude, you solved my problem! I was just about to buy TrueSky and this free solution did the work. Is there any way to set this up so it doesn't vanish when it's far from camera?
@populusart
@populusart 6 ай бұрын
Hmmm, that is a weird problem, I had something similar come up and I resolved the issue by going through the details panel of the mesh/vdb to find distance culling option so I would start searching like that
@mauzy2112
@mauzy2112 6 ай бұрын
changing the heterogeneous volume LOD settings to "never distance cull" and console command "r.HeterogeneousVolumes.MaxTraceDistance 1000000", or any big number, solved it!@@populusart
@MASTER0o
@MASTER0o 6 ай бұрын
Thanks for the Video! You can also right click a level instance and go to "Asset Actions -> Capture Thumbnail". It will create an image based on what you are currently looking at and apply it to that asset.
@TheLostDriver
@TheLostDriver 7 ай бұрын
i think this would be cool to make a design with this same shape rock and make it a salt lamp with a wood base
@TheLostDriver
@TheLostDriver 7 ай бұрын
do you create assets in blender? Been looking into learning game development but i think i just wanna learn 3d design i am so fascinated by anything related to making games.
@populusart
@populusart 7 ай бұрын
Well blender is an essential program in my asset making workflow BUT, I definitely use more than 1 program for my 3D models, I usually sculpt my assets so the workflow goes something like: Modelling In Blender > Sculpting in ZBrush > Texturing in Substance Painter Of course you can skip ZBrush and sculpt in blender and you can even texture in blender but these 2 programs just make the whole process so much easier I hope I clarified a few things at least 😁
@TheLostDriver
@TheLostDriver 7 ай бұрын
@@populusart I really appreciate the response. I feel like after years I have found something that could be a nice hobby or more. 3d design has been grabbing my attention lately after building a village on the game Valheim lol
@yujack5910
@yujack5910 4 ай бұрын
@@populusart Can UE5.4 now replace Blender with its built-in modeling tools such as UV unfolding?
@RenTheDeveloper
@RenTheDeveloper 7 ай бұрын
Why is gojo randomly in your latest thumbnails?
@populusart
@populusart 7 ай бұрын
Idk, just seemed like a cool thumbnail, its more of an experiment
@kurtmcgivern86
@kurtmcgivern86 7 ай бұрын
Are you putting the whole tutorial on skill share. As this has been amazing and i got to the end nothing about adding colour to rocks etc. I’m just starting out on designer. Sorry to ask.
@populusart
@populusart 7 ай бұрын
Hey, the albedo and roughness parts of tutorial are on skillshare, as well as some more stuff on Substance Designer especially for beginners, but even if you decide not to go to Skillshare I am planning some content about Designer in the future so be on a lookout 😄
@GiulianoVenturo
@GiulianoVenturo 7 ай бұрын
I had this problem with packed level actor that I add a box collider to the blueprint and when I edit the packed level actor like moving a mesh or something the box collider just get destroy. I also try to add it into the level map but I get the same error. Do you have the same problem?
@populusart
@populusart 7 ай бұрын
Hmm, I have never had a similar problems with packed level instances or blueprints for that matter. I am not really sure how I could help you to resolve the issue sorry 😅
@GiulianoVenturo
@GiulianoVenturo 7 ай бұрын
@@populusart yeah no problem at! also great video, and thanks for posting
@TorQueMoD
@TorQueMoD 7 ай бұрын
Great video! Just one thing I'd like to point out is that by breaking an instance, you are making it a unique collection of assets, and it will have its own draw call and rendering time. There's a rendering benefit of instances where they are all collectively rendered in a single draw-call, so it's helpful if you make them less obviously identical, and then just re-mix them by adding a mesh on top of the instance, rather than breaking the instance and then subtracting a mesh from the collection. Think of it like tiling textures; you want to strive to hide the really obvious repetitions to begin with and you'll get more benefit from them.
@naufaldihilmi8507
@naufaldihilmi8507 4 ай бұрын
I see. how about packed level actor? in terms of optimization performance, which one have less draw call ?
