when I think back about Elden Ring, there were so many places and environments in the game, it's pretty mind blowing how much they packed into it. massive
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.
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.
this is definitely the best tutorial for unreal i've found so far. i'm really wanting to make a game, a soulslike that's heavily space-themed, and getting started has been really daunting considering the only 3d art i've done has been with source filmmaker. i *love* the way you're so thorough with your process and explanations. you don't just throw a term out and then move on like every other creator does, you take as much time as needed to explain what that term is and how to achieve it. really makes me feel like this is something i could actually do. pleeeeaaaase keep making videos like this :3
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.
This has to be one of the finest tutorials i have seen yet without getting convoluted with unnecessary info to confuse me. Thank you!! My only wish is for some of us do you have a landscape built first before blocking and also wonder if sub levels would help??
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!
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.
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
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
At first I thought the clips of unreal where in elden ring. My first thought was "oh wow the lighting in elden ring must be pretty good to keep up with unreal". I also thought Aziel just ported the Elden ring assets into unreal because they looks so damn good!
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.
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.
Great stuff. I wish you would've spent some time showing the final outcome off to us fellow tarnished. I've said many times how amazing ER would be in UE, I'd love to see more.
This is insane, learned so much (especially basic stuff that's always so hard to find because sometimes you don't even know that you need to learn it :D). Would love your advice on these though: How do you decide what the smallest elements to graybox are? (like at 14:50 you have the circular elements on the floor that seem REALLY shallow and almost worth skipping, same for just tiny boxes that are going to later represent statues or detailing) Do you tackle interiors differently or is it the same process? Like you graybox the house as an exterior, get everything in the rough scale, shape, rotation etc. that you need then you hollow it out and repeat the process for the interior?
Awesome Job Not only on the final look of the project but on the detailed explaination I learned several new tips. but not sure on that packed instance thing? isnt it just making a blueprint with all the structure items?
It is making a type of blueprint, but the difference is that the meshes are all instanced so it is more efficient than a normal blueprint. It is also easier to update. Normal blueprints work also though if that is your jam.
Bro you need a section marked in the video *specifically* just for showing off the finished product. The interjecting with the edit details at every point disrupts the "oh my gosh" moment you want us to have
Elden Ring really spoiled us. The first and only souls game I ever played. I don’t even like single player games really but this game blew me away. Truly one of a kind..
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 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.
Very informative video! Do you offer how to build this Elden Ring environment in the course you on your website? like step-by-step, no time-laps videos?
Sir Do you have a Course that can make Automation animation of Background People in cinematic videos while you animate the main character to make the scene more realistic? Like for example procedural Crowd animations in the background selling or walking randomly in the background while you animate your main character?
Sadly one of the reasons that people really lose themselves in from software environments is that ALL the details DO matter. The tops of pillars and tiny shapes do have a meaning.
Yes this is what we need. Let's remake a game which runs with smooth 60 FPS even on low tier hardware, with an engine which is a stuttery mess even on high end GPUs and CPUs to make grass and trees look slightly better.
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.
@@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.
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...
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!
when I think back about Elden Ring, there were so many places and environments in the game, it's pretty mind blowing how much they packed into it. massive
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.
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.
This blows my mind. The imagination and creativity you must have to develop a game like Elden ring is amazing!
this is definitely the best tutorial for unreal i've found so far. i'm really wanting to make a game, a soulslike that's heavily space-themed, and getting started has been really daunting considering the only 3d art i've done has been with source filmmaker. i *love* the way you're so thorough with your process and explanations. you don't just throw a term out and then move on like every other creator does, you take as much time as needed to explain what that term is and how to achieve it. really makes me feel like this is something i could actually do. pleeeeaaaase keep making videos like this :3
How's your project? Any updates?
Im also curious! How is it going?
the most effective DASH tool ad ever made haha
it looks good, I will probably try out Dash because of this video
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
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.
Outstanding work, thank you for sharing 🔥👏
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.
That Packed Level Instances tip is really useful!
This has to be one of the finest tutorials i have seen yet without getting convoluted with unnecessary info to confuse me. Thank you!! My only wish is for some of us do you have a landscape built first before blocking and also wonder if sub levels would help??
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!
Incredible work! Makes me want to learn Unreal for 3D Environment
You should!
This guy knows what he’s doing. A true game developer. 💪💪💪💪💪💪
Thx fir sharing. This is very Useful and inspiring🎉
Absolutely! I am so glad to hear that! You got this.
One word: WOW!
Amazing!! I am glad you like it!
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.
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
From Software are such masters of the walk out moment in their games
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
This was so captivating, thank you.
wow never heard of dash before
this tool looks insane
This video helped me get reacquainted with UE AND also taught me the key basics for each toolset.
SUBSCRIBED!!!
ive been wanting to make a game for a while and i think this is the kick start i needed to just dive in and start going
That 4090 is really putting in the work. i have the same setup with a 3080 and it wound like a vacuum cleaner by the end
thank you for teaching us so much cool stuff. this is gold.
This looks so sickkkkk. Holyyy. Im blown away.
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💪
Amazing!! I actually "tried" to recreate exactly this area in Blender a while ago. Really cool to see this.
Aziel you are the best!
Thanks much, but the truth is you all are the best!
INCREDIBLE!
You are incredible!
@@azielarts haha thanks
Amazing Video Man, i learned so much from this .. Thanks for sharing .. Keep up the good stuff.
