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Creating Modular Environments in Unreal Engine 4 (UE4) | ArtStation Challenge EP.003 

Polygon Academy
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Miss the last episode?! - Watch here: • 3 IMPORTANT Tips for G...
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In this video I break down how you can use a few simple pieces built in 3ds max to quickly flesh out modular environments in unreal engine 4. I break down my asset creation process and give an update on the scene, which is now past the old greybox layout.
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About me: I am an environment/level artist who has been working in the game industry for 10+ years at studios such as Ubisoft, EA, Relic, Capcom and United Front. I have worked on games like FarCry 4, Watch Dogs 2, Splinter Cell, Sleeping Dogs and Spacemarine.

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22 июл 2024

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Комментарии : 350   
@adamplechaty
@adamplechaty 3 года назад
Still watching this more than a year later. It all clicks even more now that I got my first junior job as an environment artist. Just listening to this while working away haha. Hope all is well with you Tim, thanks again for these! Peace.
@PolygonAcademy
@PolygonAcademy 3 года назад
cheers! happy to hear you come back to it, and congrats on the jr position! thats awesome. things are going well thanks!
@RickHenderson
@RickHenderson Год назад
That's so cool. Congrats! I've got a question. I've watched a lot of videos on exterior environment/level design, but how do you start with an interior location? I know for a dungeon the modular approach makes sense but what about buildings?
@barry_crisp
@barry_crisp 5 лет назад
Keep doing what you're doing, this is great, I've learned so much just in the last three videos. You've got a new sub!
@PolygonAcademy
@PolygonAcademy 5 лет назад
will do :) thanks for the great feedback and I appreciate the sub :)
@rebx5891
@rebx5891 4 года назад
I love this breakdown - particularly the roof as I had a similar project that was a challenge to figure out the bend and symmetry arrangement to look right - and this was a nice overview on this style.
@guillermosanchez6951
@guillermosanchez6951 5 лет назад
Seriously Tim these step by step vids are awesome!! Keep up the great work and I'm also following everything on Artstation so can't wait to see how this turns out :D
@PolygonAcademy
@PolygonAcademy 5 лет назад
Guillermo Sánchez thanks bud!
@aaeriam
@aaeriam 5 лет назад
I'm a little late to the party but I wanted to say thanks for posting these videos. As someone who's trying to learn environment art. Being able to see these breakdowns and hear about what's going through your head when you create modular environments like these is a huge help for me! :D
@PolygonAcademy
@PolygonAcademy 5 лет назад
no problem! so happy when I see comments like this :D
@DominikMorse
@DominikMorse 5 лет назад
This is the best video I have ever seen! Like... man, I've created a lot of sets for UE4, mostly modular environments, all of those full of little details. Thanks to this video I was able to re-package all the assets and remove like... 80% of the content! Thank you"
@PolygonAcademy
@PolygonAcademy 5 лет назад
Dominik Pavlíček awesome! Thats great to hear, thanks so much for the feedback :)
@Ulkan117
@Ulkan117 4 года назад
Waow ! Awesome 3d kit and work here. So efficient, I clearly feel the experience behind all this.
@bs_art3625
@bs_art3625 5 лет назад
You're a natural teacher, great videos man. Can't wait to purchase the full environment workflow tutorial I think you mentioned you were working on in one of your more recent videos. Thanks, and can't wait for more!
@PolygonAcademy
@PolygonAcademy 5 лет назад
cheers! gonna get working on that eventually haha.
@alextilica8165
@alextilica8165 5 лет назад
man, I absolutely love your videos. thanks for starting this channel!
@PolygonAcademy
@PolygonAcademy 5 лет назад
thanks Alex, appreciate the feedback, glad you like the content!
@thomasherrera772
@thomasherrera772 5 лет назад
This is awesome to see. I really appreciate the knowledge you are sharing. I will be using a lot of your tips in my future projects.
@PolygonAcademy
@PolygonAcademy 5 лет назад
Thomas Herrera awesome :) hope the tips save you some headaches in the future
@MarmaladeMaki
@MarmaladeMaki 5 лет назад
You deserve way more subs, this was a great break down. Looking forward to more of your stuff.
@PolygonAcademy
@PolygonAcademy 5 лет назад
thanks M Bomb :) that means a lot to me! got a zbrush wood sculpting tutorial that will go live in a couple hours ;) check back soon
@JoshChristiane
@JoshChristiane 4 года назад
This was an awesome video! I make assets this same way. One big perk to doing larger modular pieces as well is that it will equate to fewer draw calls, and especially on Switch/Mobile games that's really important.
@robertmoats1890
@robertmoats1890 Год назад
Extremely useful strategies and advice! I've been on the other side of the "too many pieces" kits. Conforming to a simple standard setup makes the entire process more efficient and fun to build and work with.