@naufaldihilmi8507
@naufaldihilmi8507 4 ай бұрын
Also if you simply "group" them, it won't act the same as applying level instance correct?
@CarisTheGypsy
@CarisTheGypsy Ай бұрын
@@naufaldihilmi8507 Both of them have less draw calls than non-instanced meshes. It says the Packed LA is more optimized one, and that one only allows static meshes, though it's the one that contains a BP. I'm not an optimization expert, but been looking up information on them today.
@MonsterJuiced
@MonsterJuiced 7 ай бұрын
Something I don't understand here is why do this level instancing method over creating blueprint actors with your set pieces in? Doesn't creating a child blueprint actor mean that everything is instanced for the child when it's in the level?
@populusart
@populusart 7 ай бұрын
Well, to be frank I am not entirely sure 😅 You do get blueprints with instanced meshes by using a Packed Level Actor like in the video which is pretty handy in case you need to add functionality to those instanced meshes, I mostly use level instances to speed up level creation processes rather than adding extra functionality to them, although I do see that there is some potential with packed level actor BPs where you can customize them a lot and have nice amount of functionality with them but I havent really explored them that in depth yet Hope this was at least a little helpful 😃
@luckycogstudios
@luckycogstudios 7 ай бұрын
@@populusart Would you be willing to try and do a benchmark video for this? Haha, spawn 10,000 assets using blueprint actor groups, in a different level spawn 10,000 with level instances, and another with packed level instances? Then compare the frame rates and memory footprints for each level. If there's no FPS difference maybe scale up until you see a difference? I would like to know the performance difference as well. I think packed level actors have some issues with packing blueprints, whenever I try packing an ALS blueprint actor into a packed instance for an item that I can pick up I get some warnings.
@alexgamingyt-cj1bf
@alexgamingyt-cj1bf 8 ай бұрын
this shi look like fortnite 💀
@populusart
@populusart 8 ай бұрын
💀
@OleksandrSe
@OleksandrSe 8 ай бұрын
Are level instance calling, for example 1 cpu call, instead of 10 calls(10 random static barrels)? I mean, do they optimise draw calls
@populusart
@populusart 8 ай бұрын
As far as I have found out, since the documentation is pretty sparse on this matter, packed level actors are more optimized since they are calling from instanced static meshes, apart from that I dont really know much the effects on optimization. Hope I was at least a little bit useful :)
@czar1109
@czar1109 8 ай бұрын
No, at cook time all level instances are flattened.
@dantenage9687
@dantenage9687 8 ай бұрын
Great job, thanks for this tutorial
@populusart
@populusart 8 ай бұрын
Thanks so much :)
@DailyPaily
@DailyPaily 8 ай бұрын
Cool man
@populusart
@populusart 8 ай бұрын
Thanks :D
@GameDragon2k
@GameDragon2k 8 ай бұрын
This is a great video, but one correction that I need to bring up for viewers: The slider labeled "Poly Reduction" can be a bit confusing at first. Bumping it up to 100 does NOT reduce the amount of polygons. It actually increases it. This is dependent on your sides and segments count, but if you want a lower count, you want this slider to be lower, not higher.
@populusart
@populusart 8 ай бұрын
Its nice that you brought that up, thanks :)
@iuliandobrogeanu3762
@iuliandobrogeanu3762 8 ай бұрын
I can't seem to find the node link sadly :(
@populusart
@populusart 8 ай бұрын
Hey mate, I seem to have lost the node in my files as well, and I cant really find it since they took down the Substance website I got the node from, try messing around with curvature and histogram scan it will definitely produce similar results. You could also try histogram select :)
@iuliandobrogeanu3762
@iuliandobrogeanu3762 8 ай бұрын
@@populusart thank you so much , I did manage to find the node luckily :)) thank you
@usercontent2112
@usercontent2112 8 ай бұрын
Excellent tutorial!
