How to add DETAILS to your Game Props
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- เผยแพร่เมื่อ 28 ม.ค. 2024
- A short video on how i go about adding terciary details to the Static Meshes in Unreal Engine 5.
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I didn't noticed that you use ambient occlusion that add beauty to the scene
Yo just gotta say, this is kinda exactly what i am looking for for my game. Just the Remesh into displacement with displacement texture is soooo good for my models. Thanks a bunch and I will keep an eye out for more!
Glad it helped!
Make sure you optimize your polycount. No need to have 20k poly brick walls in your game
@@Blue_snapdragons great tip. I am doing a base building game and applied this technique on my buildables like walls and stuff to give it a more texture, tried to minmax for effect vs poly count. Would this matter a lot for things that are hidden, like 2 foundations next to each other, where you cant see the faces that are touching each other? Does the engine calculate those even when they arent on screen?
@@distructed1878 I suppose it would depend on what sort of culling you’re using. I’m more familiar with how unity does its culling (making VRChat maps), but I suppose if you’re using some kind of frustum culling and occlusion culling, it might be less heavy? Buuut if you’re making a building game where players can place lots of meshes down, you definitely want to prioritize optimization. In your case is very much recommend going the route of hand-creating your assets (modeling, sculpting, baking high-poly to low-poly, etc. So you end up with well-made assets with good lower poly topo that packs detail into textures)
I like this process and I also prefer the third option, and it's nice you can accomplish this within engine. Throw on some stain or weathering decals and it's pretty usable.
It will be cool to see the next versions of the modeling tools, they are a time saver for some tasks
Soooo cool!
very cool!
Sorry for making three comments, but having watched all the way through... It would be better to learn Blender for this. Even modelling real bricks would be cheaper and better looking than this.
Hey 👋 thanks for sharing! Unreal can’t compare to a 3D modeling package. But it eliminates a lot of back and forth between the apps. Some things are easier to do in Unreal but if you want to model something with complex shapes you still need to use a 3D modeling app for more precision.
As for the method, model on top of an existing texture is a task that can take several hours if you do it by hand. But this can make the work done.
@@maomaogamedev Modelling a good looking, high detail brick wall in blender or maya takes less than an hour if you already have a texture
@@maomaogamedev Quality takes time friend :)
@@Wardson yeah it always does
Wouldn't this increase your poly count substantially?
Not really, if you use the 3rd method you will optimize it a lot (plus it will look better). Triangles are not that much of a big deal nowadays.
Bruh you can clearly see, in the first object its like 30 tris and on third object around 20k tris... But i get the point, only geometry is needed for edges. But still it would be a better job inside Blender with decimate modifier.
@@ADIAN.a1 I prefer do it in Blender as well. Just have to add a little bit of poly to the edges manually. Much better performance than beefing up everything.
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dude you are the first person in the world sitting on your pc with your jackets on . congrats!
It’s cold AF 🥶
Cool approach. I think to make the final asset a bit more performant, you could even try to take the last one and bake it as normals on a low poly model.
yeah you could try to make even a more simplified version if you really want to go that way
Thank you, does UE modeling have crease edges when subdividing? Does it have mesh deformers? Can you bake high poly to low poly?
Yes, you can do all too
Hi, wouldn't it be better to use texture maps to give the illusion of details and avoid adding polygons?
If your budget is very tight maybe. But texture maps don’t change the silhouette of the model. So it’s not the same type of detail
Hi, what about using parallax mapping instead of actual displacement as anotjer option? And perhaps using triplanar material so that edges are continupus
Parallax mapping wouldn't work because you can't specify which parts you want the displacement and which ones you don't. As for the triplanar, it won't work because the displacement is being displaced in its local UV space regardless of the material, I just previewed the material there to make it easier to read. So the solution is just to have better UVs that are continuous.
I'm curious how far they are going to be going with this stuff. I would have figured that there would eventually be it's own page for modeling. So you could utilize hotkeys for it. Then maybe it could start down the path of being competition for software like Blender.
Probably in the future thats the idea. It would be hard to have all Blender features tho. But the future is bright you can already animate on 5.3
@@maomaogamedev what do you mean you can animate in 5.3? Sorry I didn't know anything new about animation was in 5.3.
If you wanted to model a new asset with a relationship to the environment, can you model directly in the environment? Also can you model a new asset next to a character?
Yes you can, thats the good thing about this tool is you can model inside the context of your scene
Hi!
Can you explain how to get that modeling toolbar viewport as yours?
shift + 5 or go to the Modeling tab top left corner
Interesting, persinally the wireframe of the last one looks so messed up that it feels like I did something wrong, but Im not really a modeling expert, I just know people care alot about topology
it doesn't matter for environments as long as the lightning is fine and there are no visual artifacts
Why not using nanite? If i am correct you can vertex paint color on very high resolution models and bring in UE5 without having to uv.
you can add Nanite to it, i just didn't enable the feature. But you should always enable nanite when you can.
Our main problem is that all 3d software cannot deal with millions of polygons sadly. I am currently making a huge temple complex and i have to do it by chunks and it is a real pain.@@maomaogamedev
Using a triangular remesh like that is not a good idea for what you want to be rectangular indents.
For environment assets is not a big deal, specially today
@@maomaogamedev For good looking assets it is a big deal :P
this video really confuses me. what is actually the best/easiest workflow?!?! creating in Blender and importing is UE5...or should I do everything in UE5? when should I make objects in UE5, when in Blender. what if I have a house/object with multiple textures, for example brick, plaster, wood?! it annoys me that every tutorial series has its own approach 😕 I've been using Blender and UE for a while, but I always get the feeling that everything is different to how I thought 😭
First one is best other has too much polygons
Maybe for PS1 :)
Are you gonna stop posting on unf?
There is a big tutorial coming for UNF soon, here is just a space more me to share my thoughts and ideas on Game Development
wow, unreal modelling tools are terrible :P