is there a full tutorial on this? modelling modulars, UVing, sculpting, baking and texturing in substance and finally creating the assets in 3d package and creating something in engine? this is what we need in depth :D thanks
Hey, man! That's something I gonna do after the Environment Videos and full Course. In past I did some voting for the future content people would like to see. Environments won, followed by Modular Assets :)
Woooohoo! Thanks! Feel free to join our Discord Art channel with thousands of Artists. We been talking about those questions dozen of time :) I almost always go for 2048x texture size. Unfortunately handpainting in Blender feels like playing a video game on nightmare difficulty with using only your legs ^^ 3DCoat and Substance all the way!
Думаю скоро вольюсь в индустрию с твоими уроками, от души, братец) Подскажи программы, в которых модели делаешь, а также ту, в которой ты на здание различные текстуры накидывал (можно урок по этой штуке, выглядит как то, что может сильно упростить работу? )
Привет! Как говорится Велкам! :) У меня кстати есть видос по софту что юзал my software tier list. Ну а так конечно стоит начинать с бесплатных как Blender 3d для моделинга, текстуры накидывал в Marmoset, но они были сделаны в 3d Coat :)
How would you strike a balance between unique textures vs. trim sheets vs. tillable textures? Cause right now I largely work on VRChat avatars so I have a habit of being very mindful of material counts, mesh counts, and draw calls. Wouldn’t working with lots of individual mesh pieces cost a lot of draw calls?
That's a nice question, mate. All the unique meshes can be marked as static mesh. That way draw calls will be calculated by the count of materials they use. And we can optimize it easily that way. I been able to do some mobile city builders, and fps games with extremely low draw calls to run on most devices :) We just need to avoid some overlapping in uvs, alpha textures, stay around 512 size for most tiles and textures for optimization. Prob bake lights for final scene too
Hey! A bit late, but is the clip of the wall at the timestamp 1:13 from a video of yours? I really want to learn how to model stuff in that fashion, if it is from a video I'd appreciate knowing which =)
I have been wanting to learn how to make cobblestones like the ones in the intro segment of this video for so long, how do I go about it? From modeling to texturing
Hey, mate! Well... That's a long story and dozens of variations how to do it! I will go with Modular assets content when I finish with current Environment Course that starts in 2 weeks :)
Sorry if you mentioned it in the video but where are the modular assets from? They're very good are they your own private pieces or are they available on a marketplace?
Hey, mate! All the assets used in this Video been made by myself. Some of them are available on UE and Unity marketplaces, some of them been made for a Clients :) Search for ZugZug on marketplaces, or check All Links in One at the channel description, and thanks for watching the video!
Very cool! I bookmarked your Unreal assets. How much of a pain is it to upload to their marketplace? I can see you have much more on Unity. Even if you just upload your big bundle I'd be sure to bookmark that and hopefully pick it up some time this year.@@ZugZugArt
Woaah! Thanks for following mate! If you already making great realistic assets, it's not hard to make some stylized by using zbrush/Substance, handpainting gonna be s bit harder and more practice :)
is it better to build the modular building inside the modeling program (in my case, blender) set the different textures there, and then port the finished product to unreal and use it there that way? or should i just port all of the pieces into unreal and then build the model there?
Hey, man! In Blender you can do the test of how it works and looks when you build. But final pack will be set in UE, with the all parts separated. This is the way!
@@sudanemamimikiki1527 It's the only way to go! Your package should look like separated parts set correctly, that way the weight of files will be 10x less, correct optimization, and ability to use your pack with automatic generation kits. If you wanna get a free experience, try to upload and sell a modular package on UE Store, you will be provided with all the rules needed :)
@@ZugZugArt hmm. I have heard having the scene be made out of various separated parts is bad for performance tho? I'll try to read those ue store rules when I get back home.
parts for game engine modular kits generators parts with unusual sizes and forms tileable texture parts modular level parts and building floors tileable textures set textures by material type windows, doors, and emissive objects pivots
Hey! There's only one reason. I don't wanna setup viewport textures from scratch for all my older projects and thousands of models I did in past. For all new projects I go with 4.0 :)
Yeah, many works from the Video been made years ago using older Blender version :) If I open them with 4+ version, need to setup all the textures for viewport from scratch... for hundreds of models...
