Stylized Trees with Blender and Unreal Engine 5

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  • เผยแพร่เมื่อ 3 มิ.ย. 2024
  • In this video, I have shared a process to create stylized trees in Unreal Engine 5.1 using Blender.
    Hope you like it.
    Detailed video about MTREE
    • Create trees in Blende...
    I have taken reference for some parts of the UE material from STYLIZED STATION & other's videos.
    Time Stamps:
    00:00 - INTRO
    00:22 - TREE BASE
    03:25 - LEAVES SHAPE & UV
    07:49 - UE5 MATERIALS
    13:50 - PARAMETERS
    16:16 - MIX MATERIAL

ความคิดเห็น • 115

  • @jimmyjones3200
    @jimmyjones3200 2 หลายเดือนก่อน +5

    what black magic is this?! 😅! Truly thank you so much. Here's me putting 400 planes randomly in a bush shape getting horrible sharp looking leaves like i thought you were supposed to make them. To just making a sphere in 30 seconds, flicking a few switches and bam. beautiful leaves. cant tell you how much time i have wasted before this video. About to browse the rest of your vids now!

  • @damianvanheerden1436
    @damianvanheerden1436 ปีที่แล้ว +3

    Great tutorial the last time I made stylized trees I jumped through hoops of fire to get it right. Thanks and I hope I can put this to use in the future

  • @saachitini
    @saachitini ปีที่แล้ว +3

    amazing :) i swear as soon as i want to learn something about Blender, you upload an excellent tutorial for it!

  • @bahrainhasnan
    @bahrainhasnan 10 หลายเดือนก่อน +2

    Amazing tutorial man! Really makes it clear how it's done! Thank you for being helpful!

  • @Jeff-2112
    @Jeff-2112 ปีที่แล้ว +1

    Great tutorial! Love the pacing and it is easy to follow along!

  • @brandonjacksoon
    @brandonjacksoon ปีที่แล้ว +2

    Awesome result!!!

  • @wirrexx
    @wirrexx 6 หลายเดือนก่อน

    this is one of the clearest i have ever seenThank you sir!

  • @ri_unreal4839
    @ri_unreal4839 ปีที่แล้ว +1

    Great work💙 thanks for this amazing tutorial!

  • @bretzelmitt578
    @bretzelmitt578 ปีที่แล้ว

    Amazing! Definitely gonna use it in my school project!

  • @zachkrausnick5030
    @zachkrausnick5030 ปีที่แล้ว

    very clever art style ! Thanks for sharing

  • @CultivationPath
    @CultivationPath ปีที่แล้ว +1

    amazing work, thanks for the tutorial!

  • @LastNight0
    @LastNight0 ปีที่แล้ว +5

    You’re a genius 😅 I’m making my trees this way for now on. So fluffy and beautiful, how did I not know this existed before

    • @ferozhossain3401
      @ferozhossain3401 9 หลายเดือนก่อน

      Pontus Karlsson's the genius who came up with this method. And its around 2 year old.

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  2 หลายเดือนก่อน

      @@ferozhossain3401 True.. I just took reference from multiple fellow youtubers.

  • @ayanesagepep5614
    @ayanesagepep5614 ปีที่แล้ว +2

    ty for explaining UV

  • @DailyPaily
    @DailyPaily 7 หลายเดือนก่อน

    After a pair of changes, i make it work, thanks man !

  • @leonardodorea3890
    @leonardodorea3890 ปีที่แล้ว +1

    What a great video!! it helped a lot

  • @TheVkey1
    @TheVkey1 10 หลายเดือนก่อน +1

    Amazing work sir,

  • @angelobarandino
    @angelobarandino ปีที่แล้ว

    Love it! You deserve my sub. Continue doings this kind of video :)

  • @robert46z14
    @robert46z14 ปีที่แล้ว +1

    Awesome tutorial, thank you! I do have a question though: when I rotate the tree all the canopy textures turn flat somehow, would you happen to know a way to fix this?

  • @liorbeaugendre6935
    @liorbeaugendre6935 8 หลายเดือนก่อน +1

    This is so good ! Well explained and simple to follow. Too bad we don't have a better understanding of the stylized station code part. but it's great netherless

  • @davie10863
    @davie10863 ปีที่แล้ว +1

    Hi. When I export the tree in 2:50 using that software does the export come with armeture rig for animations and also a wind animations?

  • @vadim4356
    @vadim4356 ปีที่แล้ว +1

    You are the best mate

  • @mhd112211
    @mhd112211 ปีที่แล้ว +4

    Love it, so simple too! would you please do your lovely grass as well?

