Awesome video! Here's a tip to anyone that's interested! In the barrel section, if don't want to manually offset the UVs, there's is an "UV" section in the Array modifier, you can offset it in the U and V, you can type a odd value like 0.67 for example and when you export it it's gonna shift the uv by 0.67 for each array object. Since it's automated you'll still get noticeable repetition and you should manually adjust a little, so, yeah, just a cool thing to add to your 3D modeling belt!
@glassmaker301 Жыл бұрын
In case you have to do math for a value, like how much you need to rotate something. Instead of pulling a calculator out, you can just type the formula into the rotation value and blender will do the math.
@JayCreationsDev Жыл бұрын
I'll just add another tip for anyone wanting to do this workflow: setting up a material with the texture you intend to use in blender can make it easy to finalize a model before ever going into unreal, which can speed up the workflow imo
@OtakuCulture0 Жыл бұрын
Except you cant import anything from blender to unreal except base colors
@werewolf873 Жыл бұрын
@@OtakuCulture0 Wait, you cant? Then where do people make textures?
@OtakuCulture0 Жыл бұрын
@werewolf873 it will import the things plugged into the base colours, people use Adobe, but I use materialize, u can make all the maps and lots of ways to edit them and it's free
@werewolf873 Жыл бұрын
@@OtakuCulture0 thanks for the heads up, i've been pulling my hair out because i couldn't get my textures to properly port from blender to unreal.
@soumysahu3 ай бұрын
@@OtakuCulture0 you can bake procedural blender materials!
@DOOMZlE Жыл бұрын
This was a great way to put together loose connections in the process and make things less intimidating to learn.
@theulfhednar2655 Жыл бұрын
9:57 "Don't make a donut" Me coming here cus I need to know how to import my donut into UE5: "Oh god"
@tranceraisch578610 ай бұрын
another tip I've recently come across for making unique objects is to model similar items together as one object, UV unwrap and then texture them together as one object. You don't have to build as many materials, the materials will be closer in texel density and in color, and its waaaaayyyyyy faster and more efficient for performance to have small or simple objects using the same material or material instance. After you texture them, export the textures directly into your content folder so you can make changes to the textures and theyll update in engine after export, and seperate the objects in your 3d program then export them individually and assign the same material to them all.
@FirstCrimson10 ай бұрын
That's a great workflow that works for some scenarios but definitely be careful about it- there will be times that you may just need *one* object from that packed material, and then you're suddenly loading an entire unique atlas just for one mesh (e.g. loading a 4K texture for a tiny object), definitely great for packs of meshes that you know you'll use together though!
@mosesstone2221 Жыл бұрын
Great video, entertaining and educational throughout its duration, definitley going to use this flow. Im left with a question though, how are you putting two differnet textures onto a model and unreal knowing where it needs to be? aka the barrel having wooden planks and metal rings, did you define the rings and planks as having seperate textures in blender somehow? Edit: Okay nvm that was super easy. If you wanted a cube with a different texture on each side you just select your cube, make a new material, enter edit mode, once you're in edit mode an assign button shows up under your new material, select the face/faces you want to have a different texutre on and assign them to that material, this works for texturing in both unreal and blender as for unreal your just telling it its a seperate material then editing said material
@FirstCrimson Жыл бұрын
Glad you got it going!
@giftoffire4868 Жыл бұрын
Awesome intermediate tutorial, thanks! I learned about weighted normal for the first time here.
@MyChannel-on9wc5 ай бұрын
Learning blender is so frustrating. I keep watching videos that either aren't in depth enough or don't focus on exactly what I need.
@huntermacdonald64313 ай бұрын
Just ball out. Your first model will either suck a lil but be charming or it’ll be a high quality donut.
@cadmanfox2 ай бұрын
You can't get better if you don't start, yes you will suck but if you keep going you WILL improve.
@LoafSimulationАй бұрын
Just do it bro 😉 just start, getting better is the path
@Claw94 Жыл бұрын
I would really like it if you continue making these types of videos. Full breakdown of making game assets.
@TwiejkVR Жыл бұрын
A CHAIR! A CHAIR CRIMSON?! WOW giant fan, i blow air all day. gonna follow this tutorial
@senpaizuri5166 Жыл бұрын
I love that the initial thought it came to me was that there might be a screamer in this video. Jeez.
@drumandbassob0007 Жыл бұрын
adding the dirt next would be good please also when to use dirt layers in the materials and when to use dirt decals
@jeffdavies282411 ай бұрын
How would you model the dresser if you wanted to have the doors be open-able in the game engine? Greate video btw!
@null64311 ай бұрын
You model the inside
@archieakira3 ай бұрын
Don’t use the calculator just write 360/20 in the z rotation textbox and Blender will do the calcuation for you 😊
@surfjitsu240111 ай бұрын
nice video thanks , track at 6 min was a banger\../
@BFG-k8f6 ай бұрын
It's works in blender 4.1.1. Thanks man!!!
