Brushify - Create Floating Islands in Unreal Engine 5

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  • เผยแพร่เมื่อ 16 ม.ค. 2025

ความคิดเห็น • 62

  • @brunoverde2769
    @brunoverde2769 ปีที่แล้ว +3

    Another great product to be added in the brushify collection! Well done Joe!

  • @Stonefieldmedia
    @Stonefieldmedia ปีที่แล้ว +4

    Congrats on another fine release! I own almost your entire product line and certainly am looking forward to working with this. Great idea and very well conceived. Thanks again, Garth!

  • @SolearGnG
    @SolearGnG ปีที่แล้ว +2

    Hey Joe! Welcome back. Nice pack! Well done! 😁

  • @quilldev6280
    @quilldev6280 ปีที่แล้ว +1

    Nice, probably buying it once i remember how much i loved gamedev

  • @aaronhojnacki6051
    @aaronhojnacki6051 9 หลายเดือนก่อน +1

    Fantastic Joe, I'm getting this.

  • @DamienRamirez
    @DamienRamirez ปีที่แล้ว +2

    I had been holding off making these in case something popped up, Perfect Timing! - Need a rope bridge spline ;)

  • @rjs3590
    @rjs3590 ปีที่แล้ว +1

    Innnnnnnnnnnnnncredible work Joe!

  • @aleksandrrush4076
    @aleksandrrush4076 ปีที่แล้ว

    Rocks as always!! My favourite ones...

  • @BroskiMcBrosef
    @BroskiMcBrosef ปีที่แล้ว +1

    ANOTHER BANGER???

  • @gamejamreject
    @gamejamreject ปีที่แล้ว +1

    This is pretty smart because you can now use pcg and lever stream this Island into the main level

  • @samuelkilik8233
    @samuelkilik8233 ปีที่แล้ว +1

    wow.. nice

  • @jonwatte4293
    @jonwatte4293 ปีที่แล้ว +1

    Could you use vertex painting to offset vertex in Z, and avoid landscape entirely?
    Link the other vertex channels to a few chosen brushify material layers.

  • @fighters_haven
    @fighters_haven ปีที่แล้ว

    Can you make the floating island stylized?

  • @DRAWKCABLLA
    @DRAWKCABLLA ปีที่แล้ว

    could you make a video on how to use the new unreal engine 5.2 PCG volume with the brushify assets?

  • @DannyNetwirk
    @DannyNetwirk ปีที่แล้ว +1

    Is there a way where you can increase the viewing distance of the foliage so you can see it from far away?

    • @HavokSage
      @HavokSage  ปีที่แล้ว +2

      foliage.LODdistanceScale
      You can also go into the foliage types and set the cull distance.

    • @DannyNetwirk
      @DannyNetwirk ปีที่แล้ว +1

      @@HavokSage thanks Joe!

  • @echolitis
    @echolitis 9 หลายเดือนก่อน

    Can I change the materials to Stylized?

  • @Helgrind44
    @Helgrind44 ปีที่แล้ว +6

    Brushify + PCG must be amazing

    • @HavokSage
      @HavokSage  ปีที่แล้ว +6

      I'm working on how we can incorporate the PCG into Brushify currently. It's already possible to use brushify assets with PCG. Eventually I want to create some tutorials with it.

    • @Helgrind44
      @Helgrind44 ปีที่แล้ว

      @@HavokSage Can't wait!

    • @scobelverse
      @scobelverse ปีที่แล้ว

      I was playing with some PCG setups and Brushify today. For some reason I couldn’t get the nodes to recognize layer paint attributes. Any ideas?

  • @dethlyaura3262
    @dethlyaura3262 ปีที่แล้ว

    I have been having a ton of trouble with the landmass brushes, is there any video series you know of that shows how to use the content in UE5.3 with a custom sized landscape?

    • @HavokSage
      @HavokSage  ปีที่แล้ว

      are you talking about smart brush? the video tutorial is from UE5. It's tested in 5.3 , all working and UI hasn''t changed. So just follow along. th-cam.com/video/xKPqqmPJGTI/w-d-xo.html

    • @dethlyaura3262
      @dethlyaura3262 ปีที่แล้ว

      @@HavokSage Yeah, I watched the video and followed the steps, but when I put the blueprint down, the terrain is still flat. I am not understanding what is wrong. It is a custom landscape size.

