Nice workflow. You got a subscriber. A couple of blender-related suggestions: 3:48 - NURBS curves are more manageable when in comes to making angled pipes, because they don't need to be adjusted by handles. 4:54 - a perfect opportunity to just cut this element in a half and use mirror modifier. I'm surprised you came along copying-and-reversing way considering that you used that modifier when you finalized the same element. 11:33 - you can add an array modifier before curve to instance more than one beam and adjust instance length to perfectly match the whole circle. No need to loop cuts. 12:45 - follow active quads will instantly give you a rectangle uv island.
This is very helpful Dmigul, thank you! I should have definitely used the mirror modifier in a first place and I have no idea why using "follow active quads" didn't occur to me when I was adjusting UV maps! Now that you said it - it seems so obvious! When it comes to NURBS - I have hard time getting their curvature right for me (I have more control when using bezier) so that is why I use the other type. Interesting idea with an Array modyfier, definitely faster to work with, I will try it!
been tryna get into blender and doing my own models for awhile this tut was super solid, produced a professional quality asset I'm very pleased with and the one that got me over the hump, appreciate it boss!
Conrad, this is one of the best Blender tutorials on youtube! Liked and subscribed! Please keep up your tutorials series ;) Really useful and interesing!
I bake them in Blender using GPU cycles with high samples (around 300). Bake type is set to 'combined' - this includes all material properties and all lights and HDRI in the scene. Keep in mind that baking should be done onto the UV set without any overlaps nor expanding beyond the boundaries of the UV space.
Wonderful asset! Most unique map pack in the marketplace. I bought this map some time ago and just found this. 3D modeling isn’t my thing but it’s very generous of you to be sharing a tutorial on how you actually made the assets! I saw at the end of the video that you had one of the gears moving a building into a certain position. Do you actually have a function like that available for UE4 to work with your assets?
Thank you, Taki! I appreciate it! The scene in the end was done for the Sketchfab (website gallery) and thus unfortunately there is no such functionality in the pack on the UE4 marketplace! If there will be an update - I will implement it. BTW: I would greatly appreciate a review of the pack on the marketplace - so far the pack has very few reviews! Once again, thank you!
hi i was gonna work on a project with this exact style, i cant believe i found this treasure of a tutorial. Really amazing video! Also would you be down to do a tutorial how to make steampunk props? Preferably in low poly aka like 300-500kb per set of items
Hi! I am glad to hear that! I will make more tutorials about stylized art (probably about making entire scenes in Blender) in the future, so yes! Good luck with your project, Chaukii
@@conradjustinart Thank you again for supplying us with the whole blender file, its incredibly helpful! Also do you have a discord channel where i could send some pictures of my progress?
When you import the model - make sure you check out the collision settings. And if you are referring to my UE asset packs - they all have custom collision meshes in them but it is possible for the UE to merge them into one big convex collider per mesh (once again - import options) or it also is possible that your collision settings disable the collision for some of the meshes - double click on the mesh and see its properties under collision tab. Maybe you will find what is the issue there. good luck solving it!
Hi! I don't know about the asset pack (I don't have MacOS so I couldn't test it) but Blender has a build for MacOS so you can at very least follow the tutorial.