@debmalyamitra353
@debmalyamitra353 5 лет назад
Subscribed to your channel man.... Your content is awesome. Also watched the greybox part and was blown away by the simplicity and efficiency
@PolygonAcademy
@PolygonAcademy 5 лет назад
Debmalya Mitra thanks! Appreciate the sub and taking the time to comment 👍
@bilgeratbozza1090
@bilgeratbozza1090 5 лет назад
Great video man, thanks for this! Quite heartening to watch
@PolygonAcademy
@PolygonAcademy 5 лет назад
Bensonwave haha cheers :)
@sinbrat977
@sinbrat977 3 года назад
buddy, thank you so much, you have no idea how much you simplified my life
@ghua
@ghua 5 лет назад
i love these series, I learned so much from just 2 vids :D please keep making them :D
@PolygonAcademy
@PolygonAcademy 4 года назад
cheers! thanks for watching, glad you enjoyed the series :D
@Wenedi
@Wenedi 2 года назад
When your whooping 6 hours a week of lectures doesn’t teach you stuff so you happen to find amazing channels such as this, keep it coming! ^-^
@PolygonAcademy
@PolygonAcademy 2 года назад
Cheers! Plenty more to come :)
@fl260
@fl260 5 лет назад
Powerful stuff. Love how your explaining your workflow; I've been working with max for years but I still learned a couple useful tricks here. Your channel is officially one of my favorite now. Keep making great videos and you should consider setting yourself a patreon page eventually!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Expod thanks for watching, glad you learned a few tips :) might do a patreon in future but will probably just do some premium content/courses for anyone looking to support the channel and still pump out the free stuff to build that audience :) thanks for stopping by!
@akibahmed4251
@akibahmed4251 5 лет назад
i feel silly having written a question in the previous video asking about secondary pieces and I got the answer in this video. thank you for sharing the tips and knowledge.
@PolygonAcademy
@PolygonAcademy 5 лет назад
akib ahmed no problem bud, glad you are enjoying the series!
@tmektmek
@tmektmek 5 лет назад
I need to sleep for work tomorrow but I can't stop watching these great tutorials!
@PolygonAcademy
@PolygonAcademy 5 лет назад
tmektmek haha thanks! Thats the best kind of compliment :) appreciate the love!
@caleb1031
@caleb1031 4 года назад
Thank you for making this series, it has been really helpful. :)
@PolygonAcademy
@PolygonAcademy 4 года назад
cheers! glad you enjoyed it! thanks for watching
@dmitryleshchenko7292
@dmitryleshchenko7292 5 лет назад
Hey Tim! Really great videos! I'm learning a lot!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Dmitry Leshchenko cheers Dmitry!
@alexandruachim743
@alexandruachim743 5 лет назад
I just saw your work on artstation yesterday and I loved it. I came across the videos linked in the feudal japan piece and I've watched all of them! Really love how you spoke clearly, directly, yet naturally about everything, it was almost like you were my friend Devon from my university and you were helping me with homework. My favorite part was when showed the scene in unreal with the wall going through the wall and saying 'it's OK for this to happen' I'm always scared cause when I'm in school doing 3D environments my teachers point out my waste of geometry! Looking forward to more of your videos in the future and if you'd be down for doing a twitch live stream one day that would be great too! :D
@PolygonAcademy
@PolygonAcademy 5 лет назад
alex achim awesome! Thanks for the love :) yea a little waste in polys vs spending time fixing something that isnt effecting performance is fine. Time investment almost always dictates my actions ;) i might do fb live or stream on here when i get some free time haha
@alexandruachim743
@alexandruachim743 5 лет назад
@@PolygonAcademy I was rewatching your video and I was thinking to myself at 5:00 when you talked about all the modular assets, especially the smaller ones, how do you handle UVing them? Like when you are working on AAA games, do you unwrap them and put a bunch of meshes UVs on a single UV sheet? I imagine the large pieces like walls/doors etc would have an entire UV sheet to itself.
@PolygonAcademy
@PolygonAcademy 5 лет назад
For a lot of things i use tiling textures and dont uniquely unwrap things in a 0-1 layout, tiling textures and trims make up a lot of environment work, for this poject i am doing more unique unwraps to shake it up and try other workflows, but for most games, tiling textures and trims will be a big part of environment work. Ill touch on that in the textures/materials vlog coming soon :) but if you want to know more asap, just search for vids on tiling textures and trim sheets 👍
@jakubsmisek1046
@jakubsmisek1046 5 лет назад
Amazing! Thanks again for doing this, can't wait to see your vegetation workflow :)
@PolygonAcademy
@PolygonAcademy 5 лет назад
Jakub Smisek hahah im scared, veg is my weakness for sure!
@jakubsmisek1046
@jakubsmisek1046 5 лет назад
@@PolygonAcademy Only just starting to properly learn vegetation (so I chose the most vegetation heavy challenge possible) just doing research on all the vegetation I need is making me sweat bullets haha
@marwanalhashimi6589
@marwanalhashimi6589 5 лет назад
Thank you, Tim, for sharing your Knowledge with us, I'm learning a lot from your videos!
