In case you have to do math for a value, like how much you need to rotate something. Instead of pulling a calculator out, you can just type the formula into the rotation value and blender will do the math.
I'll just add another tip for anyone wanting to do this workflow: setting up a material with the texture you intend to use in blender can make it easy to finalize a model before ever going into unreal, which can speed up the workflow imo
@werewolf873 it will import the things plugged into the base colours, people use Adobe, but I use materialize, u can make all the maps and lots of ways to edit them and it's free
Awesome video! Here's a tip to anyone that's interested! In the barrel section, if don't want to manually offset the UVs, there's is an "UV" section in the Array modifier, you can offset it in the U and V, you can type a odd value like 0.67 for example and when you export it it's gonna shift the uv by 0.67 for each array object. Since it's automated you'll still get noticeable repetition and you should manually adjust a little, so, yeah, just a cool thing to add to your 3D modeling belt!
another tip I've recently come across for making unique objects is to model similar items together as one object, UV unwrap and then texture them together as one object. You don't have to build as many materials, the materials will be closer in texel density and in color, and its waaaaayyyyyy faster and more efficient for performance to have small or simple objects using the same material or material instance. After you texture them, export the textures directly into your content folder so you can make changes to the textures and theyll update in engine after export, and seperate the objects in your 3d program then export them individually and assign the same material to them all.
That's a great workflow that works for some scenarios but definitely be careful about it- there will be times that you may just need *one* object from that packed material, and then you're suddenly loading an entire unique atlas just for one mesh (e.g. loading a 4K texture for a tiny object), definitely great for packs of meshes that you know you'll use together though!
Great video, entertaining and educational throughout its duration, definitley going to use this flow. Im left with a question though, how are you putting two differnet textures onto a model and unreal knowing where it needs to be? aka the barrel having wooden planks and metal rings, did you define the rings and planks as having seperate textures in blender somehow? Edit: Okay nvm that was super easy. If you wanted a cube with a different texture on each side you just select your cube, make a new material, enter edit mode, once you're in edit mode an assign button shows up under your new material, select the face/faces you want to have a different texutre on and assign them to that material, this works for texturing in both unreal and blender as for unreal your just telling it its a seperate material then editing said material
Nice video! Almost clicked off at that math part tho hahah. Also, cant you add an image texture to help orient the faces instead of doing trial and error in unreal? That and in the UV editor panel you can click on the icon that has 2 opposing arrows that way all if the UVs show up at once regardless of what you have selected, helps me a ton
I cut them out because if not, this video would've been way too long- the video isn't necessarily a 'how to model' video but more of a specific type of workflow
Great guide! So what happens if we want to open the lid of the Wardrobe? My friend and i plan to add some interactable pieces. But when we export Wardrobe like that, We wont be able to select the lid and open it. What kind of workflow should we follow in that case? Should we export seperate lids?
Correct yeah, you’d essentially have either 3 separate imported meshes, the wardrobe base and L and R door, or alternative just one of the doors and you can mirror it by scaling by -1 on an axis
@@FirstCrimson Hmm, so we will then create "blueprint" and add it to the mesh right? Are there anyway to add it to the directly mesh? Or should we need to create blueprint for that
I notice you didn’t cover anything about baking normals for a lower pooky version. Are models like these average tri count got game assets with today’s rigs?
Triangle count isn't really an issue these days unless you're targeting specific platforms, the real problem generally ends up being drawcalls, materials and textures.
Thanks for the video, I'm wondering is it better to create an object such as the cupboard from a single cube - minus moving parts like the doors? Does it run worse in unreal if assets are made from multiple objects / better if it's fewer? For example, i have seen a wagon wheel be made with the outer rim, the spokes and the central hub all separate objects, grouped together with faces removed on intersecting edges - would it be better to aim to have all this as one object or is this unnecessarily making things more complex?
That would just make things more complicated, especially in the modelling phase- additionally, exporting the cupboard as one piece (even though it’s built of multiple objects) essentially merges it as one object when importing, so there’s no performance hits there. Of course if you want the cupboard to be openable, you’d have to export the doors as separate objects for import but that’s just a few additional drawcalls. Alternatively if you’re really worried about drawcalls, you can have a closed variant, opened, etc. and export those as separate cupboards to reduce drawcalls.
I want to ask that if you have a reason on why you model pieces seperately. i know that making a mesh whole is sometimes worse than making them seperate since it can add a lot of unnecessary geometry. Isn't it going to be problematic when you are going to texture them ?
