You have to be logged into Epic to access this I think:You got a link to the video? I tried looking it up, but couldn't find it.
You have to be logged into Epic to access this I think:
Advanced Skill Sets for Environmental Art
https://learn.unrealengine.com/course/3777669
Check out the section Part 4: Pivots, Placement, and Predefined Spaces
Am I going crazy? He was talking about applying “art” to meshes while in the tutorial, in Maya it looked like he was applying textures. This just about blew my mind, sure model some nice finished meshes to replace the block meshes, but I’ll be damned if you are going to be putting textures on these items destined for a UE project, aren’t I?
Thanks I appreciate the advice. I understand the importance of modeling, I want to get though these UE environmental tutorials, I want to set up a basic scene using these UE fundamentals, and then when it comes time to model a building, I'll be back doing blender again.I watched through about 2/3rds of the video. What he's doing is fairly simple. He's simply exporting basic geometry created in Unreal to use as a template/guideline in Maya/Blender/Whathaveyou. The advantages of doing this are that you can bang out basic shapes fairly quicklike to get an idea for proportions, size, and flow, then send it to one of the big editors for the heavy detailing.
You need to dissuade yourself of the idea that objects in Unreal are just for Unreal, and objects made elsewhere are incompatible. Geometry is geometry, UVs are UVs, no matter where you're making them. The same applies to texture based materials. If you UV unwrap an object, and texture it in Blender, it's gonna look exactly the same there as it does in UE. PBR textures are simply image files, and are universal among all 3D applications. The only thing you may have to do in the transition is reapply the image files to their appropriate material slots in UE.
I think what you need to do right now is make a basic object, and UV unwrap it. I still think you're focusing too much on the big picture, while you should be focusing on the smaller day to day things that make up 3D editing. After all, having a good grasp on the workflows for creating sweeping landscapes won't do you much good if you don't know how to make a simple rock.
Do what I did when I was first starting out with modeling, and try to copy things you like the looks of. Like the building in that video? Try to recreate it yourself, bit by bit. He gives you a good start point. Block out the overall shape with simple primitives. Once you've done that, use that as a foundation, and expand from there.
Obviously the materials in a DCC app won’t look the same, as it’s not the same renderer, but there are some things you can check by applying the textures there, such as whether if the texture wraps properly around the mesh.
This is why this tutorial blew my mind a little, the author does not take any time to explain why, he just says I’m doing this in Maya and damned if he is not applying textures and talking about modifying how things look on the side of a building, like variations in a weathered wood siding, while in Maya, while in a freaking Landscape Tools tutorial, while he subsequently working on these big fancy materials in UE that are how the textures are applied in the project. He was talking about work flow and how layout design differs from applying the artwork, and this section of the tutorial is more suited for a big picture view how projects are put together as part of a team.It won't look EXACTLY the same, but they'll otherwise look like the same object. UVs are UVs. Image textures are image textures. A rocket ship textured in Maya will look like a rocket ship in Unreal, in Blender, or in Unity. What I'm speaking of here are basic, bog standard texture based materials on UV mapped objects, which, yeah, you'll need to build in Blender to make sure everything fits together the way it should. If you were talking about things like procedural textures, master materials, or things like that, you'll want to stick exclusively to UE for those, since similar textures in Blender won't port over.
My impression is that in Blender, maybe is a different manner, but to get this same appearance, a similiar amount of effort would have to be spent to insert these kinds of variation but why bother If your doing a UE project?
Thanks! Don’t take this as me arguing or disagreeing, just thinking out loud.Think of the majority of the texture work you'll be doing inside of UE as extra detailing. Like you have your little building, completely textured, and you want to overlay, say, some moss and dirt on top of the wood boards of your building. You already have the foundation in place. It's been built and textured in Blender already. You just want to add some random details to flesh out your object.
There are two ways you could do that.
One would be to paint all the overlay effects in Blender, bake all the new details down to a unique PBR texture stack, then export it out to UE. That would work, and it'd look fine, but then every instance of the building you place will have all those same details in the same place. If you want more unique buildings, you'll have to create more details, export them out, and give each one it's own PBR texture stack.
Or you could make a building with more generic details, and use master materials, vertex masks, and other material tricks to give you more flexibility with your details, allowing you to create as many unique iterations on same base as you want without using as much memory.
The important thing is that you have your generic base to work from. And with something with as many bits and bobs as your average building, all needing to be aligned properly in all their right places to look good, you'll need to UV map that.
Remember, the more specific detailing you need to do, the more likely it is you'll have to UV map it. For simple objects, like your underlying landscape mesh, a planar projection will be enough to get you buy. A formless blob of a rock? A spherical projection of a simple featureless stone texture will do. Both of these UE can do. It's when you start getting detailed, when you need to be able to say "this should go here on my model," that you need to UV.
Figured I'd post this here too, since I love attention.
BTW, I love the style of this, it's realistic while also having a sort of "game" type aesthetic (like I could totally see my character walking to the this area )
I'm really trying for a more painterly look than a realistic one. I like being able to see all the brush strokes, which you can kinda fake with procedurals, but still never looked quite good enough for me to like it.
I'll take stylized artistry over attempts at photorealism all day for game design.
Awesome man, looks great.
Every leaf hand painted? Looks great!
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