Welcome to SARKAMARI! I'm Reza Sarkamari, a VFX trainer at Industrial Light & Magic. This channel is dedicated to offering engaging and creative content to boost your learning and creativity. I aim to foster a supportive community where we can connect, exchange ideas, and help each other grow.
the main thing about spawnable actors that appear and disappear in sequence is the power of key frames but you did not show that in the tutorial why????
someone else has performance issues with this plugin? My graphics card isn't the worst, but it catches fire as soon as I use this simulation shown in the video
Thanks Reza - once again my mind is blown! I'm documenting this in my UE Notes! Question - I see the Level Sequence exists in your scene (Clapboard icon). When I do cinematics, I don't place the LS into my scenes and I've never run into an issue. I do see this done in many other LS videos (mostly in UE4 videos or someone that's used UE4 in the past). When I ask them why they did that, I'm told "that's what you're supposed to do to get your LS working correctly." or "You only need to do that if you are playing a LS within your Game." I couldn't find a straight answer in the UE documentation either. What are the situations where you MUST have the LS exist in your scene? PS - I've noticed that if you create your LS via the Menu bar like you did, it adds the LS to your scene/Outliner. If you create it via right-clicking in your Content Browser, it does NOT add it to the scene/Outliner (typically how I do it).
A dynamic mesh is a mesh that can change at runtime. This means its vertices, normals, UVs, and other properties can be modified while the game is running. Dynamic meshes are often used for objects that need to be animated or deformed in some way, such as characters, destructible objects, or objects that react to physics. A static mesh is a mesh that is static or unchanging during runtime. Its geometry and other properties are set up in the editor and do not change during gameplay. Static meshes are used for objects that do not need to move or change, such as buildings, furniture, and environmental props. A volume mesh is a special type of mesh that represents volumetric data. Instead of just surface geometry, volume meshes can represent 3D spaces with internal structures. Volume meshes are used for complex effects such as fog, fluids, and other volumetric effects. They are also used in simulations and for representing areas where interactions occur within a volume, such as collision volumes or trigger zones. Hope this helps. I also do explain it in the first modeling video
Fantastic Tutorial! I appreciate that you do not just go through the tutorial but also give a lot of "Side-Explanations"! And that's very helpful and makes the difference to other Creators! Thank you! Could I use this BlendMaterial as Auto-Landscape-Material as well? Because for a Auto-Material I can only add 2 Materials ....
Thank you and yes! You can use blend materials as landscape materials in Unreal Engine. Blend materials are particularly useful for creating complex, detailed landscapes by combining different textures and materials based on various factors like height, slope, or masks. To do that simpls select your landscape in the editor. • Open the Landscape Paint mode. • Add the same layers you defined in your material to the landscape’s layer list. • Apply the blend material to your landscape. • Use the Landscape Paint tools to paint different layers onto the landscape, blending them as needed. Hope this helps :)
cool, another video of a dude talking about a system and plays with it for views. not a single person knows how to make a video on how to implement the said system into their games. i guess "game dev" just means "play with assets until you're bored" with most people.
Thank you, Justin. This video was just an introduction to a marketplace asset. I have other videos discussing the implementation of the character into the environment and how to swap these characters with your own metahumans. I'm always open to suggestions, so feel free to suggest any topics you'd like me to demo, and I'll be happy to consider them. Have a great day
And what about character modeling? I have a fully rigged base mesh that I use in Blender. Do you think I can use it with Unreal's modeling tools like I do in Blender? For me Meta Humans is a no go !
Great video! I'm really excited to see how Unreal develops in terms of modeling. It's amazing that completely new subject areas are integrated with an simple update such as the new texture graph in 5.4. Maybe one day we won't have to leave UE anymore. I hate having to use multiple programs for one project. xD
I really like this updated Modeling Tools in Unreal Engine 5.4. Is there any chance you would consider re-uploading in 2K with the Ctrl-shift-W / Application Scale set to something like 1.4?
Great video. Unfortunately I had problems. Firstly, I don’t have the show retarget option only edit and run in UE5.4.2. I put the custom mesh and manny in the same pose as you. But when I click run retarget, the manny goes to A pose and custom mesh goes back to straight arm T pose. I tried the run fwd animation but the custom mesh arms are so wide because of the difference in poses. Any solution ? Cheers