@PolygonAcademy
@PolygonAcademy 5 лет назад
marwan Ammar you’re welcome bud
@manuelfuentes9382
@manuelfuentes9382 5 лет назад
Another great video man! 👌
@PolygonAcademy
@PolygonAcademy 5 лет назад
Manuel Fuentes thanks bud, your scene is lookin good!
@RonanMahonArt
@RonanMahonArt 5 лет назад
Awesome work Tim, top class :)
@fantasygamedev
@fantasygamedev 3 года назад
Thank you for making this video! So helpful and easy to follow!
@PolygonAcademy
@PolygonAcademy 3 года назад
you're welcome :D
@Mustafa_Hussein.
@Mustafa_Hussein. 5 лет назад
Awesome video!! man this is a great series and help me alot.
@PolygonAcademy
@PolygonAcademy 5 лет назад
mustafa Hussein awesome! Glad to hear :)
@johnw3194
@johnw3194 4 года назад
Extremely useful . Thanks so much !
@ArtemM3D
@ArtemM3D 5 лет назад
Great content! Thanks for your effort! Keep rocking!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Artem Mykhailov thanks artem! Finished editing this one at 4am last night so glad to know the effort was worth it 😂
@hossienasadi7063
@hossienasadi7063 3 года назад
Hello dear Tim, I am learning very awesome things from your tutorials. Thanks for sharing this with us. Please breakdown another environment. I am thirsty about your new tutorials.
@JoseRodriguez0696
@JoseRodriguez0696 5 лет назад
Great Content man, really useful, Keep it up!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Jose Rodríguez thanks dude :)
@yangliu2234
@yangliu2234 2 года назад
clean and clear
@wirrexx
@wirrexx 5 лет назад
What i like about these videos, is how prepared you seem. You simply beat so many teachers on the fingers. Well done, really well done. Patreon next?
@PolygonAcademy
@PolygonAcademy 5 лет назад
Wisam Odish thanks dude thats awesome to hear haha. Eventually i might do some premium high level tutorials or paid mentorships, but i am so busy with work and the challenge at the moment so i am focused 1000% on that and just providing pure value and building an audience ;)
@wirrexx
@wirrexx 5 лет назад
Polygon Academy keep me updated, i’ll be first in line!
@Pdexterness
@Pdexterness 5 лет назад
Great videos! Thank you for doing this.
@PolygonAcademy
@PolygonAcademy 5 лет назад
thanks Johan!
@artofserif
@artofserif 5 лет назад
Heyyy! I loved this channel. I've subscribed, keep it up bro!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Can Durmaz thanks bud, appreciate the feedback, it helps keep the motivation and creative spark flowin’!
@Amon3DArt
@Amon3DArt 2 года назад
This is really useful! Thanks for sharing this!
@PolygonAcademy
@PolygonAcademy 2 года назад
you're welcome, thanks for watching :)
@Ashindale
@Ashindale 5 лет назад
Great video man, really helping me out with my diorama project
@PolygonAcademy
@PolygonAcademy 5 лет назад
Ashindale great to hear! Got an artstation link for your project?!
@Ashindale
@Ashindale 5 лет назад
www.artstation.com/ashindale/blog/PmbX/gothic-france-architecture-diorama-progress@@PolygonAcademy
@jasmyn1258
@jasmyn1258 3 года назад
I love your videos! I'm a new subscriber trying to become an indie 3D game designer! Thanks so much for all your videos and I hope you keep making them! :)
@PolygonAcademy
@PolygonAcademy 3 года назад
thanks for the love! yes i will be back making videos soon :)
@SirDMX
@SirDMX 3 года назад
bro, you are saving lives! thank you so much!
@quentinarrius
@quentinarrius 5 лет назад
underrated channel IMO
@PolygonAcademy
@PolygonAcademy 5 лет назад
Quentin Arrius thank you :)
@davidfernandez4851
@davidfernandez4851 3 года назад
Amazing content! Cannot thank you enough for sharing.
@PolygonAcademy
@PolygonAcademy 3 года назад
You’re welcome, thanks for watching :)
@m0rph3u5.
@m0rph3u5. 5 лет назад
thanks for another great video ;)
@hemingway8671
@hemingway8671 5 лет назад
One more subscriber! I really like where you place your camera for your videos. It feels like I'm right next to you and looking at your computer. Great videos! Thx!
@PolygonAcademy
@PolygonAcademy 5 лет назад
thanks! its a combo of a small apartment and also wanting to make it feel like me and you guys are just hanging out! I hate formal education and that power dynamic haha.
@MissMatty420
@MissMatty420 Год назад
I found the cnannel today and i am so happy! finnaly some1 to explain 3d max + unreal. Am i dreaming???
