RU-vid really lacks this kind of overall workflow. Usually, tutorials are focusing on one specific technique in one or two software but never explains how to think when building an environment. As a self-taught artist, I can say that it's super hard to find this kind of professional level workflow. But I think as a lot of people said here that more in-depth explanations would be better. I really hope you will make more series like this one for other themes. I trust you Quixel!
but anyone advance enough to understand what was said in this video would already have known the workflow.... like make a combined UV - bake normals and add procedural dirt, moss and stuff. This is way out of leagues for those who got baited thinking this would be an actual walkthrough.
THIS IS NOT A TUTORIAL!! I mean I am very happy to test the files and look around but this takes starters to mid lever users out of the map to really learn something. Thanks for the show off ...
Not every tutorial needs to be aimed at complete beginners. This is really helpful. If every Unreal Video assumes you knowing nothing and explains every single click, what are you going to watch once you got past the basics?
Really amazing stuff. Would LOVE to see more in-depth tutorials. Like how the material functions worked, slower speed on how you used geometry editing, etc. I know there are other tutorials that touch on this, but they never quite hit the mark IMO
Hello, I'm a twelve year old girl and I'm starting to develop games, I'm from Brazil and I have a big dream to become a game developer. I have already written a large part of a book about dragons from the medieval era and your tutorials are helping me a lot, I take a course on unreal, but your channel is concluding my training as a developer I hope one day I can finish my game and my book and say that it was with this channel I started, thank you very much... Please continue with this perfect channel
I love the Megascans assets, that said I'm from an Elder Scrolls Witcher 3 RPG style game and really feel a need to be able to enter buildings and also toggle between first and third person. I find so many scans are single sideed and thus making it hard if not impossible to do structures with interiors. does your asset building process allow this to be over come?, a wee detailed step by step of making one of you sodd or wooden homes with a thatch or plank roof would be nice. for example would you ever merge meshs to make a single mesh?
The amount of thought and technical expertise that goes into creating something like this is just amazing. I so wish I knew all these techniques and workflows. We have definately reached a point where you need to be very well rounded in a number of softwares to create at this INSANE level. Imagine when/if you can do all this in engine.... Understanding that texturing pipeline seems like a great challenge in itself, pretty overwhelming.
Using a "building level" for houses etc is such a good workflow. Doing it directly in a main map isn't versatile enough for changes. Doing it directly in Blueprint is too tedious since that interface is much less productive for assembling things. Using a a builder level and then "Create blueprint from selected actors" 👌
No doubt, this is gorgeous and extremely impressive, but calling it a tutorial is a complete lie. There is no chance I could use this series and this series alone to make something even close to this. Which is what a tutorial should be. We need details. Step by step, if you're gonna call this a tutorial.
I think a step by step on the scale you are talking about is a massive time dedication that I dont think they have. I can say with certainty that this is still useful but not when it comes to actually modeling. This tutorial is more for laying out how it will be used in engine and they just show the power of ue4 capabilities mixed with smart techniques. I think its still a good video even if I cannot replicate everything due to budget constraints 😁
Techincally this isnt meant to be a step by step tutorial hence why he links the walkthroughs in the description below. This is more of a step by step overviewof how he created the project.
Ok, I was hoping to follow along, but you somewhat lost me when you started hopping out of UV5 (and into "mystery DCC") to add moss, dirt, etc. This over view is amazing, but where can I (a normal guy) go to learn this next level environment art magic?
The program he uses to add the second uv channel is RizomUV. Not sure what he's using to create the ambient occlusion, convexity, concavity, etc though. The uv work and creating the RGB masks in Quixel Mixer is 70% of the work covered in this video, but he just glosses over it in ten seconds.
6:14 I don't know so much about optimizing 3d models for videogames, but to me this looks like so heavy in terms of polygons. Isn't it? a rectangle like this would have just 1 polygon for one side, maybe 3 to make it a bit curved. I supose those are scaned and decimated model, it looks good but I am not sure if this would work good in a dense city with many of those in the frame at the same time, and with other multiple decimated objects.