  • @HalValla01
    @HalValla01 ปีที่แล้ว +1

    This is super cool! I could definitely see it being used in an avatar style game. Neat!

  • @evanlane1690
    @evanlane1690 10 หลายเดือนก่อน

    Do you have any thoughts about how to work this into world partition? Adding a third dimension to the playable space is awesome, and if it goes really vertical it may be nice to have some streaming in that dimension, too.

  • @shanekoker7171
    @shanekoker7171 2 หลายเดือนก่อน

    Is there a way to customize the island do they don't all look the same?

    • @HavokSage
      @HavokSage  2 หลายเดือนก่อน

      Hi, yes you can copy the blueprint, then from there you can open it and adjust all the set dressing. Everything from the spikes, the cliff walls, the hanging foliage, it can all be moved and reconfigured.

  • @Iknowvfx
    @Iknowvfx ปีที่แล้ว +1

    how large can you scale the floating islands?

    • @HavokSage
      @HavokSage  ปีที่แล้ว +1

      They’re meshes , already quite large, the more you scale them though you’d have to adjust the detail texturing to compensate.

  • @prathusr
    @prathusr 3 หลายเดือนก่อน

    I'm trying to render a scene using the level provided in the asset pack, i have modified some things and I have added the skm manny mannequin.
    I am unable to render anything using movie render queue, it just gets stuck at cut state uninitiated.
    I tried migrating the meshes that I need to another unreal folder, but that didn't work either
    Please help

  • @id_0m38
    @id_0m38 หลายเดือนก่อน

    The vine bp doesn't seem to be working for me, a vine isn't actually there.

    • @HavokSage
      @HavokSage  หลายเดือนก่อน

      Hi, You need to set the Mesh Variation parameter to 1 in the properties.
      I think I'll patch that because i'm not sure why it was setup that way, probably just an oversight!
      Thanks for the feedback.
      Cheers
      Joe

  • @sumeeth05
    @sumeeth05 ปีที่แล้ว +1

    Is brushify game ready. Is it optimised ?

    • @HavokSage
      @HavokSage  ปีที่แล้ว +1

      Yes, please read brushify.io for more info.

  • @naufaldihilmi8507
    @naufaldihilmi8507 6 หลายเดือนก่อน

    hi thoughts on creating multiple lanscape on performance for open world? This looks good on paper, but isnt' creating like 6-8 diff landscape would destroy performance?

  • @lazeeditz4178
    @lazeeditz4178 ปีที่แล้ว

    Hey was following along I'm new to Unreal and working on a project for my University work. I can't find the removeprocedural layer info. Not sure if my plugin bugged when adding to my project. If you can get back to me with how to create this or a solution to get the layer info please let me know thanks. Love the tutorial!

    • @HavokSage
      @HavokSage  ปีที่แล้ว

      Click the + icon to create a new layer info. For the remove procedural you need to choose non weight blended instead, otherwise it will paint black.
      Check the Grass tutorial on my channel for more details.

    • @lazeeditz4178
      @lazeeditz4178 ปีที่แล้ว

      oh mate, that's fab seemed so confusing but as I read it a few times it was common sense lmao. Cheers mate appreciate the help!@@HavokSage

  • @avistryfe4534
    @avistryfe4534 ปีที่แล้ว

    Off topic and ty for the great pack! Just a few more and ill have them all.
    How long usually til these are updated to 5.3? Just curious cuz im really interested in the new nanite landscapes. No rush obviously your clearly a busy person.

  • @33chooch
    @33chooch ปีที่แล้ว

    Are the floating island meshes nanite compatible?

    • @HavokSage
      @HavokSage  ปีที่แล้ว

      Yes they are compatible with nanite

  • @MartoGolemeca10-hf3gi
    @MartoGolemeca10-hf3gi 9 หลายเดือนก่อน

    Are these assets royalty free?

