Good stuff. Don't forget to show when stuff doesn't quite work out as hoped and how you went about fixing it. You mentioned an issue about where the wall connected to the floor for instance? Look forward to the series. Very enjoyable, solid format.
This is really good stuff dude! Nice workflow. Love to see this as an actual house. I'm a sucker for Brutalist architecture. Also, I noticed you have locomotion and a physics based body. Is there a chance you'd provide a tutorial to achieve something like this? Subscribed btw!
you could use the presets to navigate your scenes! The FPS and VR one are pretty good, it's fairly easy to setup smooth locomotion to the VR one as well.
First of all, I want to say that you provide high quality content: good editing and sound. It comes as a surprise that you do not yet got a bigger audience but I'm certain that will come with time. I am an aspiring 3D environment artist and I came to your series because I am gathering references for my next sci-fi project. I am also a Max user and I love the way you create the modular pieces and the one thing that blew me away was the texturing and baking part in Substance for the dirt because the way I handled this in my last project was to create tileable materials in Mixer and making sure I have a 512px per square meter with 1024k maps and the I vertex painted the material that had dirt information in it. How do you keep the texel ratio in check when using this workflow? If I understood correctly you use 3 UV channels: lightmap, the baked dirt and detail and the third one is the tileable material. I am not yet sure how to do that yet but I will totally try because as you said is hard to vertex paint surfaces and in the same time to keep a low poly count. I will totally watch the rest of the series before going on with the question because I'm certain you answer a lot of them through the process. PS Great architectural ideas, I love the design of this house even in this first iteration and I would totally see myself living in such a place. I got a lot of value and inspiration by just watching this first video.
Hi Andrei, thank you very much for your comment! My work is relatively niche, so I'd guess I'll grow slowly - however I'm sure I'll get there eventually :) In answer to your question, the third UV channel, where I map the dirt, doesn't have the same texel density as the properly mapped textures. Instead, I treat them more like a mask, and blend them on top of the textures. That avoids blurring, and adds variation to the base color and roughness values of the main textures, rather than add too much extra texture information. If you look very closely, you might notice some blurring on the leaks and streaks, but its far less than if you'd used Vertex painting, and as a solution, quite a lot cheaper than decals (so great for VR!). So as a summary: UV Channel 0: Properly Texel Scaled textures. UV Channel 1: Lightmaps UV Channel 2: Dirt mapping - similar to light maps, but I'd typically share one dirt map between several different meshes. And thank you for your comment on my Architectural ideas - that was my degree at University. I designed this house for a real-life hill, because I also wanted to build a house like this one day :) Best of luck with your Sci Fi Project! A
@@AlistairHume Thank you very much for your answer! Yes, VR is still a niche subject but I totally see this trend becoming very popular in the near future. It's simply a great way to express emotion and to get your story told and to create immersion like nothing else. Although I do not own a VR set myself and my experience with it is very brief I can't wait to be able to afford one. I will keep in mind your workflow and I will try to replicate it. Thank you again.
Sorry I am a bit confused as to why you imported the house into UE piece by piece rather than bringing it all together at once? Great video by the way!
Hi - good question! I had built all the wall pieces to be modular, so that I could assemble them into different layouts, or add & change parts, as I went. For the interior, the floor wasn't modular, as I had custom dirt baked onto it, but that wasn't too much extra trouble. It also meant that if I need to make changes to a model - e.g. a wall, then I'd only need to make the change once, and all instances of that model would change quickly :)
The architecture is great. I want to learn how to build place like this. Your project is great. From where I can learn UE5 ? Recommend me some place (online) if it's possible or some youtube chanel.
Hey quick question. I have a game that I love and it’s dead now. So is there anyway I can copy my game and use it on unreal engine so I can have my own game?
I use 3DS Max to model the house - it is pretty excellent for modular design, but Blender would also work well. I use Substance Designer and Painter for my textures - some are custom, some are tiled. Then obviously its Unreal for the final scene creation :)
This looks really good man!! But I wonder how did you get the VR body. And that the fingers also work with the valve index. I have tried it many times to make it myself but it did not realy work. Idk of you can send the file of the character for vr with te blue prints. but that would be awesome.
well done bro just made animated film "operation swift retort" film last year it's now on few media channels too. working on new animated film too in Unreal Engine m
Am I the only one struggling with creating good looking places? I can model in blender, I use substance painter etc. but in the end it doesn't look good. When you don't have any story to tell it doesn't "matter" I guess.