vertex painting is usually underrated, people frequently uses textures for everything (affecting performance), watching a grass tutorial using it makes me happy,
I have two ideas, though not sure how anime-like they would be. - Have each grass object a slightly different color, keeping the deviations within a small limit of course. - Have a view distance gradient making the the objects further from the camera darker, lighter, more blue, more yellow or anything similar.
Question, I've no idea about this kind of stuff, but if you have an open world scene, and you have a lot of grass, wouldn't this be affecting the performance a lot? In genshin do they use lods or something for further grass away from the player?
@@StylizedStation Hello, random UE5 dev here. As Leader of a small team, finding really straight to the point learning resources for Anime style Assets is a life saver. I shall make my own grass and remove the PAID asset I was using for prototyping. Thank you a ton for sharing your knowledge!
@@StylizedStation thats really great news. i have plans for that style of a game in ~10 months. good quality stylized UE tutorials are so rare, hearing that gives me hope.
One idea for a video is how to create trees (and maybe also trees that don‘t use mesh cards but actual leaf meshes similar to the nanite trees is Fortnite)
If possible do the procedural skybox clouds (like in genshin -- the chouds change -the one that are painted ), i know you explain them previouly but i cannot found how to create that
So following this (channel and) tutorial I can make the grass, does it count then if I drop a character into the same scene and ensure collision is enabled on the grass and character?
6:02 I got an issue where my grass gradient is being applied on the side of the grass blade instead of from the top/bottom. Anyone know what i did wrong? As far as i know i did everything exactly the same up to this point.
@@gabrimtb6809 I actually figured another way around this, i figured out which side of the original plane is the dark side and rotated it to the bottom and then made my grass blade hahah and the gradient works as intended now
hi, i have a question, i followed step by step the tutorial, but there's a probelm with my grass, the part enlighted by the sun change color drastically, how can i mantain the same color even if the grass blade point to the sky?
We are so back.
More tutorials and courses coming to: courses.stylizedstation.com/p/memberships
id love to offer you my grass wind and stylized volumetric clouds :)
Sorry to ask but I can't find empty in my bar I'm new to this do I need an add on? Have a great day
vertex painting is usually underrated, people frequently uses textures for everything (affecting performance), watching a grass tutorial using it makes me happy,
Hoping for a part 2 regarding optimization! This looks super nice, but might become a problem with larger landscapes.
Stylized sky sphere would be a gem.
02:46 - Quicker way to point Normals up would be pressing "Alt + N" --> point to Target --> set Z to random high value (in bottom left popup).
You seem smart I'm new to this I couldn't find empty on my bar in 2:20 of the video do I need an add on? Have a great day
@@Reminieeee I think it is an addon caled "extra objects". It comes by default in blender, just activate it.
@mayudm thanks that helped alot appreciate it
Definitely worth investigating landscape foliage layers for automating the placement of grass on landscapes, too.
Definitely need a part 2 about optimising
Just waiting for a complete course made by you on how to create stylized env ! Awesome and clear ! So please, make a course and Take my money !!!
I have two ideas, though not sure how anime-like they would be.
- Have each grass object a slightly different color, keeping the deviations within a small limit of course.
- Have a view distance gradient making the the objects further from the camera darker, lighter, more blue, more yellow or anything similar.
bro i was just right now making a grass shader using the ghost of tsushima grass video then i see you posted this 😯😯
So good! I'd be amazing to know how to create believable landscape in this style.
Question, I've no idea about this kind of stuff, but if you have an open world scene, and you have a lot of grass, wouldn't this be affecting the performance a lot? In genshin do they use lods or something for further grass away from the player?
Sweet, perfect timing, was just about to work on this! How about anime smoke/fog/atmosphere fx in Unreal?
This is part 1 of a massive series on how to make anime games and environments so we'll definitely cover that!
@@StylizedStation Hello, random UE5 dev here. As Leader of a small team, finding really straight to the point learning resources for Anime style Assets is a life saver. I shall make my own grass and remove the PAID asset I was using for prototyping. Thank you a ton for sharing your knowledge!
@@StylizedStation thats really great news. i have plans for that style of a game in ~10 months. good quality stylized UE tutorials are so rare, hearing that gives me hope.
One idea for a video is how to create trees (and maybe also trees that don‘t use mesh cards but actual leaf meshes similar to the nanite trees is Fortnite)
I love it!
If possible do the procedural skybox clouds (like in genshin -- the chouds change -the one that are painted ), i know you explain them previouly but i cannot found how to create that
So... Yeah. Grass is pretty cool
Maybe how to make an anime sky next? (Clouds, Sun, etc.)
I wish this could be done efficiently to cover a large map, it gets waay too laggy
Lots of ways to optimize, maybe a follow up video on optimization?
disabling WPO at a distance, culling, possibly a LOD, would likely be enough to handle large landscapes, atleast on a high end pc
nice, i like grass
Me too
More! I need more
When you finished modeling you set it to Shade Smooth, does that overwrite the normals that were set earlier?
So following this (channel and) tutorial I can make the grass, does it count then if I drop a character into the same scene and ensure collision is enabled on the grass and character?
Follow up video to show how to create affectors like characters to sway the grass?
i thought it was raora in the thumbnail
6:02 I got an issue where my grass gradient is being applied on the side of the grass blade instead of from the top/bottom. Anyone know what i did wrong? As far as i know i did everything exactly the same up to this point.
have you attached the node to Ugradient or Vgradient?
you can use a function node called lineargradient and it does the work itself
@@gabrimtb6809 I actually figured another way around this, i figured out which side of the original plane is the dark side and rotated it to the bottom and then made my grass blade hahah and the gradient works as intended now
hi, i have a question, i followed step by step the tutorial, but there's a probelm with my grass, the part enlighted by the sun change color drastically, how can i mantain the same color even if the grass blade point to the sky?
Perfect, now I can touch cel-shaded grass instead of that realistic thing that you can allegedly find outside.
Y'all should touch some grass.. sometimes
Please make stylized based characters rather than foliage or stones
Blud really said genshin instead of botw..
First :)
CPU Instanced Grass with no culling?
I'm not an expert, but this sounds problematic.