Making one whole mesh is sometimes a nightmare to manage/model, having them in separate pieces doesn't cause issues when texturing unless you need specific shading/smoothing, etc. Also keeping in mind to not have too much clipping helps with UV/texture space optimization, so there's right ways of using multiple meshes and wrong ways. It can depend on context.
@@FirstCrimson thanks for clearing. I was going for single meshes even for something like doors, chairs and others. Definitely going to try it out while working on my brothers project
Is it better to make it all from one mesh or add multiple meshes to create an object? I noticed with the chair you used multiple but other videos I’ve seen they use one
I usually just look at the rule of 'look at how it's built in real life and take that as reference', chairs typically aren't built all in one piece, plus it'd be super difficult/challenging trying to piece it all together as one mesh- basically, just make your life easier where you can and where it makes sense.
Aren't these bevels are bad for game performance? I normally do another lowpoly assets and baked them. I'm confused. I don't know if your method where you directly export fbx without baking and use unreal material is better.
Geometry is cheap, textures are not- so bevels really aren't that bad unless you're maybe doing mobile, to which at that point you're probably going to need to do more tech tricks like using trim sheets to emulate bevels, etc. Baking every single mesh in the game will require multiple textures (unless you're only using a normal map) which can QUICKLY get out of hand, if you have a globalized material that you re-use constantly, that's much cheaper since you're only loading in a few textures at a time.
Optimization nightmare? How so? Reusing textures and the meshes aren't high polycount at all, plus you could easily use LODs depending on the game to reduce overdraw if the bevels are too much.
Hey so I have a question when it comes to weapons and characters ect is it better to paint/materialize them like this or on substance painter looking for some help
That heavily depends on the use case, e.g. how large those characters are (if they're like, large mechs or something), but most times you'll texture weapons/characters using the traditional high>lowpoly bake method into Substance Painter.
@@FirstCrimson thank you for your response. I was wondering if it would be possible if you could make a video on how to do that I can’t find a video that is actually as good as your videos because you go into depth about what’s going on and everything I can’t find any videos that informative on the process of creating a low poly model giving it details and then painting it or texturing it. I am trying to find a video that walks you through the whole process from creating a low poly weapon. And implementing it in to a game with everything in between.
lol, farm the engagement, props. But try not to completely mislead with your title. Or just rename it. Either way you know what you’re doing, it’s just sad. Add to the problem instead you could actually be helpful.
🤣 Sadly I couldn't include everything in the video but I might upload the full version for ko-fi supporters or something- it's SUPER long though, like an hour or so.
In case you have to do math for a value, like how much you need to rotate something. Instead of pulling a calculator out, you can just type the formula into the rotation value and blender will do the math.
I'll just add another tip for anyone wanting to do this workflow: setting up a material with the texture you intend to use in blender can make it easy to finalize a model before ever going into unreal, which can speed up the workflow imo
Except you cant import anything from blender to unreal except base colors
@@OtakuCulture0 Wait, you cant? Then where do people make textures?
@werewolf873 it will import the things plugged into the base colours, people use Adobe, but I use materialize, u can make all the maps and lots of ways to edit them and it's free
@@OtakuCulture0 thanks for the heads up, i've been pulling my hair out because i couldn't get my textures to properly port from blender to unreal.
@@OtakuCulture0 you can bake procedural blender materials!
Awesome video! Here's a tip to anyone that's interested!
In the barrel section, if don't want to manually offset the UVs, there's is an "UV" section in the Array modifier, you can offset it in the U and V, you can type a odd value like 0.67 for example and when you export it it's gonna shift the uv by 0.67 for each array object. Since it's automated you'll still get noticeable repetition and you should manually adjust a little, so, yeah, just a cool thing to add to your 3D modeling belt!
This was a great way to put together loose connections in the process and make things less intimidating to learn.
another tip I've recently come across for making unique objects is to model similar items together as one object, UV unwrap and then texture them together as one object. You don't have to build as many materials, the materials will be closer in texel density and in color, and its waaaaayyyyyy faster and more efficient for performance to have small or simple objects using the same material or material instance. After you texture them, export the textures directly into your content folder so you can make changes to the textures and theyll update in engine after export, and seperate the objects in your 3d program then export them individually and assign the same material to them all.
That's a great workflow that works for some scenarios but definitely be careful about it- there will be times that you may just need *one* object from that packed material, and then you're suddenly loading an entire unique atlas just for one mesh (e.g. loading a 4K texture for a tiny object), definitely great for packs of meshes that you know you'll use together though!
