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Thiago Klafke
เข้าร่วมเมื่อ 26 มิ.ย. 2006
Hello there! My name is Thiago, and I have been a game developer for over 20 years, working on titles such as Overwatch, Starcraft II, Heroes of the Storm, Insurgency, among others. I'm passionate about creating immersive virtual worlds that transport users to other places.
Here in this channel, you will find valuable resources to help you take your environment art to the highest level.
www.thiagoklafke.com
thiagoklafke.gumroad.com/
Here in this channel, you will find valuable resources to help you take your environment art to the highest level.
www.thiagoklafke.com
thiagoklafke.gumroad.com/
Wandering in a 3D Spanish Town (Unity Environment)
Download: minos.itch.io/spanish-town
Artstation: www.artstation.com/artwork/VJ5bLb
Copyright Thiago Klafke
Artstation: www.artstation.com/artwork/VJ5bLb
Copyright Thiago Klafke
มุมมอง: 2 310
วีดีโอ
FULL Tutorial: Making Parallax Windows | Texturing Secrets #05
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In this video, I show how to make a parallax window material from scratch. I started by creating a material in Substance Designer, and finish it in Unreal Engine, showing how to use DepthOffset to fake depth. This is a great and cheap techniques to simulate interiors and materials with depth (for example, lamps, electronic billboards, etc...). I also show how to do it in Unity, and the process ...
How to use exposure volumes for realistic lighting | Unity Environment Art
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Learn how to expose different areas to achieve realistic lighting in #unity3d. URP unfortunately doesn't include eye adaptation, so to fake a more extended HDR range, one can use Post Process volumes to expose different areas differently. #madewithunity #urp #postprocessing #lighting #realisticlighting 🔮 ENVIRONMENT ART MASTERY 🎥 👉 Get Environment Art Mastery: environmentartmastery.com/ 👉 Downl...
How to use Reflection Probes well | Unity Environment Art (URP & HDRP)
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How to place Reflection Probes in Unity URP & HDRP. Reflection probes are a tried and true technique to achieve convincing and performant reflection, without the usual visual glitches one gets with Screen Space Reflections or Lumen Reflections (In Unreal). Placing reflection probes is not a science, but there are some nuances to keep in mind. Placing good reflections will make your 3d environme...
Creating lighting scenarios for my exploration game! | Unity Game Devlog
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In this video, I show the latest progress on the framework for my exploration game using the #unityengine. I demonstrate a lighting scenario system I created to handle multiple lighting conditions on the map. I also show how I randomized the cloud cover to get extra variation and the current status of the interaction system for the game. Lots of progress since last time, I hope you enjoy this! ...
Creating a framework for my INDIE game! | Unity Game Dev Log
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Contrary to popular belief, you can't just hook up some visual scripting nodes ad-hoc to make a game. In this video I talk about my approach to developing a framework for my indie game, using the Spanish Town environment as a starting point. A framework is how a game operates and it informs how a game is developed. It handles player input, saving and loading of data, changing levels, handling o...
Making a Versatile Shader for Environment Art | Texturing Secrets #04
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In this video, I break down how to create the versatile Architecture/Environment shader that I use for 95% of my environments. This efficient shader features a 2-layer heightmap blend and overlay, with toggles to make these features optional, and the shader as performance efficient as possible. The workflow is the same in Unity and Unreal, with only a few nodes with slightly different names. I'...
XTadium | Meta Quest 2 Environment Art Showcase
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Environments created for the XTadium Meta Quest 2 app by Yerba Buena VR. YBVR contracted me to create a main hub, a sports room, and a video room for their 180/360 degree live sports app. When I took this job, I was a bit arrogant and thought I wouldn't need a concept artist. But the truth was that making something for the Quest 2 AND Unity turned out to be much harder than I anticipated, comin...
How I converted my 3D Environment from UNREAL to UNITY
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I go over what it was like to convert my Unreal project to Unity, the difficulties I faced, and some tips and tricks on how to work with both engines. This would have been impossible without Ciprian Stanciu's Unreal to Unity tool: assetstore.unity.com/publishers/26243 🔮 ENVIRONMENT ART MASTERY 🎥 Download Free Environment Art Mastery Sample thiagoklafke.gumroad.com/l/spanishtownsample Get Enviro...
