I knew of procedural terrain generation, but I never knew it could simulate certain environments and the effects of weather which is amazing. Always thought it was just hand made.
@ismahilinumbganva37672 жыл бұрын
World Machine does this really quicly with just a few nodes + it is completely free
@merccc12 жыл бұрын
It was, but it is being automated more now to help the process and get things done timely with same quality. May focus more on detailing or other aspects thanks to the time saved now.
@editdotexe2 жыл бұрын
It's just been improving over time, it's amazing what it can make now a days.
@randomstuffradar62482 жыл бұрын
Where can I start using modular design and procedural generation? Is it free? If yes, please tell me how can I access it as I'm new to the field.
@editdotexe2 жыл бұрын
@@randomstuffradar6248 As Ismahili said, there is a free version of World Machine which can be used for personal projects (and if you end up wanting to sell a game that uses it you can buy a license). I'd say just look up videos for it, there are a bunch of different ways to use procedural generation, but the main idea is you can regenerate the same stuff if you have the seed for generation like with Minecraft. Same thing for modular design, look up videos on it, but it really comes down to getting the kit (like it said all the pieces) and how you are going to put them together, for example without any tool it might be a pain to position the pieces just right, while some tools might help you easily snap them together. There are even ways to mix procedural generation with modular design, but that can be tricky depending on the pieces, for example if the pieces are 1x1 rooms with a set amount of doors and such it's not too hard, but otherwise it's not so simple when the pieces aren't 1x1.
@ErikNiceBoy2 жыл бұрын
Stylized Station: 2:14 "...the answer is another fundamental technique that's used in most games you play, maybe without you even realizing it" Me: "Employee crunch?" SS: "Modular Design" Me: "Oh... That too I guess"
@@justamanofculture12 wait are you talking about how those companies use crunch or how they don't
@ishaansharma43252 жыл бұрын
@@ioaz4579 all the 3 companies have cases of employees crunching. Especially ubisoft and ea
@leucome2 жыл бұрын
I think you missed talking about painting the layer of object placement like grass tree rock. Also maybe the spline generator to build stuff that follow a line like road fence electric pole etc... These also generate stuff quick while doing exactly what the artist intended.
@youngknight55892 жыл бұрын
Alos splines help with setting up pathfinding data
@winger63142 жыл бұрын
Umm what game is in the thumbnail
@Wolta2 жыл бұрын
Reticulating Splines
@bruninhohenrri Жыл бұрын
Spilines is so cool. Unfortunatelly they don't have those on Unity, but there's a free limited package that can do the job :)
@SirEpifire9 ай бұрын
I was gonna say, normally you'd procedurally generate the primary layout and then etch very intentional details into the space after that. So in theory, you could generate a mountain but then the artist goes in and creates man-made tunnels and canyons to really make it their own. So a hefty combination is what wins the day.
@Marc1420002 жыл бұрын
Also crunch is a very popular, fundamental technique some studios use to make this vast worlds
@bayram002 ай бұрын
Can you elaborate?
@rodolfolorote9059Ай бұрын
@@bayram00 crunch means overworking your staff to get your product done in a small amount of time
@RecOgMission2 жыл бұрын
My maps are procedurally generated, and I also have quite a complex path finding algorithm that make it possible to place buildings and points of interest where they "make sense", certain distances from a list of other points, etc. It gives me so much functionality in terms of randomness, on-the-fly tutorial-stuff and AI play.
@oglothenerd6 ай бұрын
[2:07] The horse on the left is pooping. Now that is what I call attention to detail!
@unfgames2 жыл бұрын
Nice video! Having worked at Ubisoft before, I can add that besides the procedural tools which are a must for creating big worlds. There is also a huge team effort, tools and conventions that people need to follow to finish a massive project like those. It is a lot of work for sure!
@biglebowski75642 жыл бұрын
So any big project in any field?
@SniffyPoo2 жыл бұрын
i would like to know how they procedurally generate large terrain but still conform to historical map layouts, like they do in the AC series. how do they layout roads and other features?
@bluebull8522 жыл бұрын
@@SniffyPoo there is a tool/site that will generate a 3D environment from google maps so they get the shape and then color it in and add items maybe?
@Jgvcfguy Жыл бұрын
@@SniffyPoo Things like roads are usually placed by hand, usually, with the help of splines which are like hidden lines you can tell the software to place assets along or bend assets to the shape of the line.
