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Dallas Drapeau
Приєднався 9 бер 2015
I am a Principal Artist @ Narwhal Studios with such titles as The Mandalorian Series, Book of Boba Fett, Avatar The Last Airbender and many more under my belt as well as an Educator at Gnomon Univeristy
I have a passion for teaching, and I look forward to helping you grow on your journey through the industry
I have a passion for teaching, and I look forward to helping you grow on your journey through the industry
Did FAB just Ruin Megascans?
In this video we dive into the current iteration of Epic's latest marketplace, FAB. Touching on the current state of the Marketplace, we go through its various growing pains including current issues regarding Quixel and other.
Переглядів: 2 366
Відео
UE Made Easy: Lighting
Переглядів 3 тис.10 місяців тому
In this tutorial we go through foundations as well as process of lighting an environment in the same way in which I light environments within the frame of Virtual Production HDRI Resource: www.2gacademy.net/resources?page=3 Timecodes 0:00 - Intro 0:37 - Foundation 3:37 - Tutorial
UE Made Easy: Landscape Material
Переглядів 30 тис.10 місяців тому
In this video we go through the steps in making a functional, foundational Landscape Material within Unreal Engine. This video is primarily geared towards individuals early in their Unreal Engine journey, looking for a streamlined, easy to follow guide on Landscape Materials Timecodes 0:00 - Intro 1:10 - Tutorial 33:00 - *Bonus* Spline Sample Layer 37:00 - *Bonus* Material Function #unrealengin...
EmberGen to UE5 Tutorial (VDB Fires)
Переглядів 22 тис.Рік тому
In this tutorial we go through the different nodes and parameters within Embergen and its integration with Unreal Engine. This technique utilizes Embergen's VDB export and the Unreal Engine plugin below. VDB Plugin Link: github.com/eidosmontreal/unreal-vdb Install Tutorial: ua-cam.com/video/iEclyxwCWaY/v-deo.html
UE5 Lighting Tutorial Exterior
Переглядів 22 тис.Рік тому
Tips and Tricks from a Senior Lighting Artist in Virtual Production! In this video we go through my thought process and workflow on lighting scenes in Unreal Engine. This video is intended to help structure your workflow for a better outcome as well as providing some useful tips in order to achieve a more believable scene! *Free Sky Resources!* www.2gacademy.net/resources?page=7 polyhaven.com/h...
UE5 How to Texture Nanite Meshes without unwrapping
Переглядів 6 тис.Рік тому
In *Part 2* we go through the process I used to texture the large sculpted assets within Unreal Engine. This process does not require you to unwrap the model, nor does it require external software outside of Photoshop for channel packing. Hope everyone enjoys! #unrealengine #procedural #virtualproduction #gameart #gameengine #realtime #cinematic Equipment used: Sony ZV-E10: www.amazon.com/s?k=s...
UE5 Tutorial: Zbrush + Megascans
Переглядів 6 тис.Рік тому
In *Part 1* I will break down my process for quickly creating custom rock assets utilizing both zbrush and megascans for a quicker turn around. Using this process does not require an advanced level skill in sculpting or understanding within zbrush, rather it focuses on leveraging common brushes and simple workflows while still achieving believable results #unrealengine #procedural #virtualprodu...
UE5.2 Procedural PCG (Showcase) Garden Walk
Переглядів 8 тис.Рік тому
I wanted delve into the new PCG Procedural Volume system in UE5.2 and go a bit beyond what I was seeing online by creating exclusionary zones from cubes, the lake, and river as well as how do we create not just exclusion zones, but how do we populate them with specific assets, in this case, shoreline assets. The environment with the exception to the gazebo, temple, lamps and bridges were create...
Virtual Production: How To Become a VAD Artist
Переглядів 2,3 тис.Рік тому
In this video I break down what Virtual Production is, as defined by an artist, we talk about opportunities, portfolios, the nature of being a Virtual Prodution and many more! #virtualproduction #tutorial #unrealengine #artist If you like this content please like, comment and subscribe! For courses please visit www.becomecgpro.com/worldbuilding-unreal-engine
Speed Level - UE5 Desert Final Render
Переглядів 5 тис.Рік тому
This is the sequence render from the Speed Level environment posted here - ua-cam.com/video/urTYEBBQbY4/v-deo.html if interested in learning how I did the ground, it can be found in this Tips and Tricks tutorial I made here: ua-cam.com/video/7SfaB3hiG3I/v-deo.html For additional renders visit my artstation: dallasdrapeau.artstation.com/projects/obJ09m Socials dallasdrapeau.artstation.com/ www.l...