@TUKMAK Жыл бұрын
Nice video! Almost clicked off at that math part tho hahah. Also, cant you add an image texture to help orient the faces instead of doing trial and error in unreal? That and in the UV editor panel you can click on the icon that has 2 opposing arrows that way all if the UVs show up at once regardless of what you have selected, helps me a ton
@NinoMesarina Жыл бұрын
the modelling parts got cut out or is there a video showing the process to model those assets?
@FirstCrimson Жыл бұрын
I cut them out because if not, this video would've been way too long- the video isn't necessarily a 'how to model' video but more of a specific type of workflow
@saphy594 Жыл бұрын
Me: watching several videos for blender just picking up stuff here and there Guy in video: Dont make a donut its a trap Me: Oh no....I did that..
@ADK___ Жыл бұрын
What exactly do you do that you can put multiple materials on the same object? Like with the barrel wood and metal.
@FirstCrimson Жыл бұрын
Materials are setup in the modelling software, I believe I start doing it at around 18:00
@glitchered Жыл бұрын
fibres? hmm. it's also called (wood) grain. ;)
@stark_313 Жыл бұрын
Wooo, I love these.
@boym81234 ай бұрын
Thanks for the addon. Not been able to import anything this did everything, even a lion with zerobi normals and missing blahblahblah errors. Ta
@GonziHere Жыл бұрын
Great video, thanks.
@nunopt407110 ай бұрын
u gained the sub at 2:15
@xrcustomizing7102 Жыл бұрын
I notice you didn’t cover anything about baking normals for a lower pooky version. Are models like these average tri count got game assets with today’s rigs?
@null64311 ай бұрын
Just be reasonable with poly count and you can use the midpoly workflow. UE5 has nanite to support this.
@FirstCrimson10 ай бұрын
Triangle count isn't really an issue these days unless you're targeting specific platforms, the real problem generally ends up being drawcalls, materials and textures.
@apepeterpan8 ай бұрын
Thanks for the video, I'm wondering is it better to create an object such as the cupboard from a single cube - minus moving parts like the doors? Does it run worse in unreal if assets are made from multiple objects / better if it's fewer? For example, i have seen a wagon wheel be made with the outer rim, the spokes and the central hub all separate objects, grouped together with faces removed on intersecting edges - would it be better to aim to have all this as one object or is this unnecessarily making things more complex?
@FirstCrimson8 ай бұрын
That would just make things more complicated, especially in the modelling phase- additionally, exporting the cupboard as one piece (even though it’s built of multiple objects) essentially merges it as one object when importing, so there’s no performance hits there. Of course if you want the cupboard to be openable, you’d have to export the doors as separate objects for import but that’s just a few additional drawcalls. Alternatively if you’re really worried about drawcalls, you can have a closed variant, opened, etc. and export those as separate cupboards to reduce drawcalls.
@apepeterpan8 ай бұрын
Thanks, that helps a ton.@@FirstCrimson
@danielmokobia106 Жыл бұрын
This great video keep up the hard work
@TheKr0ckeR10 ай бұрын
Great guide! So what happens if we want to open the lid of the Wardrobe? My friend and i plan to add some interactable pieces. But when we export Wardrobe like that, We wont be able to select the lid and open it. What kind of workflow should we follow in that case? Should we export seperate lids?
@FirstCrimson10 ай бұрын
Correct yeah, you’d essentially have either 3 separate imported meshes, the wardrobe base and L and R door, or alternative just one of the doors and you can mirror it by scaling by -1 on an axis
@TheKr0ckeR10 ай бұрын
@@FirstCrimson Hmm, so we will then create "blueprint" and add it to the mesh right? Are there anyway to add it to the directly mesh? Or should we need to create blueprint for that
@FirstCrimson10 ай бұрын
Yeah, you’d have a blueprint for that with the meshes put in the BP
@TheKr0ckeR10 ай бұрын
Thanks! @@FirstCrimson
@rajasingh45844 ай бұрын
Make a video about how to upload these asset to Unreal Market Place step by step. Thanks in advance.
@BerkeAltay Жыл бұрын
I want to ask that if you have a reason on why you model pieces seperately. i know that making a mesh whole is sometimes worse than making them seperate since it can add a lot of unnecessary geometry. Isn't it going to be problematic when you are going to texture them ?
@FirstCrimson Жыл бұрын
Making one whole mesh is sometimes a nightmare to manage/model, having them in separate pieces doesn't cause issues when texturing unless you need specific shading/smoothing, etc. Also keeping in mind to not have too much clipping helps with UV/texture space optimization, so there's right ways of using multiple meshes and wrong ways. It can depend on context.