No problem at all. Will do!
And really helpful. As an aspiring 3d artist, I am learning a lot from your explanation.
my joy , when u did the packed instance, that thing is soo good
Project looks awesome! Thanks for the inspiration.
You are very welcome! YOU GOT THIS!
Now I’m convinced Dash is actually very useful tool. Thanks Aziel!
At first I thought the clips of unreal where in elden ring. My first thought was "oh wow the lighting in elden ring must be pretty good to keep up with unreal". I also thought Aziel just ported the Elden ring assets into unreal because they looks so damn good!
this is awesome dude! i love it!
Inspirador! Gracias! ❤
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.
will it create its own instance of the merged asset as 1 or itll just be grouped with it? i need to check out UE5 modeling features im using Maya
Thanks for sharing your progress!
Absolutely! Hope it is helpful 👍
wow - this is real art
This is insane, very inspiring!
That is amazing! I am so glad to hear. Go make something awesome!
Awesome environment!
Thank you! I learned a lot.
Super Amazing Man!
HOLY SHIT this is amazing man!
Really great presentation of your process. Packed with so many superb tips. Also, beautiful results! Really nailed it!
Wow ! Amazing job !! 😀
That was insane!!
I really like this kind of environment, thanks for sharing your experience with doing such a masterpiece!
.
Saved the video
wow a lot of work, great job, thanks for sharing
You are welcome! Love to share my process!
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!
Should do irithyll ! This is beautiful, btw. Brilliant
U make it look easy ! (Interesting)
GAAAAAHDDDAMN! I love Elden Ring's artstyle man.
Great stuff. I wish you would've spent some time showing the final outcome off to us fellow tarnished. I've said many times how amazing ER would be in UE, I'd love to see more.
Awesome! I totally agree. Got a little film of jus the cinematic shots coming in a few days
@@azielarts 😁
Great video, very well done. Cheers from Germany
This is insane, learned so much (especially basic stuff that's always so hard to find because sometimes you don't even know that you need to learn it :D).
Would love your advice on these though:
How do you decide what the smallest elements to graybox are? (like at 14:50 you have the circular elements on the floor that seem REALLY shallow and almost worth skipping, same for just tiny boxes that are going to later represent statues or detailing)
Do you tackle interiors differently or is it the same process? Like you graybox the house as an exterior, get everything in the rough scale, shape, rotation etc. that you need then you hollow it out and repeat the process for the interior?
amazing work !
Thanks so much!
@@azielarts u should do bloodborne next !
Amazing!!! 👍👍👍👍👍
Awesome Job Not only on the final look of the project but on the detailed explaination I learned several new tips. but not sure on that packed instance thing? isnt it just making a blueprint with all the structure items?
It is making a type of blueprint, but the difference is that the meshes are all instanced so it is more efficient than a normal blueprint. It is also easier to update. Normal blueprints work also though if that is your jam.
Thank you, very inspiring! :)
No problem, that is the best thing to hear. You got this 💪
Amazing job man!!
:) nicely done!
Amazing brother 🎉
The fact that I can't really tell the difference goes to show how graphically impressive elden ring looks
Oh wow. Thats amazing
This is so good and well put together, thank u so much for this tutorial 😭🫶🏻
Bro you need a section marked in the video *specifically* just for showing off the finished product. The interjecting with the edit details at every point disrupts the "oh my gosh" moment you want us to have
Pretty cool. Subbed.
Amazing! I am honored
U should do Nokstella next
It looks basically the same, but desaturated.
Thanks for the feedback 👍
Exactly what I thought
Elden Ring really spoiled us. The first and only souls game I ever played. I don’t even like single player games really but this game blew me away. Truly one of a kind..
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 am looking forward to taking the course but trying to see if in budget should i still do the free consult?
Hey yep, happy to talk through it with you
@@azielarts ok will figure out a time and set it up
hey, the video was super dope, though how did you create this emissive bark material for the small tree in the middle ?
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!
Cool, now build the rest of leyndel
Lol gota catch up on sleep first.
insane work, i really thought that you just reused the models from elden ring lol but nahh your insane
I think it's looks absolutely same, maybe just little bit brighter
whats the music used in the beginning
16:13- Nested Structures
amazing
Thank you!
Very informative video!
Do you offer how to build this Elden Ring environment in the course you on your website? like step-by-step, no time-laps videos?
Sir Do you have a Course that can make Automation animation of Background People in cinematic videos while you animate the main character to make the scene more realistic? Like for example procedural Crowd animations in the background selling or walking randomly in the background while you animate your main character?
No I don't unfortunately.
You should build one of the towns from The Witcher 3
Sadly one of the reasons that people really lose themselves in from software environments is that ALL the details DO matter. The tops of pillars and tiny shapes do have a meaning.
very impress much like
perfect
Right on!
fromsoftware hire this man
you did not add the yellow ambient light from the erdtree
Omg, good note there, thanks for the feedback.
Yes this is what we need. Let's remake a game which runs with smooth 60 FPS even on low tier hardware, with an engine which is a stuttery mess even on high end GPUs and CPUs to make grass and trees look slightly better.
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.
that's amazing man. i wish i could make something like that too one day.
one of the best advice 43:00
Is there an advantage to using Packed Level Instances rather than merging static meshes? Love your channel btw. Just subbed.
You can go back and edit the level instance anytime, which is not possible with merged static meshes.
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.
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...
wow this elden ring map looks like unreal engine 5