  • @MakikoArt
    @MakikoArt 5 หลายเดือนก่อน

    Great tutorial! I did have an issue on the tree bark and the UVs. How did you get your tree bark texture to look so clean and seamless. I have tried several seamless textures myself and unreal still makes them look awful with seams from the UVs.

  • @YadroGames
    @YadroGames ปีที่แล้ว +1

    waaaaaaaaw, Paradise

  • @vizdotlife
    @vizdotlife ปีที่แล้ว

    Thank you!

  • @becreativeindia6248
    @becreativeindia6248 ปีที่แล้ว +1

    Very nice 👌

  • @jeetaghara_official
    @jeetaghara_official 11 หลายเดือนก่อน +2

    It’s was an awesome tutorial.. would like to post more unreal environments building workflow ….. also how did you make this amazing water..?

  • @llmitchellart
    @llmitchellart 6 หลายเดือนก่อน +2

    Guys, if your opacity mask doesn't work, reimport your mesh and do NOT click the nanite button. I keep reading 50/50 that the nanite thing won't allow masking?? Idk, but everything worked perfectly for me when I reimported the mesh and just did not do the nanite step.

  • @sudosecretformula
    @sudosecretformula 11 หลายเดือนก่อน

    Is there a trick to the limited dissolve? I ended up with a few broken loops and N-Gons. Great tutorial!

  • @cachorroquente17
    @cachorroquente17 ปีที่แล้ว

    Bro, your grass looks so great, how you achieve that? You blend ladscape color with the low body grass? Or just use one texture for land and gradient/texture for grass?
    I want to try use alpha grass but i dont know yet if o gonna destroy performance

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว +1

      I used runtime virtual texturing for grass

  • @oliviaszulikowska9999
    @oliviaszulikowska9999 2 หลายเดือนก่อน

    Great tutorial! I wonder, do you know why under certain angles the tree color desaturates? Is it just because of the direct light and is there a way to manipulate this?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  2 หลายเดือนก่อน

      Yes, it is because of the light angle. Only way is to change the density of the leaves at certain places.

  • @NoBullshitJustGaming
    @NoBullshitJustGaming ปีที่แล้ว +1

    Noicee!!

  • @quentinhaberlay4157
    @quentinhaberlay4157 4 หลายเดือนก่อน

    Hey ! It’s a really nice tutorial. I’ve heard using some alpha to create leafs wasn’t really good for game because unreal use a lot of ressource to make the black part of the alpha transparent. Is it something that you agree with ? I used to create my own leaf then put them trough a particule system on blender. But the issue with that is that I don’t have much modularity like you for the wind and the color !

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  4 หลายเดือนก่อน

      Alpha transparency technique has been used since ages in games..it actually uses more calculation power in comparison to a fully colored texture.. however even basic graphics cards of today are powerful enough to handle it. I have created big enough scenes with alpha textures and they work fine. It depends on the scale of your project. You can also check the SHADER. COMPLEXITY in UE to validate your material's usability. Check this video of mine th-cam.com/video/7pfcBaRcVOI/w-d-xo.htmlsi=To69BBi1Ka1c1oYF

  • @TheMusicalNina
    @TheMusicalNina ปีที่แล้ว +1

    I absolutely love this. thank you so much! Could you possibly do a detailed tutorial about UVs? What they are, how to unwrap them and everything? You were talking about mapping UVs at 02:01 and I got very confused. I have no clue how to do that

    • @MarCin-lk8xx
      @MarCin-lk8xx 11 หลายเดือนก่อน

      Yeah im stuck aswell on this part. :D

    • @simonobrien6522
      @simonobrien6522 5 หลายเดือนก่อน +1

      Looks like the UVs are in a 0-1 range for each face on the mesh. In Blender, you can select all faces and press 'U' then 'Reset' to map each to the UV bounds.

  • @aistensilva
    @aistensilva ปีที่แล้ว +1

    There is a way to do this inflate UV in Blender ?

  • @skribler6916
    @skribler6916 ปีที่แล้ว

    How do you get transformvector i cant only find position

  • @Tmarmoratus
    @Tmarmoratus ปีที่แล้ว +2

    Very nice! In my case the leaves start changing directions/pitch when I adjust the scaling parameters, giving them an ugly look compared to yours. Any ideas what may be the cause?

    • @user-fj7sl3gn8h
      @user-fj7sl3gn8h ปีที่แล้ว

      The same problem. Have you found a solution?

