You have a great eye for texture and shape. Although I disagreed at a few points for the final shapes, I appreciate your incredible dedication to geometric consistency in this project. Bravo!
Wow! It's been a decade since I used CAD and Max professionally! Things have come a loooooong way. This is the first video that has sparked any interest in computer modelling again. Fantastic work.
Damn! i love how the changes you made through the video changed how it looks from start the stairs were pushing in and at the middle it fitted more to make it into a crushed temple with stairs demolished that leads into the lower parts, the lighting inside that attracts attention of depth great stuff!!!
I saw your work a few days ago on artstation and was wondering how u made such a complexe structure so ty for showing your process its really interesting and if someday u show the rest of the work i would watch it 👍
In 5 years I predict UE5 to add Modeling and Brush tools to let you sculpt stuff like this out of a primitive shape, kind of like Z-Brush. Awesome work
Man Unreal is awesome, way easier now than when we had to model everything from scratch... I mean obviously the 3d scans or models of the pieces took a long time but once thats done, it looks super fun
watching this in 0.50x Speed. This is so cool. i like do do some creative buildings in Minecraft but to see this with a real program is insanely awesome. I have never thought about the fact that there are just a lot of small parts put together.
Unreal's Nanite sytem + lumen was really the game changer for visual development and just letting loose on the creativity. Kitbashing a few really nice modular pieces is such a powerful workflow for any artist.
I was about to tell u that u should check out Beksinski's artworks, but then i noticed u are from Poland and u already did. Love this art style great work !
I would say, try to improve the stairs a little more, then it will certainly be perfect ... :) Nice job man. I remember "drawing" on the Commodore 116 when I was a kid in the 80s: Every pixel had to be specified with coordinates. What is possible today was even beyond science fiction back then.
fantastic result ! my favorite moment is when you decide to change the entrance but at the same time my least favorite moment is that it's not visible in final shot. of course it doesn't matter that much if the enviro is playble and not static render, but still :) one question, all assets are yours or from the store ? thx. and once again great job.
Hi, so I have questions about setup of: DirectionalLight, ExponentialHeightFog, SkyAtmosphere, VolumetricCloud and SkyLight. I love that moody, grim overcast, could you share how you setup thoose ? Love that serie of your works
I like how many video replays at that moment, when appears first damaged cement block B_Wall_005_001_Full. But still not clear, how he got into the UE5 😄
Love this. As relaxing as it is to watch this and without diminiushing any of the amazing work you´ve put in here: I think this type of modelling will definitely be replaced by AI in the future. Maybe 5 years tops. We´re already doing it in revers: You can use control net to make a basic block out into an amazin art piece/asset. Next step is then to use that concept, give it a few modular parts and let the AI then do the placing of the assets according to the concept. Hell, it might even create the modular pieces for you...the tools are already there: You got scriptable geometry tools including nanite displacement and PCG, combine them with the power of machine learning and man o man... None of us will run out of jobs, I don´t think we´re anywhere near AI actually making good artistic choices that are NOT just based of copying someone elses artistic choices, but me personally, I am way too impatient for that type of kitbashing/environment modelling. Again, amazing piece, you gotta do more stuff with that and maybe put out another breakdown showcasing the asset creation and your workflow for conceptualizing the whole piece...
Oh, just checked your artstation, so you DID start working for movies...:) Happy to see that! Also: I´ve come across your work a few years back and never found it again. I kept searching your name, but didn´t remember it correctly, so I was always finding stuff from Zdzisław Beksiński...who seems to be likely to have been an inspiration to your work and its absolutely hilarious to me right now... Great job of NOT recommending me stuff I like, youtube...:) Hope to see more stuff from you soon, maybe think about putting up some of your modular assets for sale on unreal marketplace! And hope AI doesn´t stop you from creating more awsome stuff in the future...:)
This amazing... I love your style. Please do some time lapses of the asset creation! Would this be able to be used in a game since it is in UE5 or is this more of a stationary scene?
Unreal 5 has a very interesting Nanite system, it helps with optimization. However, these assets are quite optimal, it depends on what effect we want to achieve.
Here's a nice explanation of how to do it. Of course, I can adjust everything to my needs, but it's nicely explained here: th-cam.com/video/IHri2NgYQ7Y/w-d-xo.html
Awesome job Tom, The aesthetic and the mood is on point. Quick question, it's hard to see on the video, but how did you do the texturing of the asset? Is it a tillable texture in World Aligned texture fonction or are they all unique texture? Thanks in advance.
Thank you very much. The first modules used for blockout were worldaligned. However, the final assets already have textures specific to the assets, but I also use masks on the materials to make these assets more diversified in terms of textures.
