How I Built This Elden Ring Environment in Unreal Engine 5
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- เผยแพร่เมื่อ 21 ก.ย. 2024
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My Step-by-Step process for building Leyndell Royal Capital Gate in Unreal Engine 5. I cover using the built in modeling tools, Procedural Content Generation (PCG), and Dash tools. #unrealengine5 #environmentart #eldenring #proceduralgeneration
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Yeeeeeeeees dude!! I love that you incorperate your love for games into your 3D work!! Can’t wait to dig into this!
Thank you so much man!! I appreciate that. Trying to embrace that source of inspiration more!
I have spent many hours and death rolling in Elden Ring and you nailed it. I thought I was watching an expansion video for a minute.
Wow that is the best compliment thank you. I am glad I captured the feeling of the location to you. That is awesome!
Bro is more underrated than the definition of underrated. FIRE! CONTENT! Keep it up! 🔥🔥🔥
Thank you so much! That is so encouraging. I have so many more amazing projects planned! Can't wait!
I have just started (like, complete noob) with UE5, and your tutorials are fantastic, you explain everything so well and are very concise with every single tip!
Now I’m convinced Dash is actually very useful tool. Thanks Aziel!
This was incredible - I just installed UE5 today and wanted to create Warhammer 40K Content from the comics, but I had no idea how to start - now with commitment and consistency, I know I can take this challenge on!!! Thank you, subscribed.
You got this! You are absolutely right. Channel that space marine dedication, and you will be building amazing things in not time.
i just stumbled upon this video and watched it cuz i wanted to see how you made this and possibly learn maybe something from you as you sped through it all but i didn't realize that you break things down in a way that is super easy to understand for new and experienced builders i love your analogies and the way you put the description of things on screen as your doing them it makes things so much easier and faster to learn while also following along instead of having to pause the video every ten seconds just to understand wat you did thank you so much will b supporting you from here on out plz teach me everything lol
Incredible work! Thank you for going into all the steps in detail. It helps us new people out tremendously!
You are very welcome! I love sharing my process, and teaching in general, so I am glad it comes through.
This looks amazing! Currently playing Elden Ring for the first time and this location you chose is one of my absolute favorites!
On another note I've been using Blender since 2 years and been thinking of getting into Unreal but was procrastinating. Your video is motivating me a lot! Thank you :)
I am so happy to hear that. You got his! Just pick something fun you want to build and go for it. I find that helps me learn software stuff faster, when I have a good goal in mind.
great work man. Looks amazing.
The "I decided I was done :)" part is the 6th step for sure lol... so difficult to finish a project and releasing it into the world.
Thanks so much man! Heh yeah hard to pull away also. I could keep fixing things forever.
At time 17min
You can always "merge" or "group" the actors themselves creating one mesh, instead of 10 different smaller parts.
Wonderful video!
That completely removes the whole point of modularity in a scene. You need modular assets because you want them to be reusable and separate from one another, so they can be reassembled in a variety of different ways, like making a hut and its roof into different meshes so that you can duplicate the model and replace the copy's roof with a different styled roof later.
@rationalrama the process is the same. Just double click the asset and you can edit it. 😉
I love the debate here. There are pros and cons to both workflows. Grouping is a great fast way to move geo around. The packed level actors however is actually converting the geo to instanced geo, which for me I really needed to do to stay as optimized. Also with grouping, if you change one of the groups, it does not automatically update all of your duplicated groups, and with packed level actors it does. Both are valid workflows, this one just seemed to be the best fit for this one.
@@azielarts You are so right! I guess it really depends on the needs of the level. but wonderful video mate. thanks for what you do.
Wow, how did I miss your channel? Absolutely underrated! Incredible and high quality stuff - there was something for beginners, intermediate or even pros in UE5. Extremely good job with that video and the project. Keep it up
Thanks for sharing your process! Interesting to watch!
No problem! Thanks so much for taking a look.
Hey bro can i ask u somthing
Abt ue
R u there in insta
Thx fir sharing. This is very Useful and inspiring🎉
Absolutely! I am so glad to hear that! You got this.
Really great presentation of your process. Packed with so many superb tips. Also, beautiful results! Really nailed it!
I always think that to make props i need to go to blender or maya to make them but now i see that if someone is creative enough like you they can only use quixel.Amazing work!
Thats very kind of you to say. It definitely needs more testing as a workflow, maybe it can save you some time in the future 👍 You will probably still get the most efficient models by doing the Maya/Blender workflow, but maybe in the future with Nanite we wont have to worry so much about that.
Thanks for sharing your progress!
Absolutely! Hope it is helpful 👍
Great video, very well done. Cheers from Germany
That was insane!!
I really like this kind of environment, thanks for sharing your experience with doing such a masterpiece!
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Saved the video
Awesome environment!
Thank you! I learned a lot.