@zyord8159
@zyord8159 5 лет назад
This is so useful, I wish it came out 2 years ago
@PolygonAcademy
@PolygonAcademy 5 лет назад
Z Yord thanks :) more to come soon too
@bobkentucky5611
@bobkentucky5611 3 года назад
well it came out 2 years ago=)
@Gazzoth
@Gazzoth 5 лет назад
rly rly helpfull, keep going!!
@PolygonAcademy
@PolygonAcademy 5 лет назад
thanks :) more to come soon, got some huge time saver tricks coming next video
@Kajuto3D
@Kajuto3D 2 года назад
Excellent explanation!! Thabks!Thanks!!
@barbarak1850
@barbarak1850 5 лет назад
I'm really loving this series, thank you for taking the time to make it! I was wondering, for UE4s LODs, did you have to manually set anything up in unreal to get it to work or does Unreal do that by default already? Cheers!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Barbara K i think you have to set it manually in the static mesh options after you import it. If you scroll down there is an lod section where you can chose the amount of lods and how much to reduce etc.
@TheAzurSky
@TheAzurSky 5 лет назад
I needed this video so bad 😂
@PolygonAcademy
@PolygonAcademy 5 лет назад
TheAzurSky hell yea! Now go make some cool art 🔥🔥🔥
@viktormaxer6796
@viktormaxer6796 5 лет назад
Excellent tutorial! Thanks a lot
@PolygonAcademy
@PolygonAcademy 5 лет назад
Viktor Maxer thanks viktor!
@MadpolygonDEV
@MadpolygonDEV 5 лет назад
Would be cool if you could make a video similar to the wood one on how to creatw nice looking bricks. Your videos are really nice, love to watch them at night while relaxing
@PolygonAcademy
@PolygonAcademy 5 лет назад
thanks! I will do a trim sheet sculpting tutorial soon with some brick style shapes in it :)
@alzajel1
@alzajel1 4 года назад
thank bro very good tutorial!
@VRDivision
@VRDivision 3 года назад
your tutorials are so helpful man! I'm trying to replicate the same but entirely in Unreal 5 :D different type of project tho keep up the amazing work!
@PolygonAcademy
@PolygonAcademy 3 года назад
Awesome, good luck! Im lovin ue5 so far!
@mafiaBG
@mafiaBG 5 лет назад
I love you. You seriously helped me understand what to pay attention to, and what not :) Personally i am struggling with making too many assets in white boxing and i always feel that all of them are needed.... Then i end up with 30 pieces... What is normally a decent number of models to create a modular environment of this scale? Also could you explain a bit better your thought process on a trim sheet?There is information about how to make it, but there is no information on the thought process, on how to design your trim sheet.
@PolygonAcademy
@PolygonAcademy 5 лет назад
Zaroukos Maf awesome! Glad it helped. The number is hard to figure out, i usually use my concept or reference to try and break down how many pieces i need based on walls, window, door pieces etc. I just try to get away with making as few pieces as possible but still hitting the quality and feel of the concept or reference. Ill go in depth on trims soon :)
@quentindonnaint1138
@quentindonnaint1138 5 лет назад
I wasn't aware that agent 47 making 3D Art. ....jokes apart your videos are very useful thanks a lot !
@PolygonAcademy
@PolygonAcademy 5 лет назад
Quentin donnaint hahha hitman represent!
@everabyss
@everabyss 5 лет назад
Hahahah !
@tjrizvi251
@tjrizvi251 3 года назад
@@everabyss You mean Johnny Sins?
@nfrancisj2122
@nfrancisj2122 3 года назад
Agent 47.... with N7??
@maria_remedios
@maria_remedios 3 года назад
Getting an in-depth look at kit making is really cool, as someone who always uses them but hasnt actually modelled them myself. I always get so frustrated when I receive a kit with 500 length variations for a single pipe or pillar, lol
@madhatter5361
@madhatter5361 5 лет назад
That lighting on the rooftiles
@PolygonAcademy
@PolygonAcademy 5 лет назад
The 1llus1on1st 1 saw your reply on the other video, hes going to release the shader in a pack for sale at some point. This video also shows you how to make a good moss shader :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HDluA1f5gzw.html
@clairewarren3203
@clairewarren3203 5 лет назад
Very helpful video! I loved the tip on keeping modular pieces as large as possible. One thing I'd really like - could you put the three tips you give in the blurb of each video? This would be good for quick future reference.
@PolygonAcademy
@PolygonAcademy 5 лет назад
Claire Warren oh good point! Ill edit those in when i have a second :)
@clairewarren3203
@clairewarren3203 5 лет назад
@@PolygonAcademy Thank you! Much appreciated.