Now you land your spaceship in this remote cluster in space on a forsaken planet with little to no life left and after scanning the planet's surface you stumble upon some of these massive structures that hold a long-lost secret kept well hidden underneath them... what will we find?
I'm not very used to Unreal. The only time that I've build something in Unreal, I relied on importing 3D scenes from Cinema4D. Now what strikes me is when I see these kind of built videos, those creators use so many prefab blocks to build a certain shape by stacking and pushing them into each other. To me, this looks like a very unoptimized way. I assume that this method is just for design purposes and would never be used in a final product like a game or movie. Right?
Perhaps Unreal can bake an optimized version of the geometry (i doubt it can) but there is no way to optimize the maps. This is the same workflow I use for building nature scenes in C4D but I try to keep the scene optimal otherwise it would be impossible to edit later.
Yes. I started working in the gaming industry with the first Painkiller. There is a little more information here, although not complete: www.artstation.com/tomstrzal
This also includes the software. I created assets in Zrbrush, Maya and Adobe Painter. Unreal is an engine that I have been working with for many years, it offers very cool creative possibilities. In this video I wanted to show how fun it is to look for ideas and have fun while creating
@@tomstrzal Oh alright, Thanks Dude now I understood. I mean Unreal Engine is truly Great, but I like things to be very symmetrical so I really don't know how symmetry plays out in UE5 🙏 See you Dude, Merry XMAS 🎄 and keep up with the Great Content 🙂
@@tomstrzal did you decimate everything down in ZBrush or import them as Nanite meshes in UE? Being so organic looking, I’m just curious what your poly count was. Looks great though! Makes me want to get back into the engine rather than off-line! 🤘
@tomstrzal is this the process used in games I mean u wouldn't make it this way if you wanted the players to be able to go inside it would you or am I wrong
@@tomstrzal I'm like for interacting with it from within like the castle in dark soul would they have used a process like this I feel like they'd be making it twice one that looks as cool as this and then a functional one that the player can go in and out of no ?
I so don't like mid evil anything, however, nice work. Tip to viewers, if the motion is too much to watch, set the playback to .25 and just thought the video.
Definitely getting Zdzisław Beksiński vibes from this creation. Well done.
Changing midway to a rift in the stairs was a stellar decision. Also I love your art style, the Eldritch modular kit is really amazing!
having the foundations sinking into the sand at 15:50? That was a very nice touch.
Very effective in adding to the theme of the whole scene
the stair was such a big brain move.
You have a great eye for texture and shape. Although I disagreed at a few points for the final shapes, I appreciate your incredible dedication to geometric consistency in this project. Bravo!
Absolutely outstanding work! Would love to see time lapses of your asset creation process as well.
@muhammadgreen You've never seen this artist's ZBrush sculpting, have you?
Wow! It's been a decade since I used CAD and Max professionally! Things have come a loooooong way. This is the first video that has sparked any interest in computer modelling again. Fantastic work.
These assets looks so freaking good. Nice work !
Damn! i love how the changes you made through the video changed how it looks from start the stairs were pushing in and at the middle it fitted more to make it into a crushed temple with stairs demolished that leads into the lower parts, the lighting inside that attracts attention of depth great stuff!!!
Thank you very much
i do love that layered structure of it a lot. plus you created a real cool bunch of assets
I saw your work a few days ago on artstation and was wondering how u made such a complexe structure so ty for showing your process its really interesting and if someday u show the rest of the work i would watch it 👍
Thank you
really delicious to watch. Would love to see what all the assets look like in one shot. And the rocks are also really grainy and nice.
This is so creative! Really nice to look at!
Really impressive! The time lapse brings more appreciation to the details you created
Tremendous effort and amazing result, well done mate!
Indie game dev is a daunting hobby. Wow. I haven't even thought about level design.
In 5 years I predict UE5 to add Modeling and Brush tools to let you sculpt stuff like this out of a primitive shape, kind of like Z-Brush. Awesome work
incredible work, I would be curious to see something in depth on the asset creation process for the temple wall pieces
Thank you very much. I think that in some time I will also do something more about individual assets
It was a pleasure to watch. Nice work !
So cool to see the process, great work !!
Man Unreal is awesome, way easier now than when we had to model everything from scratch... I mean obviously the 3d scans or models of the pieces took a long time but once thats done, it looks super fun
That somehow reminds me of matte painting but in 3D... Awesome and very creative
Cup of coffee and a vid to get that creativity flowing...yeah I can't use the world grid mat to box out either...
Gorgeous work Tom!
It looks cool! I would live there
The hidden skeletal construction style instantly reminded my of Vex architecture from Destiny. ^^ I love it. Breathtaking work.
Insane
You are absolutely sensational! 🤩
Absolutely love it!
watching this in 0.50x Speed.