    • @Tmarmoratus
      @Tmarmoratus ปีที่แล้ว

      @@user-fj7sl3gn8h Unfortunately not, I have been experimenting with some different shapes in Blender to use for the leaves, but it is hard for me to get a dense and fluffy look. One shape that I have found gives an alright look is the following: align about 10 simple plane objects in a dome shape (half of a sphere) and make sure the planes overlap a bit at different angles (for fuller and fluffier look). To make branch less visible you can duplicate this and rotate it 180 degrees so you also have a bottom half, and/or duplicate it again and form a second layer floating a bit on top of the original. Then cover each branch with this. This does not give the best of looks and also still costs a lot of leaf images to produce. Let me know if you find something better^^

    • @ASTR0KARMA
      @ASTR0KARMA 11 หลายเดือนก่อน

      Same problem, if I find something I will tell you.

    • @ASTR0KARMA
      @ASTR0KARMA 11 หลายเดือนก่อน +5

      I FOUND THE SOLUTION BOYS, in the Leaves material graph, look at the "TransformVector" node. They have things that you can change. Be carefull at looking if you have the same settings as him.

    • @Tmarmoratus
      @Tmarmoratus 11 หลายเดือนก่อน

      @@ASTR0KARMA Thanks! The problem I get now is half of the leaves become smaller instead of bigger when increasing the scale

  • @skribler6916
    @skribler6916 ปีที่แล้ว

    Amazing, you can make the texture in procreate as well.

  • @MarCin-lk8xx
    @MarCin-lk8xx 11 หลายเดือนก่อน

    Im kinda stuck on 2:00. How you create UVs and mark those loops on branches and main trunk line?

    • @MarCin-lk8xx
      @MarCin-lk8xx 11 หลายเดือนก่อน

      Ok nevermind found it . Mark Seam at UV tab in Edit Mode. :)

  • @davidji4035
    @davidji4035 19 วันที่ผ่านมา

    I have a problem were instead of increasing the texture size it'll scale up and deform the entire mesh, so the leaves won't ever touch each other and create that density effect, any ideas on how to fix it?

  • @LastNight0
    @LastNight0 ปีที่แล้ว

    How did you fix the issue with the normals? they are gross and black, i know how to fix them for grass but for a solid object it does not seem to work the same?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      No need to change normals in blender.. It works fine in UE

  • @wizoldthebard
    @wizoldthebard 4 หลายเดือนก่อน

    this is good for static light but awkward for games with complex shadows usage

  • @marekjk07
    @marekjk07 ปีที่แล้ว

    wenn I add the leave instance to the Tree the shape where the leaves should be just stays there with the default ue texture, but when I add the leave instance to any other Mesh it works perfectly. What is the problem and how can I fix it?
    Thanks in advance

  • @Marksus7
    @Marksus7 2 หลายเดือนก่อน

    Great tutorial! I followed your tutorial and my tree is working fine unitl I draw it with the foliage mode over a landscape and disable nanite. My leaves are getting completely broken and look to the wrong direction. And with nanite enabled I have very low fps. Do you have a solution for this?

    • @Marksus7
      @Marksus7 2 หลายเดือนก่อน

      I have found out that this issue is caused of the second TransformVector Node in the LeavesMaterial

  • @rajasingh4584
    @rajasingh4584 11 หลายเดือนก่อน

    can this method of creating leaves works on iclone 8

  • @spielville5087
    @spielville5087 ปีที่แล้ว

    Is there a way of using geometry nodes for generation of a bulding?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      You can download buildify by Paveloliva for blender.

  • @mathieulaurencon9367
    @mathieulaurencon9367 3 หลายเดือนก่อน

    What is this block, the -1, 1 with the x and y value at 13:10 ?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  3 หลายเดือนก่อน

      that is a 2 vector value.. just press 2 on keyboard and click in material editor, or right click & search Constant2Vector

  • @spencer123456789111
    @spencer123456789111 ปีที่แล้ว

    Does this work in 5.0.3? For a project, I have to be in 5.0.3 but the leaves seem to all inflate only in one direction, so one side of the tree has no leaves

    • @nandi1110
      @nandi1110 ปีที่แล้ว

      me too.

    • @Inwardcrowd2210
      @Inwardcrowd2210 ปีที่แล้ว +1

      look for the transformVectore node in the leaf_mat, it looks that u have to change the " spaces ", i cant figure it out, and the combination in the video doesnt work for me

    • @mddie10
      @mddie10 ปีที่แล้ว +3

      @@Inwardcrowd2210 you were right, the first transform vector is camera space to local space, and the second one was local space to world space, hope this works for you because your comment saved me :D

    • @TheBlackGamerPT
      @TheBlackGamerPT 8 หลายเดือนก่อน +1

      @@mddie10 If you have nanite enabled on the leaves, its that combination that you mentioned, if you dont have nanite enabled its (camera to instance and particle space) (instance and particle space to world space) hope it helps.