@populusart
@populusart 8 ай бұрын
Thanks so much, I am glad it helped you :)
@user-eu8rd5gk3r
@user-eu8rd5gk3r 9 ай бұрын
Great turorial! and I have a idea fix clouddetail. - We used Emissive fix the cloud color. - Than we lost the details, the detail is shadow, the shadow from sun. - So, we can get Sun Direction and Position form `Level blueprint` - Communication in the material, we can get a vector. - Maybe we can mix Emissive with LightVector, make a fake shadow? (system own `LightVector` cannot be use in Volume domain)
@populusart
@populusart 8 ай бұрын
That sounds like a good way to do it, I will probably mess around with it a little :)
@user-eu8rd5gk3r
@user-eu8rd5gk3r 8 ай бұрын
@@populusart i know new node! `light vector`and `SkyAtmosphereLightDirection`can get the light direction
@zeze--
@zeze-- 10 ай бұрын
Thank you for the great tip!
@populusart
@populusart 9 ай бұрын
I am very glad it helped :)
@TravelingAnvil
@TravelingAnvil 10 ай бұрын
Thanks so much for going through step by step on this. Extremely helpful.
@populusart
@populusart 9 ай бұрын
Really glad that it was helpful for you! :)
@Grumbledookvid
@Grumbledookvid 10 ай бұрын
Why do some people use norrmal blends for adding rocks and stuff and other people use height blend? Which is better?
@populusart
@populusart 10 ай бұрын
I havent used normal blends much myself, but from my understanding, using height blend gives you some more control over how you blend them and also a big plus is that it also gives you a mask as an output so you can use it later on for albedo or anything else really. Hope that cleared some air :)
@user-gu1ve5nq5f
@user-gu1ve5nq5f 10 ай бұрын
usefully. thank you!
@populusart
@populusart 10 ай бұрын
Glad i helped :)
@gandhithewise8250
@gandhithewise8250 10 ай бұрын
Thank you so much for a tutorial like this, has searched for days. So many tutorials about unreal engine and substance designer. But rarely about substance designer and Unreal engine together. most tutorials just shows grabbing from the community assets and not directly like this. Life saver.
@populusart
@populusart 10 ай бұрын
Thank you so much for the kind words, keep a look out for more content coming out very soon about bunch of Substance Designer stuff :)
@RedFlytrap
@RedFlytrap 10 ай бұрын
This is a great tutorial for PBR setups, if I might add; it'd be a good idea to add a red circle or something to track mouse movement, as well as a key-logger to show us the keystrokes you're using for shortcuts.
@populusart
@populusart 10 ай бұрын
Thanks for the compliments. The idea sounds pretty smart I am definitely going to see how I can add these ideas into the videos especially the key-logger, the red circle around the mouse, I am not so sure about since it would seem a little distracting in my opinion, but non the less thanks for the great tips :)
@miradmila7933
@miradmila7933 11 ай бұрын
Great tutorial! Thank you🤩
@populusart
@populusart 10 ай бұрын
I am glad it helped You :D
@populusart
@populusart Жыл бұрын
There is currently a 70% off SALE going on, on Artstation so head over there and see if there is anything for you: www.artstation.com/populus/store
@deadend6399
@deadend6399 Жыл бұрын
please make more videos like this love the way you explain things
@populusart
@populusart Жыл бұрын
Thank you so much, more stuff is on the way dont worry :)
@qilexu
@qilexu Жыл бұрын
So useful, I hope to see more such excellent videos, thank you for teaching and sharing!
@populusart
@populusart Жыл бұрын
Dont worry I have a few things planned im regards to stylized/ghibli materials :) Thanks a lot for a nice comment
@Thost407
@Thost407 Жыл бұрын
cool explainer thanks
@populusart
@populusart Жыл бұрын
Thanks a lot :)
@Thost407
@Thost407 Жыл бұрын
@@populusart no problem dude, telling the truth is easy, finding people talking about substance designer rather than painter, not so much. Good luck.
@sridharan5172
@sridharan5172 Жыл бұрын
Bro zbrush is like a ocean once you enter into the ocean if you want to survive you need to swim in the ocean otherwise you will gonna die
@populusart
@populusart Жыл бұрын
It can be quite complicated at times, but once you learn it you find out how amazing it actually is :)