@bruninhohenrri Жыл бұрын
Generally, there's a bunch of people involved in that kind of project. Everyone with a specific role :)
@WilliumBobCole2 жыл бұрын
Yo this is exactly the topic I was hoping for, I could watch an hour+ deep dive on this, but thank you for even this surface level exploration. Procedural tools that empower artists more than replace them is super exciting stuff to me :D
@meatbleed Жыл бұрын
does there exist a procedural tool that's replaced an artist
@biqbicle4982 Жыл бұрын
@@meatbleed yes.... AI
@lune5289 Жыл бұрын
YES
@savageYP Жыл бұрын
Quick thing if you wanted another thing. building re usable assets is also a thing, were they make structures, objects and furniture that can be re-materialed usually with some premade textures for each peice that can be used in hundreds of ways in several diffrent types of games to flesh things out faster. if you pay close attention with certain series like skyrim and fallout theres alot of reused assets and alot of other projects do it too as it speeds things up alot and its done by alot of level designers.
@RSpudieD2 жыл бұрын
Very interesting! I always appreciate a well-made environment, especially for how much work it actually takes! I really appreciate the personal touches to make a world feel inhabited and crafted by artists and it's also really cool how much they can do with nodes. Just change a few things and it's doing massive amounts of work for you!
@anytng9996 ай бұрын
2:08 I'm the left horse after eating at Taco Bell xD
@HD-GAMES Жыл бұрын
How do companies design giant games and the performance remains stable, while we just put a few things, the game becomes heavy
@Gr8GooseYouTube2 жыл бұрын
This KZbin Channel will be very helpful knowing that I want to start making videogames with Unreal Engine. This is one of the only channels I could find that has good Unreal Engine tutorials and tips. Thank you Stylized Station for making these awesome vidoes.
@SteamingPotProductions2 жыл бұрын
I really had no idea how could they make such intricate worlds until now. Thanks for enlightening me.
@sashragesh Жыл бұрын
i'm a 3d artist i still wonder how tf they made read dead redemption 2, it's just insane
@neo87422 жыл бұрын
It's so pleasing. The setuping and mastering softs amazing.
@P4nem___Et___C1rcenses Жыл бұрын
I love game design. Sadly, most gamers don't understand at all how much effort it takes to craft a good game. It makes me happy that good games naturally get the attention they deserve though (in most cases). MoCap, hand made animations, voice actors, programmers, environment artists, model artists, and the list goes on and on.
@geekygreek72 жыл бұрын
Man I love your stuff. What I would do to have your mind play a part in the game we are creating. Seriously awesome stuff.
@the3rdimension2 жыл бұрын
More about modular kits please
@soodiudiu38342 жыл бұрын
Horse pooping at 2:08
@spotlyfe52052 жыл бұрын
eventually it all snapped into place and I started learning how to add all the effects, titles, motion text. It was pretty cool to see my
@3nvy_2 жыл бұрын
Really appreciate the video .I would like further demonstration on how to use actual tutorial in soft to make soft .
@4bangerkovaaks2 жыл бұрын
This is really cool and makes a lot of sense, why we're seeing smaller studios create bangers!
@TheRunningSongs2 жыл бұрын
You should make a full dedicated vid to outer wilds, it has so many amazing areas and gameplay that has to be opened to the internet! All the little things is so cool. No examples becuase spoilers but please!
@MRreallyhappysmiley2 жыл бұрын
Second this!
@YokoBomo3 ай бұрын
your passion for your content is infectious, keep it up!
@dxk652 жыл бұрын
the map editor in Far Crys 4 and 5 actually have a user friendly version of this stuff and it's pretty fun messing around and creating your own environments
@jerizignacio5680 Жыл бұрын
Short informative content, no intro, repetitive like, comment, subscribe with annoying, high pitched bell sound and outro. Perfect for the new generation.
@vledermaus2 жыл бұрын
Interesting...that the video is in 16:10 aspect ratio, also never tried Gaea, World Machine or World Creator but I am very intrigued by them and will do so soon.
@kelceyclark9917 Жыл бұрын
You've earned a new subscriber!! I was excited to hear you mention Modular Design, because there's a Minecraft mod that uses that mechanic to make the procedural generation absolutely incredible! It's called the Wildlands mod
@Curious_Skeptic Жыл бұрын
I've always wanted Twinmotion to have module kits built in and custom sounds. So many times, I just want to build an open world, but no 'game play'. Just walk thru . Learning Unreal is so much more work. Great insight video though. Thanks.
@erico.6162 Жыл бұрын
Thanks. Really dig your videos about all the topics and questions i never really had an answer for. As a 3D Modeller myself, getting to know those little details helps me a lot in my job actually.
@gamerbasxd2 жыл бұрын
WOW!! TYSM for this vid!!
@zainmushtaq43472 жыл бұрын
Thanks, always wondered the actual procedure of making in-game world environments. Never thought about modular kits, but it makes a lot of sense now that you mention it. Great visual presentation as well -- I'm a sucker for practical demonstrations and applications, and you did a great job on that part. I'll have to check out more of your videos :)
@hemanthsaji3606 Жыл бұрын
Thank you. Very informative. You explained the process of making Environment art in a easy to understand way.