NEO.Tokyo 21XX [Cyberpunk Unreal 5 Environment]
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🇺🇸 "Neo Tokyo, year 21xx. Most individuals live in corporate skyscrapers, their basic needs cared for by automation, their minds permanently tuned into a fake digital reality. The old world was abandoned, deemed unfit to live by the WEF world government. However, the old streets are not completely abandoned... the human spirit still persists." Unreal5 Environment created for the Artstation NeoT...
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You can become a complete environment artist by learning the entire workflow of 3D level art creation! One year ago I released Environment Art Mastery, a complete guide to environment art. In this video, I review the previous year and demonstrate the results achieved by members of all skill levels and walks of life. What these works all have in common is variety: each of these talented individu...
𝙉𝙚𝙤 𝙏𝙤𝙠𝙮𝙤 | ep 01 | #Unrealengine5 Environment Dev Log | #artstation Challenge
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Dev log number 01 for my entry for the Artstation challenge Neo Tokyo. In this episode, I talk about my idea, how I came up with it, and share some photos that I took while in Tokyo. Link to my entry: www.artstation.com/challenges/neo-tokyo/categories/185/submissions/83425 🎥 Environment Art Mastery 🎥 If you enjoy this content, make sure to check out my complete environment art course, where I s...
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At a time when most mainstream movies feel soulless, a movie like "The Quiet Girl" shows the art of cinema is alive and thriving. The movie is done beautifully from every aspect and I highly recommend you give it a watch. In this presentation, I demonstrate techniques and lighting tricks the cinematographers used to light the environments and create emotions and sensations. My intention is that...
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Love you man! Thanks for such interesting video.
Thiago, thank you for sharing your knowledge and advice! It's truly inspiring! this channel is incredibly helpful. Thank you so much! obrigado!
Hi, can you guide me on how to open it. highly appreciated. Thankyou
Hey Thiago, I've had my eye on this course for a little bit and it seems incredible! Thank you so much for putting your knowledge out there for others to learn. I recently graduated university with a basic degree in Digital Arts. I've been working in 3D for most of college and while I learned a lot, I feel like I didn't get the knowledge or learn the workflows from industry professionals to really elevate my craft. I have loved working on environments in Unreal so I think this would be a great course for me. However, my end goal in the industry is to get a job in Tech Art. I know a lot of Environment Artists switch over to tech art, so as someone who is looking to eventually get into the field, do you think I would find this course useful? I know you aren't teaching tech art specific skills in this course, but learning the workflows of an environment artist and applying other tech art principles (tools, shaders, etc.) I think could be extremely useful. Let me know what you think :)
@@craigjohndesign hey Craig, congrats on your recent graduation! That’s an interesting question. I don’t dive super deep into tech art related subjects, but there are valuable videos on workflows and optimization. The value the course can provide to you is a deep understanding of an industry level environment art workflow. Each studio will work in a different way, but some aspects of env art creation are somewhat universal. As a tech artist who focuses on tech art for environments, you will be miles ahead of the competition if you know the process well. The best env technical artists are usually those who were env artists before, if you understand the process you will understand the typical pain points and will be better able to serve the env art team. Hope that helps and best luck with your career! Cheers
@@TKEnvironments Thanks for the response! Definitely seems worthwhile for me, then. Looking forward to working through it!!
This is amazing and inspiring , thank you
super interessante... ! sorrisos desde o Rio
does anyone know similar tool in 3ds max ?
Hello, Thiago When I went to gumroad, the master edition was blocked, can I know why?
@@김하늘-m2d1i hello! I’m currently not taking new members. Not sure if and when I will open new slots as I want to focus on the members already in the server. Cheers!
Hey thiago im from 2024 . Thank you :)
Quero ser como você quando eu crescer
I remembered the counter strike maps I made myself, all of them were for jailbreak mode, my first map had a sizing problem, but I loved it, and my last map, if I remember correctly, I made it for a server for a price of 100 dollars. ah good days.....
Can it be called in variant manager?
Try it and find out :)
I don’t understand. Unreal’s “lighting scenarios” works out of the box. With a few clicks I can setup different lighting for different time of day. Aren’t there options like this in Unity? Do you really need to create your lighting scenario script each time?