@TheJohn0363
@TheJohn0363 5 лет назад
Hey! Really loving the videos.. being into this over 8 years now, modularity (specifically textures) have always stumbled me. In terms of textures and draw calls, would the walls, then Windows, then roof all be their own texture timetable of would you put them on an atlas? What's the best industry working practice for buildings with that? Can never find that any where. How in-depth you are in this series is incredible, I really love it! Thank you
@PolygonAcademy
@PolygonAcademy 5 лет назад
For most modular kits you are going to want to use a combo of tiling textures and trim sheets. You can use an atlas but it makes your kit less reuseable and harder to quickly swap surface materials because the uvs are more specificly laid out instead of more generic tiling materials. I wouldnt worry too much about drawcalls for personal work, chances are unless you have 5+ material ids on each mesh you are fine ;)
@davidmozaffari6260
@davidmozaffari6260 3 года назад
Nice Biceps XD thanks for the vid
@greeengin
@greeengin 5 лет назад
Tim, don't stop!!!
@PolygonAcademy
@PolygonAcademy 5 лет назад
Денис Иваненко haha thanks! More to come soon
@kaizendigital_id
@kaizendigital_id 5 лет назад
nice tutorial. keep up the good work.! auto subbed
@PolygonAcademy
@PolygonAcademy 5 лет назад
PolyAsset 3D thanks! I appreciate it, really helps the channel!
@gamedevartist-k9622
@gamedevartist-k9622 5 лет назад
Love your videos, could you do a video on detailing organic rock in zbrush? Thank you
@CrizisAMV
@CrizisAMV 5 лет назад
So good i learned so much from your vlog serie thank you. But I have a question, how do you set up your smoothing groups to your modular pieces when you apply a tiling material? Since you don’t go through the process of baking the low and high poly.
@PolygonAcademy
@PolygonAcademy 4 года назад
sorry for the late reply, I usuall just auto smooth the pieces smoothing groups with an angle of 45, so anything that is a hard corner either needs a bevel or gets a hard edge.
@monicabenya6071
@monicabenya6071 5 лет назад
This is great stuff, super helpful for learning a modular workflow. Just a quick question... do you do your graybox on the modular grid as well? So that when you make your kit you can re-import the meshes and everything snaps together? Or do you not bother with the grid during the graybox phase and then when you move on to the kit you factor that in?
@PolygonAcademy
@PolygonAcademy 5 лет назад
Monica Benya you could definitely do that, for professional work after i have done a first pass and have something compositionally i like i will go back and gridify things with proxy models that work on the grid, but during thr first pass i am scaling and smashing objects together, starting 100 percent grid based can limit your composition initially. If there is gameplay involved and actual level design, i stick more to the grid right off the bat.
@lockenessmotorsports818
@lockenessmotorsports818 5 лет назад
Was just wondering if you would do a video on the texturing side of things ? Im having some difficulty on the best way to go about it and understanding trim sheets
@PolygonAcademy
@PolygonAcademy 5 лет назад
LockeNess Motorsports new video on trim sheets is up on the channel! Should help you out :)
@DecimatedVideogame
@DecimatedVideogame 4 года назад
Great tutorial! Is the Unreal moss shader that projects onto upward facing polygons available for download? Perhaps with different texture layers for snow, sand, rainwater?
@PolygonAcademy
@PolygonAcademy 4 года назад
It was a beta version on my friends shader, he released it for sale i think with a ton of other features that make it extremely useful ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iihzTSlhNLc.html
@zarakikenpachi1400
@zarakikenpachi1400 5 лет назад
this was awesome!!, please, I'm really searching for a long long modular tutorial like this, but more longer with nice detail about how to create modular UV's or how to set up modules for anything, You could think about to create something like this tutorial but getting more depper about modular kits?
@PolygonAcademy
@PolygonAcademy 5 лет назад
Irensay yea i will be making more tutorials on this subject soon, and eventually have a super in depth environment creation course that covers every single aspect in depth step by step. Just gotta find the time to make it 😂
@zarakikenpachi1400
@zarakikenpachi1400 5 лет назад
@@PolygonAcademy really appreciated, is awesome that guys like you try teach us, this is awesome, thank you!
@thanoszag6563
@thanoszag6563 4 года назад
Hi, Thank you for your very nice and useful tutorial!! I am working on a scene that I have created a couple of buildings 3-4 floor each with walls and windows (I used 3m for floor height and 3mx3m for a block). I want to give them an old and damaged style, so I have created a wall (plaster) texture and a couple of other textures with decals (bricks coming out of the wall). These decals textures have different size (from 1.5m to 6m) and shapes for more variation. I am wondering how would you managed to work with large size decals and modularity at the same time. Thank you again.
@lauch8844
@lauch8844 5 лет назад
great! A tutorial for the Trees would be cool too
@PolygonAcademy
@PolygonAcademy 5 лет назад
Lauch yup, ill definitely have a couple foliage focused episodes for this scene coming up :)
@themadbopper3166
@themadbopper3166 4 года назад
Please can you a tutorial on modular building. Your tutorials are extremely helpful thank you!