9:57 "Don't make a donut"
Me coming here cus I need to know how to import my donut into UE5: "Oh god"
Awesome intermediate tutorial, thanks! I learned about weighted normal for the first time here.
Great video, entertaining and educational throughout its duration, definitley going to use this flow. Im left with a question though, how are you putting two differnet textures onto a model and unreal knowing where it needs to be? aka the barrel having wooden planks and metal rings, did you define the rings and planks as having seperate textures in blender somehow?
Edit: Okay nvm that was super easy. If you wanted a cube with a different texture on each side you just select your cube, make a new material, enter edit mode, once you're in edit mode an assign button shows up under your new material, select the face/faces you want to have a different texutre on and assign them to that material, this works for texturing in both unreal and blender as for unreal your just telling it its a seperate material then editing said material
Glad you got it going!
I would really like it if you continue making these types of videos. Full breakdown of making game assets.
Learning blender is so frustrating. I keep watching videos that either aren't in depth enough or don't focus on exactly what I need.
Just ball out. Your first model will either suck a lil but be charming or it’ll be a high quality donut.
You can't get better if you don't start, yes you will suck but if you keep going you WILL improve.
Just do it bro 😉 just start, getting better is the path
adding the dirt next would be good please also when to use dirt layers in the materials and when to use dirt decals
Don’t use the calculator just write 360/20 in the z rotation textbox and Blender will do the calcuation for you 😊
A CHAIR! A CHAIR CRIMSON?! WOW
giant fan, i blow air all day. gonna follow this tutorial
I love that the initial thought it came to me was that there might be a screamer in this video. Jeez.
It's works in blender 4.1.1. Thanks man!!!
nice video thanks , track at 6 min was a banger\../
Nice video! Almost clicked off at that math part tho hahah. Also, cant you add an image texture to help orient the faces instead of doing trial and error in unreal? That and in the UV editor panel you can click on the icon that has 2 opposing arrows that way all if the UVs show up at once regardless of what you have selected, helps me a ton
How would you model the dresser if you wanted to have the doors be open-able in the game engine? Greate video btw!
You model the inside
Wooo, I love these.
Me: watching several videos for blender just picking up stuff here and there
Guy in video: Dont make a donut its a trap
Me: Oh no....I did that..
u gained the sub at 2:15
What exactly do you do that you can put multiple materials on the same object? Like with the barrel wood and metal.
Materials are setup in the modelling software, I believe I start doing it at around 18:00
Great video, thanks.
This great video keep up the hard work
Thanks for the addon. Not been able to import anything this did everything, even a lion with zerobi normals and missing blahblahblah errors. Ta
the modelling parts got cut out or is there a video showing the process to model those assets?
I cut them out because if not, this video would've been way too long- the video isn't necessarily a 'how to model' video but more of a specific type of workflow
fibres? hmm. it's also called (wood) grain. ;)
Great guide! So what happens if we want to open the lid of the Wardrobe? My friend and i plan to add some interactable pieces. But when we export Wardrobe like that, We wont be able to select the lid and open it. What kind of workflow should we follow in that case? Should we export seperate lids?
Correct yeah, you’d essentially have either 3 separate imported meshes, the wardrobe base and L and R door, or alternative just one of the doors and you can mirror it by scaling by -1 on an axis
@@FirstCrimson Hmm, so we will then create "blueprint" and add it to the mesh right? Are there anyway to add it to the directly mesh? Or should we need to create blueprint for that
Yeah, you’d have a blueprint for that with the meshes put in the BP
Thanks! @@FirstCrimson
I notice you didn’t cover anything about baking normals for a lower pooky version. Are models like these average tri count got game assets with today’s rigs?
Just be reasonable with poly count and you can use the midpoly workflow. UE5 has nanite to support this.
Triangle count isn't really an issue these days unless you're targeting specific platforms, the real problem generally ends up being drawcalls, materials and textures.
"you will learn new stuff or maybe degenerate" - my kind of tutorial /rofl
Thanks for the video, I'm wondering is it better to create an object such as the cupboard from a single cube - minus moving parts like the doors? Does it run worse in unreal if assets are made from multiple objects / better if it's fewer? For example, i have seen a wagon wheel be made with the outer rim, the spokes and the central hub all separate objects, grouped together with faces removed on intersecting edges - would it be better to aim to have all this as one object or is this unnecessarily making things more complex?