The script I made does a few things more than just switching a sublevel on and off. It plays a transition screen, and also rebakes all the reflection probes (which btw is impossible to do in Unreal in runtime). To switch the lighting scenarios in Unreal you will also have to use some blueprints right? If you are playing a transition screen, you will want to disable the player movement during the cutscene for example.
nice job bro
So as far as i understand, i put a base texture on the model (Pretty much a grained wall and wall plaster on the bottom part). Instead of adding the details and wear directly into the texture we use decals to make it look random and weathered? Is this the most performance optimized way?
Thank you for sharing this!! it was very much needed😊😊
it looks muddy in Unreal Cuz they have TSR Upscaling on by default, unity dont have any post processing stuff by default
Looking good bro
Hey Im having issue that I cannot create any folder in my sublevel. Never had this issue before, I disable world partition and even try reinstall unreal engine it self, and nothing work. Im using 5.4.4
what i really like is the environment i bet i put a really hard work to make it that way
tf man thats so good
Good video, I really like the explanation of it. I like the positioning the reflection probes :)
super!!!👍is there a complete tutorial on transferring from maya to unity?
just 2 words for showing me this functionnality i didnt know : THANK YOU !!
Is the course in UE5 or UE4? It seems to jump between versions in this video.
@@3TQHAJSHNQ the majority of the environment was made before UE5 was released, but all the extra videos I added later in the tutorial are in UE5. Check out the video on my channel UE4 vs UE5 ;)
How do you make sure reflections stay in place with the probes? When I use probes the reflection stays in place where it was baked on that second, if I move around the reflection moves around in it's projection.
@@rackneh do you have box mapping on? Do you rebake the probe when you move it? Btw probe reflections will never be perfect, they are just an approximation
Primeira vez que eu vi o rosto dele nunca tinha visto não quem escuta direto ele é meu pai 😂
Has the price doubled? In the video you say it's 25 dollars, but its now 40 dollars on gumroad :/ I'm afraid I can't afford it at that price. It looks like a great course though :)
@@3TQHAJSHNQ when the course originally released, the standard version was cheaper but only had parts of the course. I then upgraded the content and added a lot more parts of the course (for a full experience) and also added some videos from the Advanced and Master editions free of charge. That’s on top of all the new videos I’ve added since (like the Unity videos I added recently). I’m now picking up Blender, and sometime in the near future I’m going to add Blender tutorials too. It’s a living course and the price bump reflects getting a lot more value than originally with the new content :) I understand it can get pricy for some countries due to currency ratios but it’s an investment that pays itself back many times over over the years :) cheers!
f youtube keeps deleting my comments... i gave you some recommendations to work with reflection probes and i'm coming back the brdf hack thing and my revious comment is not here -.- it was a bit long one
@@impheris ahh damn, that sucks :( I didn’t remove the comment, probably a bug on YT
Enjoying these Unity videos. Towards the end you show some use of polybrush for painting in more reflective areas and mention you may do a video on polypaint in the future. If you do, would be curious to hear more about your thoughts on that feature. I'm put off it because (and I swear we've talked about this before) it duplicates the mesh and creates a new 'polypaint' mesh. Meaning if you go back to the source and change the Maya/Blender fbx, you lose the connection. This is why I still apply vertex color in Maya, it's a shame because I would love to be able to just paint in Unity and not worry about losing connection to the correct mesh (Like in Unreal).
@@caponeart3596 I know, that problem is really annoying. But I found a workaround. When you use PolyPaint it adds a PolyBrush (or something) component. There’s an option there to change from unique mesh to “downward stream” (forgot the name). With this option you maintain the connection, it doesnt replace it with a new mesh. Of course if you update the original mesh you lose the vertex painting, but at least it doesnt lose the mesh connection. I’d assume it also breaks instancing, but I’m not sure. SRP Batch Instancing works differently than other techniques, and drawcalls have a different meaning there. I think it could become a problem if you have lots of tiny pieces all with unique vertex painting. But if you have larger pieces that get reused a few times it should be totally ok.
I've been eyeing this course ever since I stumbled upon your Zest Foundation modular environment breakdown a couple months ago while working on my first environment for my game art diploma. After graduating, I still feel super lacking and what you said about process and five qualities reminded me of the passion I had when I first started 3D a year ago. :'D This video convinced me to start the course (after I sort out cross-country moving) and get back to work.