@trinumedia
@trinumedia 4 года назад
Just discovered you today, though they are long tutorials - they are gold. Thanks for sharing them and also.. thanks for the genuine attitude.
@PolygonAcademy
@PolygonAcademy 4 года назад
happy to hear you are enjoying them :) thanks for taking the time to watch, welcome to the channel!
@vinniciusrosa8284
@vinniciusrosa8284 4 года назад
Good old times of Rpg Maker. :D
@micflynn1
@micflynn1 4 года назад
Hi NEW here, I been looking for a long time for someone who show HOW to build a Scene and not just say "oh you need too block this out first......blah blah" I look forward to watching more of your videos TODAy prilly binge watch them, lol. I'll drop comments off as I go! Thanks and Lets see where it goes!
@PolygonAcademy
@PolygonAcademy 4 года назад
Cheers! I hope it gives you some new info, enjoy the series!
@viodvue2227
@viodvue2227 5 лет назад
Could you show and explain the unreal LOD system. How to use etc.?
@PolygonAcademy
@PolygonAcademy 5 лет назад
viod vue good idea! Ill put it on the list :)
@ogarga666
@ogarga666 5 лет назад
nice shirt
@PolygonAcademy
@PolygonAcademy 5 лет назад
Gabriel Garga haha thanks. Im a mass effect fan for sure :)
@mostafasamir9472
@mostafasamir9472 5 лет назад
This video helped me alot to think differently while building the moduls for my environment .you mentioned that you are a self-learner so is there any books you recommend me to read about level design and environment art ?.Really i'm so hungry to watch more videos from you .
@PolygonAcademy
@PolygonAcademy 5 лет назад
Mostafa Samir thanks man, that means a lot :) i dont know any books, i would just look on youtube for tutorials so you can actually see peoples process.when i was learning art i bought a few gnomon dvds and other tutorial videos, they were a great investment!
@sarveshshashank3317
@sarveshshashank3317 3 года назад
Hey Tim, thanks for sharing your workflow, I am really thankful for it. Just had a little question about those modular pieces, have you attaches them together in one mesh in max or they are in a group? Or if you have attached them then how will you apply different material lets say roof material for the roof and wood for the wood if they are in one single attached mesh? Will wait for your reply 😊 Thanks
@PolygonAcademy
@PolygonAcademy 3 года назад
yea they are all attached, you can apply multiple materials to a mesh with material ID's. easiest way is just to select the elements you want say a tiling wood on within the edit poly, then apply the material to that selection, and it should work fine.
@harrysanders818
@harrysanders818 5 лет назад
Hey Tim! First I'd like to say: Amazing videos! Invaluable output/input your putting together. Super enjoyable also. Thanks from the heart for the effort making all these! Instant sub and looking forward to watch all the rest! I have a question which bothers me quite a while, maybe you have some general guideline or advice: When planning for modular environments with big pieces: when is the actual moment where the piece gets too big and you won't be able to bake out a normal from a high poly anymore? Like lets say, I have a huge tree, maybe 15 meters high, and it should have about a certain texel density like lets say 512px/cm or 1024px per cm. But the texture would be huge and actually require a lot of res to get the enourmous size covered with enough density to carry the high res. Like 4k or multiple 4ks or so. Which obviously wouldn't be very efficient. That is, if you are able to cover a tree of that size in the first place, since it's unlikey when staying inside the 0-1 space , which is required for baking. I know such pieces commonly get scaled outside the 0-1 UV space and are textured with tiling textures in engine. Which makes perfect sense. But that wouldn't make it possiblee to bake a HP onto it for unique detail. So my question is: How and when do you decide that you can't use a high res sculpt for your assets anymore to bake them on a big sized object? And need to stick with tiling textures only? I assume working to go round about matching a certain consistent texel density across your assets is key to a succsesfull envirnoment. And I see that with large brick walls you can sculpt the individual bricks and group them together. However, for example, your wood pieces are rather long. How do you ensure they stay inside the 0-1 space ? Being non stretched or nearly non stretched and hit a certain texel desnsity? This always confuses me about environment design. As well as with the design of large Boss like characters. Because I think they do have a normalmap, too, right ? Mabye you could even do a video on this? Talking about texel density in general and maybe on the way cover this special topic or problematic? Would be a total blast! :D
@PolygonAcademy
@PolygonAcademy 5 лет назад
Harry Sanders one option that lots of people use for trees or rocks is to bake out a unique 0-1 normal at like 2k on uv channel 2, and then also tile detail maps on channel 1 to get the overall resolution sharp. Most games dont use 4k maps at all, they are too memory intensive. Even god of war mostly used 1k maps for the most part.
@PolygonAcademy
@PolygonAcademy 5 лет назад
Another option for like the boss character situation would be to use multiple maps and materials, like a 2k for the head and a 2k for the torso, and one for the legs etc. Also, thanks for the sub!