@BerkeAltay Жыл бұрын
@@FirstCrimson thanks for clearing. I was going for single meshes even for something like doors, chairs and others. Definitely going to try it out while working on my brothers project
@kimbalboa93982 ай бұрын
can i make an asset in Blender, color it in UE and sell it in the marketplace?
@deadend85 Жыл бұрын
Is it better to make it all from one mesh or add multiple meshes to create an object? I noticed with the chair you used multiple but other videos I’ve seen they use one
@FirstCrimson Жыл бұрын
I usually just look at the rule of 'look at how it's built in real life and take that as reference', chairs typically aren't built all in one piece, plus it'd be super difficult/challenging trying to piece it all together as one mesh- basically, just make your life easier where you can and where it makes sense.
@deadend85 Жыл бұрын
@@FirstCrimson Thank you
@PyaePhyoKyaw-e3f Жыл бұрын
Aren't these bevels are bad for game performance? I normally do another lowpoly assets and baked them. I'm confused. I don't know if your method where you directly export fbx without baking and use unreal material is better.
@FirstCrimson Жыл бұрын
Geometry is cheap, textures are not- so bevels really aren't that bad unless you're maybe doing mobile, to which at that point you're probably going to need to do more tech tricks like using trim sheets to emulate bevels, etc. Baking every single mesh in the game will require multiple textures (unless you're only using a normal map) which can QUICKLY get out of hand, if you have a globalized material that you re-use constantly, that's much cheaper since you're only loading in a few textures at a time.
@untrollable32129 ай бұрын
Hey so I have a question when it comes to weapons and characters ect is it better to paint/materialize them like this or on substance painter looking for some help
@FirstCrimson9 ай бұрын
That heavily depends on the use case, e.g. how large those characters are (if they're like, large mechs or something), but most times you'll texture weapons/characters using the traditional high>lowpoly bake method into Substance Painter.
@untrollable32129 ай бұрын
@@FirstCrimson thank you for your response. I was wondering if it would be possible if you could make a video on how to do that I can’t find a video that is actually as good as your videos because you go into depth about what’s going on and everything I can’t find any videos that informative on the process of creating a low poly model giving it details and then painting it or texturing it. I am trying to find a video that walks you through the whole process from creating a low poly weapon. And implementing it in to a game with everything in between.
@FirstCrimson9 ай бұрын
@@untrollable3212 I'll see what I can do
@untrollable32128 ай бұрын
@@FirstCrimson thank you can’t wait, because I have created a small collection of low poly melee weapons, and don’t know where to go from here
@JayCreationsDev Жыл бұрын
excellent video
@NGC7603 Жыл бұрын
"you will learn new stuff or maybe degenerate" - my kind of tutorial /rofl
@nikowolfbilger Жыл бұрын
How did you activate this View of Blender? Do no not have this "Default" Tab
@FirstCrimson Жыл бұрын
I'm not sure, I thought Default was always a thing in Blender? That being said I could be using an older version than yours if I were to guess
@6TheBACH6 ай бұрын
With this methods you just create an optimization nightmare along the development pipeline...
@FirstCrimson6 ай бұрын
Optimization nightmare? How so? Reusing textures and the meshes aren't high polycount at all, plus you could easily use LODs depending on the game to reduce overdraw if the bevels are too much.
@drgonzlegnd10 ай бұрын
love how you just skip over going from a box to the frame of the wardrobe
@FirstCrimson10 ай бұрын
I don't think scaling a bunch of cubes is important to show, especially when I said at the beginning of the video that this isn't a beginner tutorial.
@smoguevert606010 ай бұрын
damn u good ..
@phoenixtwo877 ай бұрын
too late, i made 10 donuts :D
@eucloismeta3723 Жыл бұрын
can you model in UE5?
@KnucklesEmerald-wj9vo Жыл бұрын
Yes you can
@Mu_Ojii Жыл бұрын
lamaaaaaa
@VRCNet Жыл бұрын
Maybe you’ll degenerate and forget everything.
@LupusMechanicus11 ай бұрын
butterfly are fine, that's how alot of furniture is actually built
@Cheese349310 ай бұрын
This is why I miss dislikes.
@FirstCrimson10 ай бұрын
Skill issue
@Cheese349310 ай бұрын
lol, farm the engagement, props. But try not to completely mislead with your title. Or just rename it. Either way you know what you’re doing, it’s just sad. Add to the problem instead you could actually be helpful.
@MrPyCCkuu1 Жыл бұрын
What Crimson's lesson looks like to me: i.pinimg.com/736x/8c/7c/32/8c7c32146fd1be659b1eb90da6249056--drawing-for-beginners-drawing-tips.jpg 😁
@FirstCrimson Жыл бұрын
🤣 Sadly I couldn't include everything in the video but I might upload the full version for ko-fi supporters or something- it's SUPER long though, like an hour or so.