Hour long tutorial...but worth EVERY second of it. Keep it up bro!
@javieraraujo4363 ай бұрын
Thank you for the awesome tutorial! Very complete and well explained 😁
@Vylocity3 ай бұрын
I appreciate that! Hope you learned something 😎
@whyareless3 ай бұрын
Yoo this is cool! Gonna dig through this and learn something new, thanks Velocity
@Vylocity3 ай бұрын
Youre welcome @whyareless!
@betraid3 ай бұрын
Ty for tutorial, would be nice to see different approaches on how to implement turn in place mechanincs for 3rd person. Hard to find decent tutorial on that topic.
@PitchforkAcademy3 ай бұрын
It's on the list. 🙂
@JenisixR63 ай бұрын
wait is this how call of duty handles their skins? they have one camo TGA file and it can easily wrap onto any gun and not have any issues? edit: well i just continued the vid and had this answered lol. been looking for something like this so glad you dove into this
@As_Ss3 ай бұрын
well its for sure more advanced than that, the guns can be different, but more or less yes, especially for those parts where its not dependent on gun model
@JenisixR63 ай бұрын
@@As_Ss ive been trying to make a camo system like cod where theres animated camos, one thing i noticed tho is when making each material slot on the mesh the animated camo, it would have certain spots on the gun that looked weird or moved against other moving parts and just looked ugly, im assuming this fixes that issue or am i thinking of this tutorial as something different?
@As_Ss3 ай бұрын
@@JenisixR6 well hard to tell, can be anything, bad UVs, normals etc., but this is not a cod tutorial for sure, also games like cod, AAA etc., they tend to optimize everything, so they dont use multiple material slots or layers as is, they have optimized material for each version separately, but it depends, masks and packed textures are used extensively the material layers in ue have a bigger performance cost, its not for free, thus, there is an option to bake a version from the current configuration, how much more performance it is, not sure, but i guess with more players it can add up
@JenisixR63 ай бұрын
@@As_Ss so does this set up just allow one material slot and breaks up the gun into multiple pieces? also how noticeable is the performance cost between this configuration and lets say a gun mesh with 5 material slots?
@ihateclownz3 ай бұрын
@@JenisixR6 This is NOT how call of duty handles their materials. Each Piece of the weapon has one material. Each lit_weapon material they use contains. Color Map with Albedo Tint. Ambient Occlusion Map, Normal Map. with 4 Detail Normal Maps if the material needs it. Color Specular (not normal specular), Gloss Map, Camo Mask Map.and a Thermal (heatmap)
@hotsauce71243 ай бұрын
Question about UV animation: How can we animate UV atlas with Control Rig? When you move a Control Rig on the X axis, it will slide the UV on the atlas as an integer; the UV will snap to the next UV unit. And since the Control Rig is controlling the UV position, we can keyframe the Control Rig in sequencer therefore animating the UV in a precise manner.
@Vylocity3 ай бұрын
hello! I've never heard of animating UVs with control rig, whats the use case/what are you trying to achieve?
@hotsauce71243 ай бұрын
@@Vylocity there is a free UE project with a tiny robot. The robot’s face are UVs sliding around on an axis. The UV is attached to a control rig controller. I like the functionality of animating a 2D face on a 3D object. But I cannot figure out how they do it. I think Lego faces are done the same way.
@1contra3 ай бұрын
nice work man 💪
@Vylocity3 ай бұрын
hey I appreciate that! thanks 😁
@unreal_metronomus6783 ай бұрын
Thanks for the video. How is the performance compared to normal materials? Would you suggest to use is method for game props that need high texture resolution and are made of different materials.
@Vylocity3 ай бұрын
Yes the performance difference is minimal and the workflow gains are great, If your meshes dont have separate material slots, but you have a texture that masks the different "areas" or "materials" on your object then you can use this method
@unreal_metronomus6783 ай бұрын
@@Vylocity Thanks! 😀
@JenisixR63 ай бұрын
8:40 so what if all the channels on my mask have the black and white?
@Vylocity3 ай бұрын
Generally thats a good thing, because you have more options to use as a blend between the different material layers. If each channel of your texture masks out different areas on the mesh, then you can have multiple layers. Did you finish the video? It goes into this
@JenisixR63 ай бұрын
@@Vylocity got to 50 mins and stopped bc i assumed it kept going with how to make the grid material which i dont need, but im glad that that is a good thing that it has all the channels. Though i dont see the advantage of using that over separating the gun parts into materials
@Vylocity3 ай бұрын
@@JenisixR6 it’s a tutorial about material layers and the power of them when you mask out parts of a mesh by a texture. There are plenty reasons to use them. For example if you don’t know how to 3D model, but bought a weapons pack online and they to have separate material slots. They are also great for handling dynamic features in blueprints. Thanks for watching!
@JenisixR63 ай бұрын
@@Vylocity gotcha, i will def keep it in mind if i ever end up needing this, if not at least i learned some new tricks in unreal, thanks!
@reyn063 ай бұрын
does true fps game series ended?
@PitchforkAcademy3 ай бұрын
@@reyn06 Not necessarily. What would you like to see included?
@reyn063 ай бұрын
@@PitchforkAcademy enemies with ai
@PitchforkAcademy3 ай бұрын
@@reyn06 That's a whole series in itself, so no probably not gonna happen at this stage.
@reyn063 ай бұрын
@@PitchforkAcademy ok
@NoneYuh-kg1qz3 ай бұрын
And ppl charge like $10 per skin
@PitchforkAcademy3 ай бұрын
@NoneYuh-kg1qz For some F2P models it makes sense to have microtransactions like that, but Arrowhead showed us that it can be consumer friendly at the same time!