@harrysanders818
@harrysanders818 5 лет назад
@@PolygonAcademy Thanks a lot for the answers! That both makes sense and clears the uncertainties I had up for me. Really helpful.
@MoD-zf9lv
@MoD-zf9lv 5 лет назад
Thank you, really helpful video! I was wondering, when you finish your group of meshes (for example the brickwall), how do you export it? Do you merge all the elements in one? Also, do you make the uvs for the lightmaps or do you use the automatic one of ue4?
@PolygonAcademy
@PolygonAcademy 5 лет назад
I export the modular pieces and assembled the scene in unreal, for example a 2m or 4m wall section is one object. I just export as fbx and import it into unreal. same for the pieces that make up the house etc. For this scene I mostly used the auto generated lightmap uvs, unreal does a pretty good job of that.
@Kainkun
@Kainkun 5 лет назад
Thanks! I was kind of confused on how did you texturing. Are you planning on going more in-depth for texturing?
@PolygonAcademy
@PolygonAcademy 5 лет назад
Kainkun yea, ill go into it deeper in my next video i think :) basically just textured the little geo kits in substance painter and then duplicated the already textured objects around in max
@Kainkun
@Kainkun 5 лет назад
@@PolygonAcademy Awesome. Looking forward to the rest of the series :)
@madhavbharadwajchakkilala4674
@madhavbharadwajchakkilala4674 5 лет назад
Hey your techniques are new and i found them very useful but can you do a video on vertex painting
@PolygonAcademy
@PolygonAcademy 5 лет назад
yea, I will make one soon, I added the topic to my list :D
@dimidrolhalitovich5241
@dimidrolhalitovich5241 5 лет назад
is there any tutorials how to manage unreal scenes in the right way. I mean how to avoid rebuilding the scene after reimport some of the models especially if they have different count of sub elements? how to avoid memory leaks? for example in 3ds max there is instance cheker to save memory and time
@PolygonAcademy
@PolygonAcademy 5 лет назад
well static meshes are treated as instanced meshes by the editor by default so that saves memory and performance, but any time you change something and re-import chances are you are going to have to re-bake lighting, but you can set it up to bake at night while you sleep, having a few objects with non baked lighting shouldnt stop you from general world building and level design tasks :) also keeping the pivots of objects the same is super important once they are placed in the scene, otherwise when you re-import things will move based off the new pivot location. there are other things but that starts to get into the tech artist side of things, I just focus on making nice art haha.
@TrySomeCG
@TrySomeCG 5 лет назад
nice video....you could decrease amount of poly in your models because even with LOD there are too many poly...your workflow is very helpful, i work in blender there is a modifier called decimate what is does i basically reduce geometry without changing its shape im sure 3DS max have a modifier with same feature....should try it with your workflow and might be able to get more performance
@PolygonAcademy
@PolygonAcademy 5 лет назад
yea its pretty high poly but for a scene like this its fine, the LODs do their job agressively, on those walls, once the camera is more than 3m away it cuts the polycount in half. I used similar polycounts to this to the environments we are building at work and similar models we had on farcry 4. 3ds max has a pro-optimize modifier, sounds like a version of the decimate modifier :)
@BrandonCarter07
@BrandonCarter07 5 лет назад
First off, thank you so much for your videos! I can't express how big of an educational gold mine they have been for me, even after studying game art in college. I do have a question about modeling the walls though. If this was a castle wall with smaller stones and a bit of mortar, would you still model the rocks and just crash them through a wall with a tiling mortar texture? Or is there a better way to break up the silhouette? I really want that chunky feel but don't want to raise eyebrows with optimization.
@PolygonAcademy
@PolygonAcademy 5 лет назад
nah that would work perfectly. but I would keep the geo version for the bottom of the walls right near the players view and then transition to a tiling texture that looks similar further up depending on the walls. or make a tiling texture and have a small modular piece of a couple stones that you can crash through occasionally on top to break the flatness and still keep it optimized. :)
@StylexSai
@StylexSai 5 лет назад
Another great video! I have a question. You said you put the pivot point all in the same place. Where exactly did you put it? The center, bottom, bottom left or right?
@PolygonAcademy
@PolygonAcademy 5 лет назад
StylexSai i always put the pivots on the bottom corner, on a grid point, that way when you duplicate things its easier to snap them end to end, or rotate them like a hinge/door. Works well for fences where are duplicating and rotating. Pivot in the centre means you gotta move, rotate and then usually move it again to align meshes. Rotating from a corner fixes that ;) right or left doesnt matter but keep it consistent throughout the kit
@UE4SkyFexInfiniteMeuProjeto
@UE4SkyFexInfiniteMeuProjeto 3 месяца назад
I love this style Even because my project is entirely based on this
@jackfisher22
@jackfisher22 5 лет назад
Super curious about this Z Up shader, sounds like something I could use!