I agree with other comments here that an actual tutorial would be amazing for this process. This is a great overview, and it's exciting to see what's possible, but this doesn't really walk you through the steps to actually do this.
level looks great & works fine as its own project but after i merged it into my als project and load the level everything is black ? even after rebuilding lights ?
These houses look so juicy. I love how faithfully to the historic ground truth you constructed them. Leaving aside the fact that the whole project looks mindblowing, I also love the overall workflow. Modeling toolset ftw! This is it. Thanks for sharing all this, Jakob!
Omg 😳 After building a structure out of assets, is there a way to get say just the ambient occlusion data straight in UE for that complete structure to use for texture blending? So kind of a simplistic version of what is shown here. That would already let you blend some dirt or moss etc on the corners/crevices and in combination with some vertex paint and/or decals you could customize your own structures pretty nicely without ever needing to leave UE. And perhaps with skills of a mere mortal man😅 I can see how it is worth it to take the long route though, mindblowing control straight inside UE!
I think I see the reason why there isnt much hand holding in this series. The "In-Engine" premise means that you should consult Unreal Tutorials, not Quixel tutorials. Just use Unreal traditionally with the new features and add in Quixel to your workflow. Thanks @Quixel for this tutorial series and all of your amazing assets. We are hungry for more!!!!!
I was a little po'd that the 'tutorials' were so glossed over. But... that was before I downloaded the scene from UE Marketplace! Watch this series again with the scene open! There's soooo much there, and it has helpful creator tags ALL THE WAY THROUGH!! If you are not too beginner, but are HUNGRY for proper flows, download it, open it, play with it, IT'S ALL GOOD!!!!....
people expects a "click-here and drop-here" kind of tutorial, they dont want to do the extra-job for the rest, this is a mix between a high/middle level overview with bridge+UE4, yet, is well explained, so "now the ball is on your side...".
Look very nice. But tell me please - how are you going to bake the lightmaps in UE? The UV's of your composite structure still overlap and the light map will have black spots because of this, will it not?
I have finally found the tutorial that I have been looking for YEARS! Jacob thank you so much for showing us this amazing workflow! You are a real legend ❤️❤️❤️
Have to say, hugely disappointed in this 'tutorial' series. There is no tutorial, just a lot of "I did this" and a LOT of prior knowledge is assumed. Everything is done at a mile a minute. I'm more than happy to watch a 30 minute video on a small part of this, so long as it guides me through each step in the process and lets me follow along. I'm less happy with 5-15 minute snips which explain very little and which I have no hope of following. My search for a really good beginner-level tutorial series continues.
I think I have the same problem. When I’m closer the object bend and when I zoom out it return to the initial shape. Maybe we must do something before using space deform.
Do you have shortcuts to easily grab, rotate, or scale like in blender, or you have to spam the space bar and use a things some call a mouse to drag old widgets of the death ?
Ok, but this is just to avoir spamming spacebar, but you still have to use the widget of the dead. Is there a way to have WER to like... Grab Scale and Rotate directly (and that i can change to GRS ^^)
First: Great video! Second: What's the proper workflow for space deform? Place your megascans, convert them to static mesh, than apply the deform? And how to manage the LODs that come with megascans? Disable them and redo LODs once the final asset is a single static mesh?
Ok, so even thou i dont buy the story that newly released 4.26 impovements perfectly is the solution to your problem. BUT this is amazing ue4 has already has a vast library and now you have the option to manipulate them to your needs this opens up limitless posibilities. Love the video great job and amazing final product as always.👍
I have a lot of premade 3D environments that I want to import into Unreal Engine, many of them being interiors. Does Unreal recognize lights from imported FBX scenes? Or should all lighting be built inside Unreal? I'm also wondering if there are tutorials for rendering out videos of walkthroughs of the environments built inside Unreal Engine.
@@Super-id7bq I know where thet are just need tutorials on how to use the to save wasting making screws trying stuff out to figuer out how they are spose to works as aposed to using them wrong