That would just make things more complicated, especially in the modelling phase- additionally, exporting the cupboard as one piece (even though it’s built of multiple objects) essentially merges it as one object when importing, so there’s no performance hits there. Of course if you want the cupboard to be openable, you’d have to export the doors as separate objects for import but that’s just a few additional drawcalls. Alternatively if you’re really worried about drawcalls, you can have a closed variant, opened, etc. and export those as separate cupboards to reduce drawcalls.
Thanks, that helps a ton.@@FirstCrimson
Make a video about how to upload these asset to Unreal Market Place step by step. Thanks in advance.
excellent video
I want to ask that if you have a reason on why you model pieces seperately. i know that making a mesh whole is sometimes worse than making them seperate since it can add a lot of unnecessary geometry. Isn't it going to be problematic when you are going to texture them ?
Making one whole mesh is sometimes a nightmare to manage/model, having them in separate pieces doesn't cause issues when texturing unless you need specific shading/smoothing, etc.
Also keeping in mind to not have too much clipping helps with UV/texture space optimization, so there's right ways of using multiple meshes and wrong ways. It can depend on context.
@@FirstCrimson thanks for clearing. I was going for single meshes even for something like doors, chairs and others. Definitely going to try it out while working on my brothers project
Is it better to make it all from one mesh or add multiple meshes to create an object? I noticed with the chair you used multiple but other videos I’ve seen they use one
I usually just look at the rule of 'look at how it's built in real life and take that as reference', chairs typically aren't built all in one piece, plus it'd be super difficult/challenging trying to piece it all together as one mesh- basically, just make your life easier where you can and where it makes sense.
@@FirstCrimson Thank you
Aren't these bevels are bad for game performance? I normally do another lowpoly assets and baked them. I'm confused. I don't know if your method where you directly export fbx without baking and use unreal material is better.
Geometry is cheap, textures are not- so bevels really aren't that bad unless you're maybe doing mobile, to which at that point you're probably going to need to do more tech tricks like using trim sheets to emulate bevels, etc.
Baking every single mesh in the game will require multiple textures (unless you're only using a normal map) which can QUICKLY get out of hand, if you have a globalized material that you re-use constantly, that's much cheaper since you're only loading in a few textures at a time.
can i make an asset in Blender, color it in UE and sell it in the marketplace?
How did you activate this View of Blender? Do no not have this "Default" Tab
I'm not sure, I thought Default was always a thing in Blender? That being said I could be using an older version than yours if I were to guess
damn u good ..
With this methods you just create an optimization nightmare along the development pipeline...
Optimization nightmare? How so?
Reusing textures and the meshes aren't high polycount at all, plus you could easily use LODs depending on the game to reduce overdraw if the bevels are too much.
Hey so I have a question when it comes to weapons and characters ect is it better to paint/materialize them like this or on substance painter looking for some help
That heavily depends on the use case, e.g. how large those characters are (if they're like, large mechs or something), but most times you'll texture weapons/characters using the traditional high>lowpoly bake method into Substance Painter.
@@FirstCrimson thank you for your response. I was wondering if it would be possible if you could make a video on how to do that I can’t find a video that is actually as good as your videos because you go into depth about what’s going on and everything I can’t find any videos that informative on the process of creating a low poly model giving it details and then painting it or texturing it. I am trying to find a video that walks you through the whole process from creating a low poly weapon. And implementing it in to a game with everything in between.
@@untrollable3212 I'll see what I can do
@@FirstCrimson thank you can’t wait, because I have created a small collection of low poly melee weapons, and don’t know where to go from here
can you model in UE5?
Yes you can
love how you just skip over going from a box to the frame of the wardrobe
I don't think scaling a bunch of cubes is important to show, especially when I said at the beginning of the video that this isn't a beginner tutorial.
too late, i made 10 donuts :D
butterfly are fine, that's how alot of furniture is actually built
lamaaaaaa
Maybe you’ll degenerate and forget everything.
This is why I miss dislikes.
Skill issue
lol, farm the engagement, props. But try not to completely mislead with your title. Or just rename it. Either way you know what you’re doing, it’s just sad. Add to the problem instead you could actually be helpful.
What Crimson's lesson looks like to me: i.pinimg.com/736x/8c/7c/32/8c7c32146fd1be659b1eb90da6249056--drawing-for-beginners-drawing-tips.jpg
😁
🤣 Sadly I couldn't include everything in the video but I might upload the full version for ko-fi supporters or something- it's SUPER long though, like an hour or so.