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Gordon Vart
United States
เข้าร่วมเมื่อ 31 พ.ค. 2017
Hi, I'm Gordon. I'm a 3D game enthusiast who is interested in programming, 3D modeling, and animation. I primarily focus on Unreal Engine, Blender, Quixel Megascans, C++/C#, and Substance Painter.
Basic Mechanical Animation - Blender to Unreal
Blender Unreal Engine bones rig animation simple tutorial scaling issue small animations fbx importing into unreal pose mode skeleton easy Unreal Engine 5
มุมมอง: 5 936
วีดีโอ
Spline Generator Tutorial
มุมมอง 4542 ปีที่แล้ว
github.com/gordon-vart/unreal source\SplineGenerator.[h|cpp] Music by CO.AG Time to leave Earth th-cam.com/video/cJi3osAOvS0/w-d-xo.html spline, segment, unreal engine, ue4, ue5, blender, sharp seam, material
Using Vertex Groups in Geometry Nodes
มุมมอง 23K2 ปีที่แล้ว
euler align axis, blender, rotate, sphere, cylinder, vertex normal, align euler to vector
Lovecraftian Tentacles Revisited
มุมมอง 3402 ปีที่แล้ว
Using Blender to create Lovecraftian tentacles. 0:00 Intro 0:20 Body Sculpting 3:16 Tentacle Particle System 7:11 Wind and Turbulence 13:45 Materials 20:00 Long Hairs and Fur 23:40 Compositing 23:58 Render Settings and HDRI 24:35 More Compositing 26:35 HDRI 28:50 Camera Tracking 29:16 Final Adjustments and Conclusion HDRIpolyhaven.com/ hdr, wind force, turbulence, locked track, track to, camera
Blender Addon SendToUnreal is a Huge Time Saver
มุมมอง 3213 ปีที่แล้ว
Epic page for new Blender addons. www.unrealengine.com/en-US/blog/download-our-new-blender-addons Follow these instructions to get the latest addons. www.unrealengine.com/en-US/ue4-on-github
TESmart Dual HDMI 4x2 Dual Monitor KVM Switch Review
มุมมอง 1.2K3 ปีที่แล้ว
Reviewing the TESmart Dual HDMI 4x2 Dual Monitor KVM Switch 2 Port Updated 4K @ 60Hz, Support HDCP 2.2
Hexagon Dawn | Concept Demo
มุมมอง 693 ปีที่แล้ว
Thanks to Stefeliga Flavius for tutorial. th-cam.com/video/NGV5GDMz6oA/w-d-xo.html
Cinematic Ping Pong Demo UE4 Movie Render
มุมมอง 543 ปีที่แล้ว
Cinematic Ping Pong Demo UE4 Movie Render
Blender Molecular Add-on - Linking
มุมมอง 1253 ปีที่แล้ว
Blender molecular particles add-on streaming particle interaction collision tension friction fluid water
Blender Molecular Add-on
มุมมอง 3673 ปีที่แล้ว
Download blender-addons.org/molecular-script-addon/ Blender molecular particles add-on streaming particle interaction collision
MetaHuman Creator is EYE POPPING! The future holds ...?
มุมมอง 933 ปีที่แล้ว
MetaHuman Creator is EYE POPPING! The future holds ...?
How to Create Blender Animation for Unreal
มุมมอง 31K3 ปีที่แล้ว
How to Create Blender Animation for Unreal
UE4 Spawn Actor C++ (Radius Spawner) 1080p
มุมมอง 5803 ปีที่แล้ว
UE4 Spawn Actor C (Radius Spawner) 1080p
Niagara Skeletal Mesh, Module Scripts, and Materials
มุมมอง 2.3K3 ปีที่แล้ว
Niagara Skeletal Mesh, Module Scripts, and Materials
Thank you for tutor you save my life😊
Man you need the overlay to show the shortcuts, I was wasting 10 min to look up how to bring the menu at 11:27 it's K btw
Incredible thank you so much! Love it :)
hey, very nice tutorial on fractal. would you share the default values you used for the variables?
thanks bro
You cannot call the vertex Group via a Boolean if you want to use it in another geometric node. Can you ?
Of all the videos ive watched on this subject, this one was the most helpful. You kept it simple which is what we need sometimes to get started. Thanks a million for this!!
thx!
Great video, man! I would like to confirm that this will still work for 5.3
This is an excellent video. I'm not very familiar with unix/linux commands and found this most useful! One tip for other n88bies using windows command line, is that when you are in VIM editing the sshd_config, to save and exit press the <esc> key then very quickly type : Once the colon has been typed you can then choose your VIM command. To save and exit it is :wq to exit without saving it is :q!