@@Gaukh I been using older version interface for like 13 years, since 2.5 released in 2011 I think😁👌 Wasn't really happy that they started global changes in UI... But it's better now for sure :)
Видос полезный. За это спасибо. Но я очень прошу тебя поработать над своим английским. Очень сложно услышать суть , если говорить вот таким языком. Особенно когда произношение такое... Пример : Doors Это не дурс, а дорс . Очень мешает качество языка
Love it! In the future, would love to see a realtime speed of you creating a small modular scene.
Thanks, man! It gonna happen 100%. Tutorial or timelapse format :)
Thanks for tips!
I would like to see a guide or process for painting textures for such modular models🙏
Glad you liked! 100% that we gonna have that tutorial! :)
@@ZugZugArt ❤
is there a full tutorial on this? modelling modulars, UVing, sculpting, baking and texturing in substance and finally creating the assets in 3d package and creating something in engine? this is what we need in depth :D thanks
Hey, man! That's something I gonna do after the Environment Videos and full Course. In past I did some voting for the future content people would like to see. Environments won, followed by Modular Assets :)
sounds awesome, when can we expect this? :)@@ZugZugArt
This makes total sense, now that I know to think about it. Brilliant, thanks so much!
Glad it was helpful! :)
Great video! New subscriber ^^
Do you have any recommendations for what scale is best to use and also do you hand-pain the textures in Blender?
Woooohoo! Thanks!
Feel free to join our Discord Art channel with thousands of Artists. We been talking about those questions dozen of time :)
I almost always go for 2048x texture size. Unfortunately handpainting in Blender feels like playing a video game on nightmare difficulty with using only your legs ^^ 3DCoat and Substance all the way!
Думаю скоро вольюсь в индустрию с твоими уроками, от души, братец)
Подскажи программы, в которых модели делаешь, а также ту, в которой ты на здание различные текстуры накидывал (можно урок по этой штуке, выглядит как то, что может сильно упростить работу? )
Привет! Как говорится Велкам! :) У меня кстати есть видос по софту что юзал my software tier list. Ну а так конечно стоит начинать с бесплатных как Blender 3d для моделинга, текстуры накидывал в Marmoset, но они были сделаны в 3d Coat :)
Make Environment Modular Course, it will be awesome ! Thanks for the video.
Heya! Thanks, mate! Actually that's the plan! After Environment Course that should drop in like a week... Next one will be Modular Course! :)
@@ZugZugArt That would be amazing im looking everywhere for a good course :) do you use Trim Sheets as well in this workflow?
Very informative, thanks!
Thank you so much 🎉 It was short and clear!
Thanks for kind words! :)
Thanks! :)
Honestly appreciating it.
ok this explains plenty. Thank you! I love your channel
Hey! Thanks man, glad It was helpful for you :)
How would you strike a balance between unique textures vs. trim sheets vs. tillable textures? Cause right now I largely work on VRChat avatars so I have a habit of being very mindful of material counts, mesh counts, and draw calls. Wouldn’t working with lots of individual mesh pieces cost a lot of draw calls?
That's a nice question, mate. All the unique meshes can be marked as static mesh. That way draw calls will be calculated by the count of materials they use. And we can optimize it easily that way. I been able to do some mobile city builders, and fps games with extremely low draw calls to run on most devices :) We just need to avoid some overlapping in uvs, alpha textures, stay around 512 size for most tiles and textures for optimization. Prob bake lights for final scene too
@@ZugZugArt thank you for the reply! I wasn’t sure if UE had static batching methods similar to unity. So that’s pretty handy!
i thought i was the only one using blender 2.79 nowadays
@@Manu-c5q Hehe it's still the same as new one for any low poly modeling, but I had to switch to 4+ version duo to everyone asking why I use 2.79 :)
Same
Hey! A bit late, but is the clip of the wall at the timestamp 1:13 from a video of yours? I really want to learn how to model stuff in that fashion, if it is from a video I'd appreciate knowing which =)
@@ElijahOzdo-mx6ci Heya! For this video I used only my own assets, you can find most of them in my portfolio :)
I have been wanting to learn how to make cobblestones like the ones in the intro segment of this video for so long, how do I go about it? From modeling to texturing
Hey, mate! Well... That's a long story and dozens of variations how to do it! I will go with Modular assets content when I finish with current Environment Course that starts in 2 weeks :)
Sorry if you mentioned it in the video but where are the modular assets from? They're very good are they your own private pieces or are they available on a marketplace?