This is so cool. i like do do some creative buildings in Minecraft but to see this with a real program is insanely awesome. I have never thought about the fact that there are just a lot of small parts put together.
Unreal's Nanite sytem + lumen was really the game changer for visual development and just letting loose on the creativity. Kitbashing a few really nice modular pieces is such a powerful workflow for any artist.
Thanks for sharing !
holy shit this is amazing
Great Stuff!
Incredible work
I cant help but hear Dr. Weirds intro music
These old Daimion structures of the wa against Kothlothlu in the Forbidden Lands east of Celephais are the most terrifying places to explore.
This is so cool
I was about to tell u that u should check out Beksinski's artworks, but then i noticed u are from Poland and u already did. Love this art style great work !
Beautiful work, brother
amazing!
Zaj...steee .... jak zwykle z resztą :)
this is a banger !!!!
outstanding
Awesome ✊🏼✊🏼
So brutaly good ! keep up
Amazing
Fantastic work!
Wow...
I would say, try to improve the stairs a little more, then it will certainly be perfect ... :) Nice job man.
I remember "drawing" on the Commodore 116 when I was a kid in the 80s: Every pixel had to be specified with coordinates. What is possible today was even beyond science fiction back then.
Dobre.
Very nice indeed - made a memo. might hire u some day!!
sick skills : incredible
insane
1. Nice work
2. Thanx for nice ambient music
3. Let's get married
So fire. Would love to see creature texturing workflow
Thank you. I think I'll show you in some time 🙂
Looks very nise!
fantastic result ! my favorite moment is when you decide to change the entrance but at the same time my least favorite moment is that it's not visible in final shot. of course it doesn't matter that much if the enviro is playble and not static render, but still :) one question, all assets are yours or from the store ? thx. and once again great job.
Thank you very much. For the terrain I only used a few rocks and stones from megascan, everything else was made by me.
nice
Reminds me heavily of the decayed alien architecture in Returnal, and that's a plus in my book.
Nice looking ruin : )
I'd love to see a tutorial on making the *assets*! Those are some pretty SMs :)
👏👏
hey bro can you do tutorial on how u make asset?? really love the work
I truly love the aesthetics although I do not understand how and why the building is floating on the foundations?
Thank you very much. That was the idea, it's a bit realistic and a bit beyond that :-)
You are right that is the fun of creative freedom :) Keep up the good work, you make amazing stuff @@tomstrzal
Hi, so I have questions about setup of: DirectionalLight, ExponentialHeightFog, SkyAtmosphere, VolumetricCloud and SkyLight. I love that moody, grim overcast, could you share how you setup thoose ? Love that serie of your works
Que buen video compa 🤠. Mas videos asi, que tal un monumento espacial? Sería increible para el proximo video!
I have another film in this series in my head
@@tomstrzal ok, i will waiting
Is this part of a larger project like a game or something?
Cool video-beyond vapid audio.
I like how many video replays at that moment, when appears first damaged cement block B_Wall_005_001_Full. But still not clear, how he got into the UE5 😄
Wow, this is so cool!! Are you working in some game?
Looks outstanding! But how is the GPU performance in displaying everything?
Wich pack use for extra asset
Are the parts that you used to assemble the temple available for download or purchase?
I have yet to incorporate Unreal engine into my workflow... I haven't used Unreal engine since UE3... I'm also still using a GTX1060 😅
Love this.
As relaxing as it is to watch this and without diminiushing any of the amazing work you´ve put in here:
I think this type of modelling will definitely be replaced by AI in the future.
Maybe 5 years tops.
We´re already doing it in revers: You can use control net to make a basic block out into an amazin art piece/asset.
Next step is then to use that concept, give it a few modular parts and let the AI then do the placing of the assets according to the concept.
Hell, it might even create the modular pieces for you...the tools are already there:
You got scriptable geometry tools including nanite displacement and PCG, combine them with the power of machine learning and man o man...
None of us will run out of jobs, I don´t think we´re anywhere near AI actually making good artistic choices that are NOT just based of copying someone elses artistic choices, but me personally, I am way too impatient for that type of kitbashing/environment modelling.
Again, amazing piece, you gotta do more stuff with that and maybe put out another breakdown showcasing the asset creation and your workflow for conceptualizing the whole piece...
Oh, just checked your artstation, so you DID start working for movies...:) Happy to see that!
Also: I´ve come across your work a few years back and never found it again. I kept searching your name, but didn´t remember it correctly, so I was always finding stuff from Zdzisław Beksiński...who seems to be likely to have been an inspiration to your work and its absolutely hilarious to me right now...
Great job of NOT recommending me stuff I like, youtube...:)
Hope to see more stuff from you soon, maybe think about putting up some of your modular assets for sale on unreal marketplace!