@22.nguyentienhung792 жыл бұрын
Thank you
@baconkid88912 жыл бұрын
dope thx for the info
@edpe922 жыл бұрын
Rockstar doesn't use a modular workflow, so that RDR2 example isn't entirely correct. They just have a shit ton of artists. Working modular is usually the way to go, but it depends on the tech. Some engines don't handle drawcalls well, so then you are better off going for something semi modular or non-modular, or merging modularly built things into larger chunks at some point to reduce drawcalls.
@arcanep6 ай бұрын
this is why unreal engine dynamic meshes are so dope nowdays
@NoFuqinIdea7 ай бұрын
I remember that when I created my first 3D map I made the houses from the map plane itself by extruding. Not only was this pretty inefficient because I ended up having a single object with a billion applied textures but it was also a pain to clean up because the houses would clip together on the edges. This right here explains a lot... Well... Beginners like myself do stupid things :}
@the3rdimension2 жыл бұрын
So yeah, Environment art is pretty cool🤘
@arne18812 жыл бұрын
You make it sound so much easier than it actually is, haha. But its a nice breakdown of how open worlds are made for non-gamedevs.
@parkerr0802 жыл бұрын
The modular kit thing is like building a world in farm simulator
@danilopereira97562 жыл бұрын
the game in the thumb is Lightyear Frontier
@toxicejosh8278 Жыл бұрын
what is the game from the cover photo
@caldarinavyfleet2 жыл бұрын
Any insights on open world games set in space, No Man's Sky, Star Citizen, Elite Dangerous etc. ?
@KamKalam2 жыл бұрын
Same process
@sechmascm2 жыл бұрын
Round planets are created by taking a cube with procedural gen on each side and then morphing its shape into a sphere
@_bossofmc_mc55622 жыл бұрын
Garrett Evans Wow thank you Garrett, you've made my day!
@ai_is_a_great_place2 жыл бұрын
I can't wait for: GTA 6, Elder Scrolls 6,and Witcher 4. Also, only cus odyssey was so good graphically, the next next gen Assassins creed game.
@EmolineFox2 жыл бұрын
Thanks I’m making a game and this really helped
@darshrathod87292 жыл бұрын
There's a video on In The setup's channel about free DAWs, alternatives, and even if you can't afford it you can "get" it. Not quite an
@asmaafifah12622 жыл бұрын
FRRRR all the layering n buttons i cant keep up
@Kinos1412 жыл бұрын
This is half right. Dev also make code to procedural generate towns and cities and the buildings that populate them. It takes modular parts, and orders them based on it's function(corner sides, building faces, etc). Then use a city block or town creation to build the collection of pre-made buildings. Also, theu still create the asset to make manual changes when needed.
@ze_darku_magician55049 ай бұрын
I'm really interested in procedural terrain generation but from trying Gaea out myself I've found it difficult to properly use the generated terrain for a game. It's really difficult to comprehend the scale when making terrain. A tiny denture you could barely see in Gaea might be a massive basin that takes up your entire FoV in the game. It's really hard to create an entire world on a single terrain-surface as the terrain will usually follow some uniform patterns you select making it hard to add a lot of variety (like different biomes with vastly different geological structures and shapes) but if you try merging multiple pieces of terrain together (which is already difficult to do well on it's own) you could often run into the problem of working with different scales between your terrains and then it just doesn't fit together. Lastly I always ended up with weirdly sloped or uneven/bumpy surfaces which weren't particularly fun to run around on. Sometimes having a rather flat-ish surface makes the gameplay work a lot better. I'm not particularly good and there are definitely workarounds for all of this but don't go about thinking it'll be a breeze like I did.
@MTVENGE2 жыл бұрын
I am a third of the way through binging your channel
@alexandermadrid77912 жыл бұрын
AMAZING tutorial! One of the most comprehensive tutorials I've seen for anytNice tutorialng. Thanks so much!
@aritra84212 жыл бұрын
Nice tutorial
@NourArt022 жыл бұрын
You must point out that the terrains in games like BotW and Elden Ring are only parcially generated, the devs has to also manually design the layout of the world in a way that serves the gameplay and the story.
@thomasharris90592 жыл бұрын
No shit
@safwanm3377 Жыл бұрын
Everyone gansta till blender geometry nodes
@xHyphen Жыл бұрын
Great video, easy to understand but very valuable!
@acay5722 Жыл бұрын
The quality of the map and the amount of effort put into it can can alter a gameplay experience by such a large amount, sadly most devs miss this and dont give their maps too much attention
@backforblood34212 жыл бұрын
This answered exactly the questions I had about this. Thank you very much!
@danielrandall48362 жыл бұрын
DUDE, I got so frustrated 'cause of that problem, thanks a lot!