That's awesome to hear! :D Best luck!! It's a challenging but fulfilling journey that's for sure.
Does having your reflection probes as realtime hurt the FPS? Couldn't you bake out the probe EXRs for each scenario, then load those in instead?
Having them as “pure” realtime probes that update every frame will indeed tank fps. The way I set this was up was more like a “hybrid” probe, its dynamic in the sense that it gets baked when the scenario changes, but only once. What you suggest might be a good optimization, but seems like the workflow would be a nightmare. The more scenarios you add, the more you are going to have to manually bake the probes for each scenario, and every time you change something in the level… meanwhile if you just bake dynamically when you need, you get the best of both worlds.
@@TKEnvironments Ahh ok, so you are baking once when the scene loads? That makes sense. Is there some kind of callback to know when the bake has finished, so you don't display the scene while the bake is happening? I'm just starting to use APV myself - love the workflow, but getting unreliable results with reflection probes in URP.
@@ZirrelStudios not sure if there’s a callback… i didnt look. In my case I just added a “transition camera” that looks at the sky only while the probes get baked. It’s not perfect and maybe on older machines the baking could last longer than the transition camera…
I can post the code for the reflection probe baking if you want, its a script that looks for every probe in the scene and fires the bake function, so for ex, you can execute it when the scene loads or when you transition
Well done, Thiago!
I won't touch mushrooms anymore, neither eat them. Lol, what an ending. Far cry 3 vibes at the end!
it surely has been a positive experience!! appreciate the message, I hope everyone gets it!❤
Downloaded, does not open... Got a brillant PC. What should I do ?
Strange, haven't heard that before from anyone. Did you extract the files to a unique folder somewhere?
Any idea whats the solution for lack of vertex paint in ue5 since nanite introduction? For texturing big architecture objects like building you've showed its now super hard, especially when mostly you have modular kits in this case.
Funny, I was just looking into this question again this week. So far there's no official solution from Epic. Seems like it should be quite a straight forward feature to add, but maybe it's not. Here are workarounds I found for this limitation: - You can still have vertex colors but just not per instance. So maybe you can use Unreal's vertex color baking tool to bake cavity to R, AO to G etc... and use that to drive procedural masks with world space grunges and what not so each modular piece has different grimes. - This is super hacky, but you can duplicate the mesh and apply vertex paint on that copy. The reference to the original mesh still exists, so if you hit reimport you can iterate. But obviously this is not feasible if there are a lot of variations. Could work on a hallway or something. - You can use Dbuffer decals to blend materials. I haven't used this technique yet and I don't what are the performance complications, but seems like an interesting one: th-cam.com/video/gHQtV4JCsfU/w-d-xo.html Maybe if more people post about it on Epic forums they will prioritize it? :)
@@TKEnvironments for my understanding old good vpaint is no longer usable beacuse data held with amount of vertex per nanite mesh would be super huge, but yeah not adding anything new for that is super weird imo. This Dbuffer decals looks very intresting! Thanks!
Thank you for the helpful video. It was so simple but sometimes you need to see someone do it to have that aha moment.
I love seeing the map being used for something new and unique, I hope I get the opportunity to join the master edition😁
Hi man, great tutorial! What texel density on this project?
@@andrewalexart hey! 1024 for 4m, but Id recommend 2048 for 4m now
@@TKEnvironments Thank you!
Very nice !!! does it use a HDRP or URP??
Thanks! HDRP
Do you cover atlas maps?
No idea what you mean by that!
What are the requirements for the pc specs for this course?
No specific requirements, if you can run the programs you are good to go (Unreal Editor, a modeling program such as maya or blender, and texturing programs such as substance)
I have a Rtx Nvidia 3060 can I follow the course using this?
I cant see why not
Hi I'm an amateur Unity user. I need high quality unity environmental art tutorials. until I saw your tutorial today. It's perfectly matching my needs. so,I have a few problems . Does this tutorial cover the unity workflow? As a noob, I need is a killer tutorial. 0 to 100, unity environmental art tutorial that covers the full process. what's the actual difference between the standard and pro versions? I'm really looking to walk through the full workflow - from basic box modeling all the way up to completing a Spanish town scene in Unity. but I don't need licensing and source files and project files. and I already have some SD experience. so I'm need the step-by-step modeling and texturing process for my learning. Would the standard version provide everything I need for that purpose? I'm all ears .
