#UE5

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  • เผยแพร่เมื่อ 20 ก.ย. 2024

ความคิดเห็น • 28

  • @Jocke1234
    @Jocke1234 4 หลายเดือนก่อน +3

    Oh wow. Just wow. You are amazing and i cant believe how high quality tutorial you have made as free here! Ive been looking through tutorials on modifying models in ue 5.4 for the last 3-4 days and tried to extrude a paperclip models bottom half which was made from a 2d texture, and i could only get the roundness of the object to only be in the top half of the model, and i am pretty sure this tutorial shows me how to do the bottom half with polygroups! Awesome tutorials man, hope you keep at it!

  • @lesterzamora8671
    @lesterzamora8671 4 หลายเดือนก่อน +1

    Thanks for this again, I always love relearning and refreshing what i know about the modelings tool.

  • @DevInit-mv3zb
    @DevInit-mv3zb 4 หลายเดือนก่อน +3

    wow, this is amazing!!!! Making a tutorial modeling a character(Human) would be incredible to give a start so people can start using it... Thank you very much!!!

    • @sarkamari
      @sarkamari  4 หลายเดือนก่อน +1

      I will soon do a video on a case study (hard surface). I would suggest using ZBrush/Maya for creating anything organic though

  • @mitchellrcohen
    @mitchellrcohen หลายเดือนก่อน

    I love that you took the time to do this. Seriously thank you so much. I do only basic modeling and I prefer Unreal to Blender. So I’m really trying to model in Unreal. 🙏🙏🙏🙏🙏

  • @dyna4studio942
    @dyna4studio942 4 หลายเดือนก่อน

    Incredible work, effort and passion on this tutorial. I can say this is the best channel tutorial I found on YT! Keep it up!

    • @sarkamari
      @sarkamari  4 หลายเดือนก่อน

      Great to hear my friend 🤍

  • @SalarLumia
    @SalarLumia 4 หลายเดือนก่อน +1

    great job Reza! so many thanks from Esfahan :))

    • @sarkamari
      @sarkamari  4 หลายเดือนก่อน +1

      ممنون

  • @RMC_
    @RMC_ 3 หลายเดือนก่อน

    This was great! Learned so much

  • @clkdiv3271
    @clkdiv3271 4 หลายเดือนก่อน +1

    Great stuff! Tank you very much. Just one suggestion: don't have such quiet music in the background. It is almost not recognizable, but sometimes it is. That's drawing attention from the content.

  • @ahmadsarem4495
    @ahmadsarem4495 3 หลายเดือนก่อน

    thank u. that was helpful and precise

    • @sarkamari
      @sarkamari  3 หลายเดือนก่อน

      Great to hear

  • @MrLarsalexander
    @MrLarsalexander 4 หลายเดือนก่อน +1

    Could you perhaps do a tutorial on how to make good texture and vertex color bakes from meshes that use a material with blended albedo and normals for wearing or dirt, roughness and roughness masking of the blended albedo textures, that has also been painted on with other textures using vertex painting to for instance adding more wearing or dirt.
    A good example would perhaps be a wall (exterior/interior) that is either plaster and bricks with damage and dirt/moist and/or water that has been dripping from the roof and running down the wall... (*cracks or fallen of plaster showing bricks under it, mold and/or general wearing and dirt building up*)
    And so the material would perhaps just have a simple texture blending, and the rest of the wearing and tearing / dirtyness would be vertex painted on to the mesh.
    So if you have a house created in blueprint by modular pieces, and is already setup with a simple shader using a simple blending, but you now want to add the grime to it piece by piece (wall by wall or surface by surface) with vertex painting. You might want to bake this to new meshes that can be replaced in the blueprint to optimize it a bit...
    I tried this a while back, but the new meshes did not come out with the same piviot locations, and also they had to be fixed before hand to add more vertexes as well as fixing the UV mapping.
    If you want to make a tutorial on something like that it would be soooo awesome 😁
    *Make post apocalypse versions of meshes/models (houses) that is not made in that style from before*

  • @piopia9887
    @piopia9887 4 หลายเดือนก่อน +1

    thank you

  • @hotsauce7124
    @hotsauce7124 4 หลายเดือนก่อน +1

    Hello, the UE5 modeling workflow is kind of different from Maya's modeling workflow. Thank you for making this video. May I ask, do you have plans to make a modeling video using the UE5 modeling tools? Like box modeling workflow making a chess piece like a Knight?

  • @HighlightRiel
    @HighlightRiel 4 หลายเดือนก่อน +1

    Thanks for the great tutorial. I have a question. Is it possible to make blend shapes in unreal? Or not yet.

    • @sarkamari
      @sarkamari  4 หลายเดือนก่อน +2

      Not that i am aware of. Keep in mind this is a plugin at the moment and very new. May not catch up with famous modeling apps out there anytime soon

    • @HighlightRiel
      @HighlightRiel 4 หลายเดือนก่อน +1

      @@sarkamari Thanks for your time! Keep up the good work my friend. 👍

  • @Kranos_CG
    @Kranos_CG 2 หลายเดือนก่อน

    can you change the visualization of the models from that chessboard pattern to something that shows you better the surface and highlights of your models?

  • @joyddeyto5345
    @joyddeyto5345 4 หลายเดือนก่อน +1

    nice tutorial , thanks. The Problem with UE is no capable doing camera correction, like in 3ds max

    • @sarkamari
      @sarkamari  4 หลายเดือนก่อน +1

      That is true.
      UE in modeling has some catching up to do. 😉

  • @davidwillno
    @davidwillno 2 หลายเดือนก่อน

    I've imported a car and wish to "separate" the doors so I can animate them to open and close. I previously just cut the door off (in Blender) and created a separate FBX then reattached it in UE. I've added bones and "weight painted" wheels and gear sticks, so I could animate them, but there is no cutting involved. With these new Modeling tools, can it all be done inside UE5.4?

  • @gameover-xp8px
    @gameover-xp8px 2 หลายเดือนก่อน +1

    static mesh,volume,dynamic mesh,waht is the different im the new learning ue5plz tell me

    • @sarkamari
      @sarkamari  2 หลายเดือนก่อน +1

      A dynamic mesh is a mesh that can change at runtime. This means its vertices, normals, UVs, and other properties can be modified while the game is running. Dynamic meshes are often used for objects that need to be animated or deformed in some way, such as characters, destructible objects, or objects that react to physics.
      A static mesh is a mesh that is static or unchanging during runtime. Its geometry and other properties are set up in the editor and do not change during gameplay. Static meshes are used for objects that do not need to move or change, such as buildings, furniture, and environmental props.
      A volume mesh is a special type of mesh that represents volumetric data. Instead of just surface geometry, volume meshes can represent 3D spaces with internal structures. Volume meshes are used for complex effects such as fog, fluids, and other volumetric effects. They are also used in simulations and for representing areas where interactions occur within a volume, such as collision volumes or trigger zones.
      Hope this helps. I also do explain it in the first modeling video

  • @nigusumekonnen9478
    @nigusumekonnen9478 4 หลายเดือนก่อน

    can you test the cloth simulation without marvels please?

    • @sarkamari
      @sarkamari  4 หลายเดือนก่อน

      Without Marvels??

  • @MrLarsalexander
    @MrLarsalexander 4 หลายเดือนก่อน

    @37:14 Is Allow collapses unchecked not also helping to avoid that a bit also?
    I remember that i had this issue on a mesh once, but i did in the end get a ok result by uchecking that if i remember correct.