  • @rampardos707
    @rampardos707 ปีที่แล้ว +3

    Hey dude, when I try to scale my texture in the instance the textura seems to collapse and start creating like a donut form instead of getting puffy, can you help me?

    • @Tmarmoratus
      @Tmarmoratus ปีที่แล้ว

      I have the same issue, have you found a solution by any chance?

    • @rampardos707
      @rampardos707 ปีที่แล้ว

      @@Tmarmoratus sadly no 😭 I got frustrated and downloaded one from the epic store

    • @Tmarmoratus
      @Tmarmoratus ปีที่แล้ว +1

      @@rampardos707 Thanks for your response, unfortunate. Haha nice, I'll have a look aswell. Im still trying to make different variants of leaf spheres in blender but I can't get a good result yet

    • @rampardos707
      @rampardos707 ปีที่แล้ว

      @@Tmarmoratus you are very welcome! I really hope you can get do it, let me know if I can help you with anything else

    • @AudreyYoann
      @AudreyYoann 8 หลายเดือนก่อน +3

      ⁠@@rampardos707@Tmarmoratus don’t know if you finally found the solution, I think I did with the help of All the Works.
      Check your transform vector nodes in the leaves material, It’s probably wrong like mine. The first one has to be « Camera Space to local space » and the second « local space to world space ». Hope it works, keep it up!

  • @aistensilva
    @aistensilva ปีที่แล้ว

    Amazing Tutorial! There is a way to do this in Unity ?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว +1

      th-cam.com/video/iASMFba7GeI/w-d-xo.html

  • @CriticalPrime9
    @CriticalPrime9 10 หลายเดือนก่อน

    I'm noticing that the cards are all rotating when I increase the inflation value (as in the "top" of the texture is always facing up if I increase the inflation value enough). Is there a way to prevent this from happening? It's making the leaves look a bit repetitive.

    • @monkeytheory4718
      @monkeytheory4718 10 หลายเดือนก่อน

      I am also having the same issue. the faces rotate when I increase the scale value. it flips sideways and does not look good
      were you able to fix yours?

    • @CriticalPrime9
      @CriticalPrime9 10 หลายเดือนก่อน

      @@monkeytheory4718 Unfortunately not, like you though I eventually realized it was the scaling. I've taken a pause on the trees in my environment at the moment, but if I find a solution to this I'll let you know. Let me know if you find anything!

    • @dreamy1146
      @dreamy1146 6 หลายเดือนก่อน

      I have the same issue...

  • @saditya6635
    @saditya6635 9 หลายเดือนก่อน +1

    please provide any refference to that how to create such landscape and this water

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  9 หลายเดือนก่อน

      For grass and foliage, checkout my latest video. Water shown in this video is from the marketplace.

  • @sharise4668
    @sharise4668 6 วันที่ผ่านมา

    1:42 after applying *what* modifier? I have the "skin" and "subdivision" modifiers, is there another one we have to add? o:

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  5 วันที่ผ่านมา

      Subdivision and skin, that's it. After applying the modifier, you can optimize the mesh.

    • @sharise4668
      @sharise4668 5 วันที่ผ่านมา

      @@ALLTHEWORKS11 thank you for replying! :) I'm not sure how you're changing the mesh. At 1:44 you're in edit mode and I can see that your tree mesh is now covered in vertices, which you have all selected... but how did you get those vertices to appear because using the skin and subdivision modifier does not create all those vertices.

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  4 วันที่ผ่านมา +1

      ​@@sharise4668I think you are getting confused in Applying the modifiers. So, when you see the modifiers in the tab, they are active & you can go to drop down of the modifier and click on apply. Then the modifier will be gone and the setting will be permanently applied to the mesh. In this case, when the modifier is active, the object doesn't have any faces. But when you apply the modifier, that converts it to a mesh. Those vertices are after applying the modifier.Check out this video for more details:
      th-cam.com/video/wmn2mdUYt60/w-d-xo.htmlsi=4VtdI44QSGi-2kVy

    • @sharise4668
      @sharise4668 4 วันที่ผ่านมา

      @@ALLTHEWORKS11 ohh! i completely forgot that actually APPLYING the modifiers was it's own thing! haha my bad :) thanks again for responding!