    • @HavokSage
      @HavokSage  9 หลายเดือนก่อน

      Please read the EULA on unreal marketplace, they follow the standard license on there

  • @Сма_йлик
    @Сма_йлик ปีที่แล้ว +1

  • @dreambadger
    @dreambadger ปีที่แล้ว

    Hi Joe, what's your thoughts on 5.3 and nanite landscapes? Is that going to change anything in your assets and things? And what possibilities does it open up do you think? cheers

    • @HavokSage
      @HavokSage  ปีที่แล้ว +1

      Hi, automaterials like brushify won't be functional with nanite unfortunately. There is no system for baking the actual material into a texture map which nanite can use. Atleast not yet.
      I'm always on the lookout for ways around this, but I think it has to be addressed by epic themselves.

  • @BEST_LUL
    @BEST_LUL ปีที่แล้ว +1

    👍👍👍

  • @BlueSpawn
    @BlueSpawn ปีที่แล้ว

    There isn’t a tool in Unreal that lets you sculpt geometry directly? It’ll be nice when it comes around.

    • @HavokSage
      @HavokSage  ปีที่แล้ว +1

      There already is! th-cam.com/video/gVqZfkCppxE/w-d-xo.html
      You'd probably end up with a blobby mess though. The way I craft the sculpting islands here gives the best of both worlds. It's a 3d mesh for the base, then a playable sculptable landscape on top.

    • @BlueSpawn
      @BlueSpawn ปีที่แล้ว

      @@HavokSage Interesting! It wouldn’t allow you to create caves if I understand this correctly though. Also, for the parts of the height map that are made invisible/alpha, would there still be a hitbox in that part of the plane?

    • @HavokSage
      @HavokSage  ปีที่แล้ว

      @@BlueSpawn Hi, you should look into Voxel plugin for caves th-cam.com/video/3MjHEHkjtw4/w-d-xo.html
      Also, no reason you can't use that with the floating island meshes etc.

  • @khanapodnamahachai5036
    @khanapodnamahachai5036 9 หลายเดือนก่อน

    i did this i have 100 custom lands with my main land but now my games lags alot my origional project run at 120 fps and now run at 20fps the stats i saw show that game has 45mils rest are all low and good and now my gpu usage is only 25 percent can anyone help me

    • @HavokSage
      @HavokSage  9 หลายเดือนก่อน +1

      Do you mean 100 custom landscape actors? I’m not surprised you’d have performance problems. I doubt the gpu can handle so many draw calls.
      Might need to narrow the scope of your project to something more realistic, attainable.

    • @lazytv363
      @lazytv363 9 หลายเดือนก่อน

      @@HavokSageI agree I reduce the amount of landscape and I got my fps up again

  • @Mr...3
    @Mr...3 ปีที่แล้ว

    Can't you just delete the access landscape material before assigning a texture to it so you don't have to double delete the landscape then the procedure grass?
    Also are you going to improve the performance and make use of the new ue features? "I really struggle when using 4k and more"

    • @HavokSage
      @HavokSage  ปีที่แล้ว +1

      Hi, No that would still apply the grass to the entire landscape. Grass ignores the visibility tool completely. Changing the order wouldn't help.
      Do you mean 4k landscape or 4k in screen resolution?
      There's not much more that can be done iwth performance optimization with brushify / shader side of things. Mostly it's determined by the engine. UE5 is simply a heavier engine than UE4, with a heavier renderer. Most scenes will run a lot worse in UE5 than they did in UE4. It's still possible to optimize away UE5 features though to get back to UE4 framerates. With Brushify we included tickboxes so you can enable and disable unwanted features, but those features themselves are already optimized.
      You'll need to decide what features you need for your game.

  • @mattkimmins7575
    @mattkimmins7575 ปีที่แล้ว

    Man made avatar

  • @bakedbaker3096
    @bakedbaker3096 หลายเดือนก่อน

    my vines are not working

    • @HavokSage
      @HavokSage  หลายเดือนก่อน

      Hi, please let me know if I can help. You can contact our support email: support@brushify.io