And hope AI doesn´t stop you from creating more awsome stuff in the future...:)
This amazing... I love your style. Please do some time lapses of the asset creation! Would this be able to be used in a game since it is in UE5 or is this more of a stationary scene?
i can try creating a generator for the buildings if you provide those blocks (low poly untextured versions will do for the try)
i want to do this. How do I do this?
Looks awesome! Just for curiosity, how is running the scene, good FPS?. What GPU are you using?
Thank you very much! I use RTX 3090 and it works very well
Would you consider selling the asset pack?
This is an interesting idea. It is very possible that I will do something like this in the near future
@@tomstrzal Cool, you got a couple of bucks from me when you do, great work bro, cheers
Is there an easy way to optimize the final asset with this workflow
Unreal 5 has a very interesting Nanite system, it helps with optimization. However, these assets are quite optimal, it depends on what effect we want to achieve.
how do you add that sky.. can you explain please its very important for me ❤
Here's a nice explanation of how to do it. Of course, I can adjust everything to my needs, but it's nicely explained here: th-cam.com/video/IHri2NgYQ7Y/w-d-xo.html
What is your workstation specs?
Can we buy this?
love it, did you make your own volume cloud shader/function ? im looking for similar mood stormy clouds
I have a question if you were to load this into a game would this make someone lag like crazy because of the poly count?
Did you make the cement kitbash kit yourself?
Awesome job Tom, The aesthetic and the mood is on point. Quick question, it's hard to see on the video, but how did you do the texturing of the asset? Is it a tillable texture in World Aligned texture fonction or are they all unique texture? Thanks in advance.
Thank you very much. The first modules used for blockout were worldaligned. However, the final assets already have textures specific to the assets, but I also use masks on the materials to make these assets more diversified in terms of textures.
Now you land your spaceship in this remote cluster in space on a forsaken planet with little to no life left and after scanning the planet's surface you stumble upon some of these massive structures that hold a long-lost secret kept well hidden underneath them... what will we find?
Are those assets available for download or purchase?
Apart from a few assets on the ground. I made all the assets myself and they are not for sale, but maybe it's an idea :-)
I like the version when it still had stairs.
I'm not very used to Unreal. The only time that I've build something in Unreal, I relied on importing 3D scenes from Cinema4D. Now what strikes me is when I see these kind of built videos, those creators use so many prefab blocks to build a certain shape by stacking and pushing them into each other. To me, this looks like a very unoptimized way. I assume that this method is just for design purposes and would never be used in a final product like a game or movie. Right?
Perhaps Unreal can bake an optimized version of the geometry (i doubt it can) but there is no way to optimize the maps. This is the same workflow I use for building nature scenes in C4D but I try to keep the scene optimal otherwise it would be impossible to edit later.
have you worked in any game?
Yes. I started working in the gaming industry with the first Painkiller. There is a little more information here, although not complete: www.artstation.com/tomstrzal
Absolutely AMAZING, however I have a question..
Why do this directly in UE5, instead of Blender or another 3d modeling software?
🤔
This also includes the software. I created assets in Zrbrush, Maya and Adobe Painter. Unreal is an engine that I have been working with for many years, it offers very cool creative possibilities. In this video I wanted to show how fun it is to look for ideas and have fun while creating
@@tomstrzal Oh alright, Thanks Dude now I understood.
I mean Unreal Engine is truly Great, but I like things to be very symmetrical so I really don't know how symmetry plays out in UE5 🙏
See you Dude, Merry XMAS 🎄 and keep up with the Great Content 🙂
@@tomstrzal did you decimate everything down in ZBrush or import them as Nanite meshes in UE? Being so organic looking, I’m just curious what your poly count was. Looks great though! Makes me want to get back into the engine rather than off-line! 🤘
isn't it risky in terms of performance to have all those duplicate meshes instead of having a single model?
It's all Nanite, but it's still quite well optimized. This method offers a lot of creative possibilities and the possibility of quick corrections.
Oh super cool! Thanks to explain it.@@tomstrzal
@tomstrzal is this the process used in games I mean u wouldn't make it this way if you wanted the players to be able to go inside it would you or am I wrong
This is a process used, among others, in games. Even now I have a player there and I can walk around :-)
@@tomstrzal I'm like for interacting with it from within like the castle in dark soul would they have used a process like this I feel like they'd be making it twice one that looks as cool as this and then a functional one that the player can go in and out of no ?
@@carlmia305 I have an idea for one more Temple from this series (maybe more), but I also think that after this, the next step will be the interiors.
one person makes art better than megacorporations
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I so don't like mid evil anything, however, nice work. Tip to viewers, if the motion is too much to watch, set the playback to .25 and just thought the video.
couldve done with much moodier lighting but overall a cool project!