Hey, mate! All the assets used in this Video been made by myself. Some of them are available on UE and Unity marketplaces, some of them been made for a Clients :)
Search for ZugZug on marketplaces, or check All Links in One at the channel description, and thanks for watching the video!
Very cool! I bookmarked your Unreal assets. How much of a pain is it to upload to their marketplace? I can see you have much more on Unity. Even if you just upload your big bundle I'd be sure to bookmark that and hopefully pick it up some time this year.@@ZugZugArt
This was very useful, thanks for your efford. 👍
You're very welcome! :)
Cool! I do realistic style, but stylized art always intrigued me, so subscribed with my both accounts to not miss new videos from you. :)
Woaah! Thanks for following mate! If you already making great realistic assets, it's not hard to make some stylized by using zbrush/Substance, handpainting gonna be s bit harder and more practice :)
I have a question about export. We vould export eqch object or all in just one fbx ?
It depends only or your and project needs :)
is it better to build the modular building inside the modeling program (in my case, blender) set the different textures there, and then port the finished product to unreal and use it there that way?
or should i just port all of the pieces into unreal and then build the model there?
Hey, man! In Blender you can do the test of how it works and looks when you build. But final pack will be set in UE, with the all parts separated. This is the way!
@@ZugZugArt is there a benefit to doing it that way?
@@sudanemamimikiki1527 It's the only way to go! Your package should look like separated parts set correctly, that way the weight of files will be 10x less, correct optimization, and ability to use your pack with automatic generation kits. If you wanna get a free experience, try to upload and sell a modular package on UE Store, you will be provided with all the rules needed :)
@@ZugZugArt hmm. I have heard having the scene be made out of various separated parts is bad for performance tho?
I'll try to read those ue store rules when I get back home.
parts for game engine modular kits generators
parts with unusual sizes and forms
tileable texture parts
modular level parts and building floors
tileable textures
set textures by material type
windows, doors, and emissive objects
pivots
Its so cute dude
Thanks! :)
Thank you
Thanks for subbing! :)
what us modular kits generators? googling doesnot help
The things that help build endless variations from your modular kit automatically. That could be Buildings, interiors, dungeons or what ever :)
where are you from bro?
Hey, yo! I'm a Latvian guy from Latvia 😁😎
Why do you still use the old Blender?
Hey! There's only one reason. I don't wanna setup viewport textures from scratch for all my older projects and thousands of models I did in past. For all new projects I go with 4.0 :)
Didn't you kinda forget Trim Sheets ?:)
Kinda yeah... I always called those just a tile textures :)
That blender 2.79 UI
(OoO)
Yeah, many works from the Video been made years ago using older Blender version :) If I open them with 4+ version, need to setup all the textures for viewport from scratch... for hundreds of models...
Even through the good old ctrl+c ctrl+v method?
@@lele974974 I actually haven't been thinking of best ways to setup it. I feel very comfortable working with both versions of Blender :)
2.79 team? xD
Already upgraded to 4+ 😁But to open older projects I prefer same version, so no need to setup textures in viewport from scratch
Blender 2.8 was the reason I even tried Blender because I hated the old Ui haha
@@Gaukh I been using older version interface for like 13 years, since 2.5 released in 2011 I think😁👌 Wasn't really happy that they started global changes in UI... But it's better now for sure :)
Видос полезный. За это спасибо.
Но я очень прошу тебя поработать над своим английским. Очень сложно услышать суть , если говорить вот таким языком. Особенно когда произношение такое...
Пример :
Doors
Это не дурс, а дорс .
Очень мешает качество языка
Пасиб за коммент! Работаю, 2 раза в неделю курсы eng, надеюсь с каждым видосом будет получше :)
Drink some water pls.
Sorry man, I'm still pretty new to all this video recording thing :) Trying to improve with every next video
@@ZugZugArtdon't listen to him bro , you video was very helpful