  • @ReneBerwanger
    @ReneBerwanger 10 หลายเดือนก่อน

    This method cause issues to casting shadows by leaves, depending on where are the camera and sun.

  • @jonkershaw255
    @jonkershaw255 ปีที่แล้ว

    Hi, am I doing somwething wrong? The leaves only generate on one half of my deformed sphere - why would that be the case?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      Maybe because of normals.. Try resetting normals

    • @jonkershaw255
      @jonkershaw255 ปีที่แล้ว +1

      -Sorry- ignore me I hadn't reset all my UV's 🤦‍♂

  • @ChrisPriceMusicSamples
    @ChrisPriceMusicSamples ปีที่แล้ว

    What is the node with the X and Y values at 12:57?

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว +1

      Press and hold 2 and click anywhere in the editor window

    • @ChrisPriceMusicSamples
      @ChrisPriceMusicSamples ปีที่แล้ว

      @@ALLTHEWORKS11 Thank you! I thought so, It looks different in my version of Unreal Engine, but is exactly the same :)

  • @sonic55193
    @sonic55193 หลายเดือนก่อน

    I tried this method and it all breaks apart on some angle in UE5. Leaves flying all over the places. So I tried a different approach. Went into blender and separated all faces and scaled it up. It achieves the same effect with less issue once imported in ue5.

  • @junlinchen4363
    @junlinchen4363 ปีที่แล้ว

    How to implement it in blender?🤔🤔🤔

  • @csakegybolond264
    @csakegybolond264 ปีที่แล้ว

    I really like this but isn't it costly for the GPU is we use this instead of planes on the tree? Maybe it depends on the number of planes. Maybe in some cases yours is better than some poorly optimized foliage I don't know. But one thing is for sure, your trees look better.

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      For that you can check Shader complexity in optimization view mode.. I checked it was all green.

    • @csakegybolond264
      @csakegybolond264 ปีที่แล้ว

      @@ALLTHEWORKS11 Sorry. I'm kind of new in Unreal. So I don't know if there's a relation between vertices and shader complexity, but actually I am concerned about the number of vertices and triangles. Anyway if there are going to be any performance issues I will try to reduce their numbers and make some LOD-s because your trees are looking great. This solution for the leaves and flowers is looking lot better than just adding some planes.

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      @@csakegybolond264 As it is a Nanite mesh, UE handles polygons comfortably

    • @csakegybolond264
      @csakegybolond264 ปีที่แล้ว +2

      @@ALLTHEWORKS11 I've read about it in the documentation that we should apply nanite to every mesh. However, at moving foliage with a lot of polygons (for example 20k grass mesh) I experience a big performance drop while nanite is applied compared to the performance without nanite. Plus I've read other guys running into to the same problem with nanite. But I've heard it's very good in the case of static meshes without any movement. But I am not sure if only the textures doing the movement why nanite causes that drop since that is pretty cheap for the GPU. Maybe my 4gb GPU memory is not enough for nanite to work efficiently.

  • @BelfrostStudios
    @BelfrostStudios ปีที่แล้ว

    This is super cool, though doesn't work on the Latest version of Unreal sadly...

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      I made it with 5.1

    • @BelfrostStudios
      @BelfrostStudios ปีที่แล้ว

      @@ALLTHEWORKS11 yeah 5.3 is really bugged atm. So that was version being used. I did a field test and it is hit or miss for it to work with me and my team.

  • @Mastrechief
    @Mastrechief ปีที่แล้ว +1

    in mine it doesn't work the leaves don't look like yours

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  ปีที่แล้ว

      I have used UE 5.1 here.. Anyway, just check all the UE material nodes carefully.. It should work.

    • @Mastrechief
      @Mastrechief ปีที่แล้ว

      @@ALLTHEWORKS11 I used 5.1 too but the sheets are separated in the mash

    • @Tmarmoratus
      @Tmarmoratus ปีที่แล้ว +1

      @@Mastrechief Did you find a solution? I have the same issue

  • @EAKitty95
    @EAKitty95 7 หลายเดือนก่อน

    Show us how you made the bark out of ai

    • @ALLTHEWORKS11
      @ALLTHEWORKS11  7 หลายเดือนก่อน +1

      th-cam.com/video/Ez9fQhAg33k/w-d-xo.htmlsi=31a1JJcpQR3UAkUy

  • @Gigatechi7
    @Gigatechi7 11 หลายเดือนก่อน

    There is a add on in blender that actually adds a option in the menu to add a single vertices.