@PolygonAcademy
@PolygonAcademy 5 лет назад
big overview of the shader in this video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AQkdPoBXqis.html
@jackfisher22
@jackfisher22 5 лет назад
@@PolygonAcademy thank you so much!!!
@FelipeSotoM
@FelipeSotoM 5 лет назад
Hi Tim!, I have a question, trim sheet is the same thing that Atlas?... thanks for this videos, keep it up!
@PolygonAcademy
@PolygonAcademy 5 лет назад
A trim sheet is usually a collection of strips of detail that tiles horizontally, this is a great example from god of war: www.artstation.com/artwork/XZ2L0
@xroman_
@xroman_ 5 лет назад
Hi Tim! I also decided to go with polygonal roof instead of a tiling texture. But when I mirror it to create corner piece ( like at 7:42), my normal map (on the mirrored side) on the edges starts to look super weird because of the -1 x-axis scaling. Have you had similar problem?
@PolygonAcademy
@PolygonAcademy 5 лет назад
burningJoe yea mirroring can look wierd, especially in max which has terrible display when it comes to normal maps, I dont even plug in my normals in in max, just the albedo to see what i am working with. If its a problem in unreal or the end result game engine, you could break and flip those uvs, or try re-setting the xform, that can fix a lot of normal weirdness as well. In my case i just hid that mirror point with some geo over top 😂
@Sikik1313
@Sikik1313 5 лет назад
Once again cool video, where can we find that moss? it sounds like a awesome tool. Not all heroes wear capes!
@PolygonAcademy
@PolygonAcademy 5 лет назад
João Pereira its a shader my buddy is building, hes gonna release it publicly at some point i think, ill drop a link here when he does 👍
@ulsd
@ulsd 5 лет назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HDluA1f5gzw.html this one is pretty good
@gatlinfitzgerald3425
@gatlinfitzgerald3425 4 года назад
Hey dude, sick video! I had a question about Maya if you know. I know lattices can bend things like your roof tile, but that awesome corner piece - do you know a way to do that in Maya? Like the symmetry deformer you used? This would save me so much time. Anyway, I'm learning too much from your vids my dude. Thanks for that.
@PolygonAcademy
@PolygonAcademy 4 года назад
Its been a long time since i used maya, i know there for sure is a way to do it, maybe with the mirror tools or something? Wish i could be more of a help :/
@dhirajrathod505
@dhirajrathod505 4 года назад
can you also make a series on another workflow you go through on your day job? i had to ask this because i do wanna know it
@jso19801980
@jso19801980 4 года назад
if you have to tweak your models in 3dsmax/maya you have to reimport and reassign all the shaders?
@PolygonAcademy
@PolygonAcademy 4 года назад
Nope, you just rightclick and choose reimport on the mesh in the content browser and it should be fine unless you changed the material ids in max.
@PaburoVIII
@PaburoVIII Год назад
Hello! again sorry a quick question what brush did you use for the roof tiles? please :)
@PolygonAcademy
@PolygonAcademy Год назад
I think it was the trim smooth border brush for the edge detailing, similar to doing rocks :)
@PaburoVIII
@PaburoVIII Год назад
@@PolygonAcademy wow soo quick thank you so much I didnt kn own about that brush looks like a cuirous and usefulk brush thanks have a great day :D
@mr_black3758
@mr_black3758 4 года назад
Hi Tim, First of all thanks allot for this tutorial series! I've been working on my own environment and this is helping me learn the best practices! I have a question regarding the modular meshes you used to create your wood on your walls. You mentioned that these were created from a trim sheet, am I correct in assuming that you therefore followed the workflow of your trim sheet series and created one side and duplicated them around to create a whole mesh? Or are these using a unique UV map? If so, when you combine these meshes with the wall, are they sharing the same UV space? And how would you ensure the wall section has enough Texel density? Apologies for the bombardment! Many thanks!
@PolygonAcademy
@PolygonAcademy 4 года назад
No worries! Yup all the wood is a trim, the plaster is its own tiling material. Each modular piece has 2-3 material ids. Texel density is pretty uniform because i didnt scale the wood too much and was able to adjust the tiling of the wall plaster to be consistent
@mr_black3758
@mr_black3758 4 года назад
@@PolygonAcademy Thanks for the reply! Ah right I see, perfect. I'll have a go at using this method!
@capo-flow-atom993
@capo-flow-atom993 5 лет назад
Thank you so much for the insights! How much time did it take you to finish the whole scene, from beginning to end? I often feel anxious about my speed in creating 3d environments and would love to have a rough orientation/comparison.
@PolygonAcademy
@PolygonAcademy 5 лет назад
Capo-flow-atom about 2 months, 3-4 nights a week at 3-6 hours a night probably. Probably around 150-200 hours.
@PolygonAcademy
@PolygonAcademy 5 лет назад
If you are starting out dont focus on time/speed, focus on matching industry quality work. Speed just comes with time, i talk about that in my video on failure on the channel :)