@@jeronimocollares320 For other subjects the base is given through primary and secondary school... for 3D art you're starting out in university which is the problem
What a joy to watch a master generalist explaining / showing his specialized craft in a way that makes it look easy and understandable. Its still complex and far from easy. But there is so much amazing knowledge in this video for anyone that is working in a real or virtual movie set. Pretty impressive.🤘🏻
Dear J, apologies if you know this already, but the reason the skin looks glossy and you had to correct the roughness is because when importing a texture with combined AO, Roughness and Metallic, (or any other greyscale texture used as a mask) you need to double click it (to open it) and change the compression type to "Masks" otherwise it is interpreted as sRGB values. I hope it helps.
I started last night for the first time working in unreal. Quite a learning curve, but your video has made it so much easier understanding the setup for textures especially skin! Thanks J
You're a life saver Jay, thanks so much for this. I've been avoiding getting into unreal with my personal art because digging around on the internet for info is so annoying. Getting it all here in one place is exactly what I needed. One thing I figured out which I'm not sure if you did was you need to always check your texture import settings. My roughness map wasn't working properly for instance and maybe the mip mapping makes stuff lower res? So its important to turn off srgb on black white textures and turn mipping off. Anyway, this helped so much, and the hair looks so good (especially compared to marmoset) it blows my mind. Cheers!
Unreal looked always so complicated for me, with graph materials and nodes, but you just made it so easy to handle... Thanks to you, i took the step up and enjoyed it ! Still so much to improve on my workflow but so excited that you share so much knowledge. It's the gift of masters to show difficult things looks easy :)
@@artofjhill Yeah you were able to do the same with the linking bump map and other textures for SS and all that good stuff just like the way its done there with the boxes and the linking and the lines and stuff not much had changed since so its nice to be able to be able to almost jump right in and know half of what u are doing for an OG like me
Thanks for this video! Especially for talking about how to implement a cavity map, I was attempting that exact thing last week but couldn't work out how to pipe it in it correctly.
Hey J! thanks for this aweseom video! just a small tip for the textures make sure you set all you packed textures(Specular, Roughness, Metallic, every grayscaled image..) to sRGB off. then you got a linear gradient curve. This way you can tune you textures in SP and in unreal the roughness will look like you would expect it, and you don't need re-adjusted the values to much onle the fine-tuning..
Thank you so much J hill. I was waiting for this process. Unreal Engine is so difficult. But you tell it all. This video has a really high level of value. I really respect you !
Thanks for the great tutorial, useful information and nice editing. unlike many other tutorials, yours are so fun to watch and packed with great tips and info.
I am not as cool as the author of the video, so I am very curious about Micro Normals. How exactly is this map created? I couldn't find any more detailed information, so I'm asking here :) And I want to thank the author for such cool videos!
Hey its really informative. i am making a cat so i need a fur shader for unreal engine. Do you have a fur shader tutorial or any downloadable material suggestion?
what was the reason to use combined texture in RGB when we can just export them out as normal and base.... then put them into respective mettalic/roughness and AO 21:39
don't have to do it. Done in productions because you can back 3 or 4 black and white textures into a single rgb texture. it's more efficient and less files to manage too.
Does someone find the Base color for eye into M_Eye_Refractive? I have no this line. So i couldn't change eye color( Thanks for the great tutorial! Lots of important steps
They changed the eye material shortly after I made this. either get the older project or change the color back to a texture parameter in the materials graph. gl!
J. do you have any tips to do make ups like yours? I've been googling it for a while, but I have found nothing. By the way, amazing video and content as always!
This demo is there unedited and I have another video discussing the bake process a bit. Also documentation on that is good. I'm sure you can figure it out. it's super useful
Hey! You have cool hairstyle. The video is already 4 months old, but I couldn’t not write about it. I will use your hairstyle as a reference one day :D
yeah, neither do i. i have the updated metahuman demo and it does not have irisBaseColor parameter to change. it must be in one of the RGB channels of the iris masks, but still does not have a clear color to change. would you happen to know how to change the eye color without that specific parameter?
When u render this out i want to do few things 1) i dont want any objects in the behind or the floor to be rendered, 2) i want to add a green screen background (yours is currently black) so i can key it later.. Thanks in advance
@@artofjhill The reason why I asked is because I noticed a trend that way. When I import, I generally have it make the new material and use it as a launching point. Usually I only have a problem with the normals. I end up keeping most of it.
This tutorial, much like the others in your amazing catalogue, is simply fantastic and insightful. I always walk away with knowledge that puts me two steps forward. I do have a question however about rendering groom, as I have hit a major roadblock that's been stumping me for a while now. I have a groom asset that is bound to a geometry cache, and whenever the geometry cache plays, the groom appears very noisy and jittery. When the groom sits still it looks perfectly fine, but once it starts moving, the issue rears its ugly head once more. I am using a metahuman shader on the groom, so I don't believe that to be my issue. Is there some fundamental attribute that I may be neglecting in regards to my asset? I must admit, I am quite the novice when it comes to groom, so superficial elements may be going over my head. Thank you so much for the professional tutorials, you have been an indispensable asset in my and many others unreal/CG journeys!
Bro If you have time, I have a few questions I want to start learning how to make 3D animation for movies I wanted to ask you about the steps of making a character from the first step to the last step Should I make a model first or the model's anatomy skeleton?
On export, my renders always come out washed out/desaturated. Also, I have to manually compensate some exposure settings on the camera as the exposure doesn't match the viewport on render. Is there a way to make sure the renders are a bit closer to the viewport? Particularly colors?
Hmm they should be. Sounds like the color space transform is turned off but idk why that would be, you have to edit that in the MRQ settings. Use png too. Other than that, I’m not sure. U can try our discord
Hi J,Hope You Doing great? Since i live in sri lanka(asian country) i cannot buy your exclusive videos..that option not showing in youtube,is there any way to purchase?