A note in case anyone has trouble using this with a Kensington Expert Mouse and a Mac. The pointer will move around but mouse clicks won't be registered. Here are the specifics I asked GPT-4: "I have problem with my Kensington Expert mouse. When used on a Mac M1 Max running Sonoma 14.3.1, the mouse pointer will move around, but no mouse clicks are registered. The problem only exhibits when the Expert mouse is connected through a CKL 4 Port KVM Switch Dual Monitor DisplayPort, and only on a Mac. When I switch the KVM to a Linux box or a Windows box, the Expert mouse works fine. When I connect the Expert mouse cable directly to the Mac, it works fine. I have upgraded KensingtonWorks twice over the last year and it did not fix the problem. I have also upgraded the OS twice without the problem going away. " While GPT-4's advice was useless, this workaround fixed it for me: I connected a cheap passive 4 port USB 2.0 hub to the USB 2.0 hub connector on the front and connected the mouse input directly to that. It worked like a charm. This might help with any other USB 2.0 mouse having similar issues.
Thanks man, the terminal has a very small font, I'm very old and my vision is very bad!
Tried this on 5.4.2. I was able to change the agent radius directly from the RecastNavMesh, without going into project settings. Solved this issue for me. Edit: The RecastNavMesh resets to default settings when restarting the engine, even on 5.4.2. The solution in the video is the only way to keep the changes as far as I am aware.
The thing about this is the RecastNavMesh tends to reset to it's default settings upon loading up the engine/level again, so I would check on it again, cause chances are it reset. So setting that up in the world settings creates an override that it goes back to. Granted it may be fixed on something as recent as 5.4.2 (currently working on 5.1 so can't test it without a lot of downloading), but worth double checking.
@@reede140 Just checked, you are correct. It reset when restarting the engine. I'll edit my first comment now.
I’m using this for the sun in my game which is a very large object the issue I’m having is it doesn’t show up in game
need more context. not showing up how?
@@GordonVart it just doesn’t show up. The tessellations I mean. They show in the preview, but in game the sun is static.
@@PotatosAreTheMostVersitleFood I would check to make sure that the mesh that you are using in the game is the high poly version. Now that I'm thinking about it, I wonder if nanite has something to do with it? Maybe reducing the poly's on the object because it is far away?
same symptoms, NOT negative scale. Normals facing outside. Symptoms include invisible normals
your in the matrix now, boi
I love you!!!
Thank you! Did you apply Scale and Location?
yes, i think
truly, the most useless video ihave ever seen.
cg... HOW?
cg how-
Still works in UE5.4 Thx!
yepp helpful! even in 5.4
You, sir, are a life saver! Still works for UE5 if anybody is wondering!
Thanks mate. I would never think of it. Your video saved me a lot of time! Deserved like
Just thank you
thanks a lot for this, deadline is around the corner and this is just what i needed for a ghost, lol. may you have a wonderful day!
very cool. im working on learning this process now.
Savior thank you, been stuck in this for 2 days straight
wonderful tutorial, thanks❤
tks so much
You save my life ❤❤❤
Sou Brasileiro e tenho o mesmo problema aqui, muito obrigado amigo por suas dicas.
I came across this method by myself but noticed that the spread is incredibly biased towards the center of the cone, which is a problem in my project because I want an even spread do you happen to have come across a fix for this?
Man, I Was almost give up! thank you now I can build my assets in Blender to Unreal!
Thank you so much Gordon! I'm still inexperienced in Blender, and a complete to noob to UE. I was stuck rigging a unique character model and I was going crazy with automatic weights, weight painting, and still couldn't achieve my desired result for the armature. This is the only tutorial/video/post/anything that I have come across that mentioned parenting with empty groups, and it's exactly what I needed! Thank you again Gordon!
glad it helped. good luck!
great video, helped me put dust in my level thanks! (using unreal 5.3 in case anyone is wondering)
Could you please help me to understand how to stop animation in precise pose, like open top part and stop it, dont close back
Thank you very much. Thanks to you, I was able to solve a problem that I used to be really stressed about.
When i export to unreal thr animation still snaps, any way you can help?
snaps how? I would check the number of frames in your animation in blender and the number of frames in unreal
a rare high level niagara tutorial. Nice.
Push Down pushes the animated track onto the NLA Editor as a strip.
Solved it for me!!! thank you, it was all about the negative scale!
I've been trying to replicate this for my game. The problem is that there is a line in one place that basically cuts the sphere in half on the north side and disconnects the vertices. There is also visible disconnect in the top and bottom parts of the sphere. I have also tried using a higher poly sphere (so high you can barely see the individual faces) but it didnt change anything. Using a lower poly one fixed it but there were noticeable jumps and the sphere was very jagged. This displacement works fine on cubes though. Is it because of the noise texture or is there something other that might impact it?
Is there surface collision and interaction?
i am not sure
im trying to texture a rope in unreal that i made in blender the lines in my texture are going the wrong way making it look striped rather than like rope lol
lol
Thanks,very useful
if its procedural how are you determining values based on a diagram of a fixed map? how do the doorways know to make hallways? how do they know that rooms to pull from the array?
thanks a lot! what a relief to find out how easy this problem is to fix
Great work gordon! Enjoyable to watch and learn! =)
I can't believe unreal doesn't have a flip normal normals button.
Thanks very much !!! I wasn't understand with my model was right loaded in an FBX viewer on internet and not in Unreal. A part of mesh was appera with inverse normal. Thanks to you.