Hello! As you can see in the video, the environment that I started in Unreal was converted exactly as it was into Unity :) The workflow of asset creation is basically the same. The only differences are more technical, for example, how to import the assets into Unity, and how to set up the lighting. I'm currently working on a Unity section for the tutorial that highlights these differences, and shows how to do specific things in Unity. It will be an addon to the course, not a full remake, since the process is the same regardless of the engine. I'm hoping to get this done no later than the end of July, but possibly earlier. Regarding the versions of the tutorial, if you are plan is to remake the Spanish Town in Unity totally go for the Advanced version. The Standard version contains all the information necessary to make your own environments, but the Advanced version contains all the Spanish Town specific videos (mostly about texturing and very specific things). Hope that helps, and stay tuned for the much awaited Unity update! (and I will cover both URP and HDRP)
To convert a WP Map to one without it, create a new blank level, copy all the stuff except WP stuff. Update: From 5.3 forward, you can now disable World Partition.
Well I came for totally different reason, but now I'm buying you course, it's awesome.
You are amazing, such an inspiration! Being a great artist is a commitment, it takes time and a lot of confidence in one self. I have been rushing too much and its time to take a step back and really take my time to develop my skills. Thank you
Thatis a very good point. A lot of people want to get hired at Blizzard/Riot tomorrow. But it takes years and years to develop the skills and experience needed to become an attractive employee for these companies. No matter how naturally talented the person is, it takes time to simmer and absorb experience :)
Can I use blender for this course instead of maya?
Several people successfully did, but it depends how experienced you are with Blender. If you are complete a beginner, you will probably have a hard time, but if you have some experience, it should be a breeze. I don't use any Maya specific tools and I'm mostly doing simple operations, such as extruding, cuting, beveling etc... the one thing that people always have question about is how to maintain the texel density. For that, there's this amazing Blender script: renderhjs.net/textools/blender/
@@TKEnvironmentsThanks, I have a Nvidia Rtx 3070 will it be enough for this tutorial?
@@TH-camr-sf9gvyeah
Hi, once again. I saw your video regarding how much difference between unreal 4 and 5. Afaik Unreal 5 only support material ao when I don't allow static lighting in the project settings. So, in the case of bake lighting what is the point to put an ao texture map in the shader.
The AO gets multiplied with the environment lighting AO, adding some extra detail to materials in the shadows.
Hey Thiago! I've just encountered your channel, and it is helping me so much with this journey of environment art. I'm also Brazilian and you already become one of my biggest inspirations in this area :D I'm coming from the Archviz, and I can say that my 3D skills are acceptable, but I feel that I'm struggling with the technical aspects like texel density, baking vs trim sheet. A lot of tutorials out there explain what texel density is, and what is each and every technique, but I still don't know when to use one over the other. For exemple, if I bake every building and prop on my scene, in the end, it will have dozens of materials and lots and lots of draw calls, but if I choose the trim sheets to optimize it, I lose the normals details or edge highlights (that are very important for my stylized scene). Do you have any tip or video to recommend explaining the thought behind these decisions and when to use it, and not just the basic of "what is..."? Thank you in advance and keep sharing this exceptional knowledge and experience that you have \o/
Hey Kapthos! I go in-depth into these questions on my Environment Art Mastery course. It's not a one size fits all kind of answer, but a short version is this: - If you bake everything, it will be much harder to maintain a consistent texel density, and you might also run into performance problems in a real world scenario. There's a recent game that made everything unique, Final Fantasy VII Remake, but they had quite a few problems with texture streaming when the game released. Besides, they are a very experienced team with world-class programmers that can help optimize. For most people, I recommend using tileables for architecture. Nowadays there are many different techniques to blend materials, such as layered materials in Unreal, height blend, nanite tesselation etc.... Uniquely baking should really be reserved for props and specific elements (for example a store front, maybe windows that can be reused, etc...). I actually want to make a video for TH-cam expanding on texel density, because no joke, I get asked about it at least twice a week, and while a lot of people freak out over it, it's actually pretty simple once you know what to look for :) Stay tuned for the texel density tutorial, it should be coming up in the coming weeks!