Learn Easy Ways to Improve Custom Assets Quality - UEFN Tutorial

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  • เผยแพร่เมื่อ 7 ก.พ. 2025
  • In this video I will explain why your custom assets sometimes look much lower quality while inside UEFN looks good and how to fix this. You will learn as well how to dynamically optimize triangles count and LODs with collisions.
    Helicopter 3d model by EXcalibur117 - sketchfab.com/...
    Our Discord Community link - / discord
    Patreon - / asicson
    Creator Code in Fortnite: ASICSON
    #uefn #fortnitecreative #creative #creative2 #uefntips #fortnitecreative2 #uefncustomasset #uefntutorial #uefnnanites #uefnassetquality #uefnassetoptimization

ความคิดเห็น • 16

  • @LoganPinney
    @LoganPinney 4 หลายเดือนก่อน +2

    BOSS! Master level tips 🎉🎉🎉 I can see your improvement with each tutorial. Fantastic

    • @AsicsoN
      @AsicsoN  4 หลายเดือนก่อน

      @@LoganPinney Thanks Logan, means a lot 🤗

  • @Fallen-Champ
    @Fallen-Champ 4 หลายเดือนก่อน +2

    Thank you for doing this, I still don't fully understand what this does "Automatically set usage in Editor" - have never done this before so maybe this is why I get some issues when migrating packs from UE into UEFN?)
    Reference using Collision within UEFN Modeling Mode I do this a lot so for the helicopter I would maybe go something like this - Modeling - Attributes - Mesh To Collision - (if collision is set to Simple and Complex) at the top Geometry Type change from Aligned Boxes and try Convex Decompositions (now under Convex Hulls) increase or decrease Hull Target Face Type (a higher number would be required for a more complex shape) this will tighten the collision in around the mesh, you can keep altering until you are satisfied with how it looks.

    • @AsicsoN
      @AsicsoN  4 หลายเดือนก่อน +1

      @@Fallen-Champ If you mean in LODs group then it's just controls when to switch between LODs, as I understand nothing more. For smaller assets it will be more aggressive. It means they will start switching earlier and if object is large you may start to notice that switch.
      I still planning to release assets migration from UE5.
      Good tip about collisions in UEFN 👍 I personally or work with simple primitives as in the video or create custom collision in Blender.

  • @Ultimatenievesgaming
    @Ultimatenievesgaming 4 หลายเดือนก่อน +2

    Thank you so much! I ran into this problem when I started with UEFN and it took me a long time to understand but you just summarized it in a few minutes. Amazing, thanks!

  • @BiboPlayer7
    @BiboPlayer7 4 หลายเดือนก่อน +1

    Modelling mode now is very powerfully I don t use blender anymore (I use only if I need to create complex shapes or work with skeletal meshes)

  • @Gatlen_Shado
    @Gatlen_Shado 4 หลายเดือนก่อน +1

    💯 learned some new tricks. Thank you.

  • @JustGemy
    @JustGemy 4 หลายเดือนก่อน +1

    looks amazing keep it up

  • @azrhyga
    @azrhyga 4 หลายเดือนก่อน

    Very great!!

  • @CrxzyYT
    @CrxzyYT หลายเดือนก่อน

    for me its my UI and textures. When i create them i spend hours making sure there arent any misplaced pixels and make it as high quality as i can. But when i import texture to Browser it gets like blurry and causes miscolored marks around the edge. Ive tried changing compression settings but it looks the same.

  • @Nachlas101
    @Nachlas101 4 หลายเดือนก่อน

    You mentioned that you may have to combine meshes when importing fbx to uefn, however, do you have to do the same for blender? Or was the one you imported to blender already 1 mesh?

    • @AsicsoN
      @AsicsoN  4 หลายเดือนก่อน +2

      In Blender it will import all as is. In my case it was solid one mesh as I combined before recording.
      But inside Blender can select multiple objects then right click in viewport and choose Join. That will combine them.

    • @Nachlas101
      @Nachlas101 4 หลายเดือนก่อน

      @@AsicsoN Thank you!

  • @conditcatsog
    @conditcatsog 4 หลายเดือนก่อน

    From my experience with modeling mode you shouldn't exceed 75,000 triangles

    • @AsicsoN
      @AsicsoN  4 หลายเดือนก่อน +2

      @@conditcatsog It's good practice to keep as low as possible. There is a rule, if something not contribute to shape then it shouldn't be there.
      And sometimes larger objects better to split into chunks for better control and optimization.

    • @conditcatsog
      @conditcatsog 4 หลายเดือนก่อน

      @AsicsoN if the object is is separated then put into a blueprint actor it can function as a single mesh