Project looks awesome! Thanks for the inspiration.
You are very welcome! YOU GOT THIS!
One word: WOW!
Amazing!! I am glad you like it!
Amazing! Such a good channel you got! Always great content! Keep on going this kind of videos are inspiring
Thanks so much! You all inspire me💪
Oh wow. Thats amazing
This is insane, very inspiring!
That is amazing! I am so glad to hear. Go make something awesome!
Amazing Video Man, i learned so much from this .. Thanks for sharing .. Keep up the good stuff.
No problem at all. Will do!
It looks basically the same, but desaturated.
Thanks for the feedback 👍
amazing work !
Thanks so much!
@@azielarts u should do bloodborne next !
wow a lot of work, great job, thanks for sharing
You are welcome! Love to share my process!
This looks beautiful and impressive! Thanks for sharing your process, how is it in terms of optimization? As Mega Scan assets even trimmed will eat up vram quickly, so will such process suit for a gameplay environment or rather as an art piece?
Thanks in advance for any answers.
There are a couple of videos talking about Environment optmization, specially some about mobile, that are helping me on this subject, in general. Since mobile is fairly restricted on hardware power, optmization is forefront there, but some techniques and ideas migrate to PC/Console dev. Texture size, a some automatic mesh LODs set-up is important. In my experience, one should avoid using out of the box assets, and always profile!
I would encourage you to play Lords of the Fallen 2023 as well if you love this kind of dark fantasy games. Also you can tick "Use Volumetric Fog" inside UDS for more in-depth fog volumes that u can control and use it inside the plugin and also change project mode from game/real-time to cinematic/offline for more realistic weather if not already.
Super Amazing Man!
Pretty cool. Subbed.
Amazing! I am honored
Another banger video keep them coming man! I already learned a ton from you. You don't know how helpful you have been 😁
I am so happy to hear that! It was a blast to make. It is so rewarding to hear that you have been finding the videos helpful and are getting alot out of them. Btw, I am not sure if you are interested, but I just launched a private community for people to ask questions and jump on calls with me. Let me know if that sounds helpful to you, but I feel like you might be a good fit.
@@azielarts i'll definitely check it out!
Ohhh MY PC!!!
This was Some fire content , can you also make a video on how to make a grass/vegetation system like Ghost Of Tsushima it has some of the most beautiful environment in gaming.
Thank you, very inspiring! :)
No problem, that is the best thing to hear. You got this 💪
INCREDIBLE!
You are incredible!
@@azielarts haha thanks
Amazing job man!!
Elden ring na unreal engine 5 seria um absurdo de incrível, sempre imaginei esses jogos bons com gráficos feios numa engine focada nisso
Infelizmente até hoje não existe um projeto de Nier Automata para UE5...
hey, the video was super dope, though how did you create this emissive bark material for the small tree in the middle ?
U should do Nokstella next
perfect
Right on!
in 0:14 your shadows are going crazy.
There are a lot of console commands that might fix this.
Other than that, very nice environment
Great point 👍
Hey mate! How to Google commands for shadows?
Something like: how to fix shadows in UE console command?
@@brandonjacksoon there is no console command that will fix every shadow error. if i remember correctly there are like 7.7k console commands. you need to try them out and write down which works so you will have them in the future.
but dont forget to test render after you enter a console command because sometimes you wont see the results in viewport.
amazing
Thank you!
Great work, i like Your process. However - imo it missing some points. Right now its looks too solid, it missing variations in decals and overall texture/roughness value. Recently i was adding my own weapons to the elden ring and i figured out they used a lot of shaders with a lot of combinations.
You could have made it look much realistic in my opinion. It is almost same look as the game has
Thanks for the feedback. I am sure I still have alot to learn, but I try to improve with each project.
you did not add the yellow ambient light from the erdtree
Omg, good note there, thanks for the feedback.
dont deferred decals add draw calls per instance? Isnt that a crap load of draw calls?
It's ok just for a cinematic shot
@@MonsterJuiced Curious.. do u think geometry decals would be better? Espeacially if merged. Not sure if there is any actual benefit to deferred decals or if they are just convenient due to projection.
they put all that effort just for it to not even be the main entrance to the capital xD
Bravooooooooooooooo
I have 4 gb lap laptop can i make
Wilson Larry Brown William Smith Matthew
liked to see this video but please don't use these screeching noises for transistion, it's hella annyoing and made me want to click of the video every time, one can only asume to how many other people this might apply
OOH thanks so much for this feedback. I will incorporate it into future videos.
Game looks like crap even on ue5 that’s the magic of lazy fromsoft they still be recycling same game from 2010
0:40 Peak drip
Aziel you are the best!
Thanks much, but the truth is you all are the best!
YOU HAVE NO IDEA WHAT HAVE YOU DONE 🫵🫡