@hueychoi12662 жыл бұрын
5 seconds before you said thats a bit boring I was like dude thats sick
@karolgodlewski60182 жыл бұрын
I love the short form factor
@SareenApparel Жыл бұрын
That horse took a fat poop at 02:10
@func_e2 жыл бұрын
definitely bookmarking this
@arielortiz31502 жыл бұрын
I'd like to figure out how to procedurally generate levels for 3D platformers but Houdini is difficult for beginners
@diddykong7354 Жыл бұрын
and yet somehow these triple a devs with a game supposedly costing 50 million+ come out buggy broken and with awful maps and apparently 3 years isnt enough meanwhile you have this tech that supposedly makes environments on its own in less than an hour.
@maalikserebryakov2 ай бұрын
welcome to the power of DEI
@t4cet2 жыл бұрын
Talk about how wave function collapse is used to generate random stuff using modular designs.
@Craki_11 ай бұрын
Thanks !!
@nguyentrungtrinh67522 жыл бұрын
Thanks!
@shinichiizumi22422 жыл бұрын
so this is how ubisoft is able to release massive open world games only a year apart. unless they were worked on at the same time I always wondered how they were able to release games like ac odessy only a year after origins which was massive
@autisticbluesloth5244 Жыл бұрын
ubisoft has different game studios
@rizu14442 жыл бұрын
Nice tutorialiii
@rou_y2 жыл бұрын
Thank you so much this helped a lot!!!! You saved my life
@Sly_Harvey2 жыл бұрын
Thanks so much
@abcdef-vk7siАй бұрын
2:08 through crunching
@Local_Nerd Жыл бұрын
Thanks
@eightyz2 жыл бұрын
Thank you so much for these amazing tips. Now I know where to start.
@leanylauw2 жыл бұрын
the notes, just keep experinting until the notes harmonise and soft good together.
@yey2wavy9992 жыл бұрын
Thanks for the info!
@vrxy76872 жыл бұрын
This is a good suggestion.
@abenezertena64412 жыл бұрын
Wow I learned a lot
@herelous29112 жыл бұрын
do you have a tutorial on how to loop drums,app, etc.
@Alpatrixx Жыл бұрын
heyyyyyy could you make a tutorial on how to do the procedural generation map thing (unless its on one of your courses, if it is can someone tell me)
@screeb17902 жыл бұрын
love your videos, super informative and to the point! keep up the good work!!
@zine_eddinex242 жыл бұрын
cool keep good work 👍🏼
@endersisman Жыл бұрын
Whats the game in the thumbnail?
@moathsartworkshopvlog11 ай бұрын
I think the best way is to leave spots for manual installation for the important parts of the game and the rest is auto generated
@MrSongib2 жыл бұрын
I one of those player that can easily detect repetition in assets, so good disguise in repetition is EZ thumbs up from me. (Kinda take me out of the game sometimes) Because in my head "Ah this thing again". LUL
@andresrebato95342 жыл бұрын
Thanks. This is great help for my project. I've been trying to find an undeniable proof that this world is flat.
@moathsartworkshopvlog11 ай бұрын
also even the manually generated can be copy pasted and changed
@MrThangHam2 жыл бұрын
Combine procedural generating with procedural meshing and we will truly get an open world. We are living in 2022 and storing over 100 GB of memory for a game with a very large map and where you can interact with every props is no problem in my eyes.
@poggestfrog Жыл бұрын
the problem is that the world will become samey. No Man's Sky does this and although it's pretty, the worlds feel quite repetitive after just a few planets.
@xskrish2 жыл бұрын
Really insightful
@Lu0mnis8 ай бұрын
I finally found what I want in my life, I'm crying with joy
@FalicHour5 ай бұрын
I personally used atlas for unirty, im excited to try gaia but my main concern is really rendering and optimising, naissance is one of my favorite games and i really want to make my own take of that blame! Look.
@watercat12482 жыл бұрын
that is cool and all but personally like wean the have hand made stuff in the mixed
@johnhart59532 жыл бұрын
I want the game in the thumbnail to be real, it looks like a steambot chronicles type game.
@McMeddon2 жыл бұрын
first part was kinda wrong.. prodecually generated terrain is "continuing generating" terrain, or terrain that has no "manual editing" although gaea (shown) or Worldmachine use Perlins and Voronoi´s to generate them, they create finite worlds that are eroded, warped and displaced, that cant be much done "procedually" one could argue the, that the population of the terrain is "prodecual" .. but in most cases this is also manually edited
@mrngamer272 Жыл бұрын
just remember that the word procedural, comes from "procedure". it's not witchcraft, the program just follow an algorithm (set of simple steps) to generate something based on rules.
@shibernyan20092 жыл бұрын
This makes me wanna try making a world just for fun with a procedural terrain generator😅
@moviesthataint56132 жыл бұрын
Don't feel good bro i was in the sa precision you was in
@Shadows_101 Жыл бұрын
is this video from a game? that mage running around.. what game is this ?