Speed Level Design UE5 - Desert Timelapse
Переглядів 1,3 млнРік тому
Full Timelapse of a desert environment I made from a concept I created off of Midjourney. This environment took just a little under 2 days, and i'm happy with how it turned out in that time. More in depth look at how I layered the ground and thought process can be found here: ua-cam.com/video/7SfaB3hiG3I/v-deo.html Timecodes 0:00 - Blockout 1:22 - Zbrush 3:40 - Master Material 4:54 - SetDressin...
UE5 Layer Details Tutorial
Переглядів 15 тис.Рік тому
In the first installment of my tips and tricks series, I break down layering details in Unreal Engine using simple solutions to push your environments to the next level.
Some payment methods don't work [Payconiq] and paid for assets sometimes don't Add to projects ; not to mention that reporting Fab webpages that give 404 errors. I'm sure they will fix all of this, but what was really wrong with the previous marketplace? What prevented Fab being properly tested before launch? The roll-out could have kept the existing methods alive during the transition instead of doing a flip switch.
It's crazy to see how stolen Quixel or trademarked content made it on FAB. Just changing the price triggers another review process. Two of my bestsellers got blocked and sanctioned for no good reason and beside the link to their general guidelines I don't get any feedback why. So far I found out that untextured neutral basemeshes are "mature content". Absolutely ridiculous
tbh quixel bridge wasn't really great. Favorites are a mess function
I disagree, although we've lost Bridge I think this was the right move for megascans for the overall exosystem. Epic was having trouble with profitability just last year and cutting tons of jobs, this should help shore up their balance sheet while also allowing other scan studios to reenter the market once the year ends, which will add to the variety of things available (for a price). 17,000 scans is also a ton, for 90% of use cases its got you covered and its nice you can bring them to any program now. The FAB licensing is confusing but Im sure its not ambiguous if you have a lawyer read the terms, so I'm sure that will get cleared up by someone soon lol.
What do you mean it's nice you can bring them into any program now? Before with Quixel Bridge you could import assets into blender/other 3d software with the Bridge plugin, but now you have to manually download and extract and import each asset manually
@@marcduck111 you previously needed to pay for them if you weren't using them in unreal.
Typical Epic, pushs new things with no regards with what was working before 😂
In the end, those megascans etc could never be free forever, unfortunately.
I’m pretty sure the “free Quixel library” on Fab is such a tiny portion of the original 18k files. I was looking for a street texture I had found pre-Fab and it wasn’t there.
The other big problem with Quixel/Megascans is they are no longer grouped in sets so finding e.g. related building assets or terrain that match together doesn't seem possible. I had a nice Megascans Iceland asset set in UE Marketplace but that hasn't been carried over to Fab, only individual items plus the new sets introduced at launch and a few tree sets.
I'd love for quixel to have its own category.
same!
this is by design, they are literally on record saying they are doing this to people selling assets don't have to compete with megascans anymore. its always about money.
Sketchfab was a marketplace for 3D models, whereas Fab is now for everything possible. Too many assets to look from and there is not much filtering options either. Kitbash and other big sellers with expensive courses, models are pushed on top of the page and small creators like me who were earning on Sketchfab only now get to see even less sales... UI of Fab is horrible and 3D viewer was much better and intuitive on Sketchfab. Megascans are also harder to use. All in all it's a shame how much Epic is turning into Adobe, Maxon and all these similar companies who care more for profits than their users experience!
Also you now get an ORM instead of ORD textures. Wanna get important displacement Information which helps with every Material? Nope Getting a metalnessmap instead which only helps with reflective assets which is only a small Part... yes
that sounds entirely counter intuitive, considering yeah, most of their assets are non metallic XD who asked for that!
Unlike, seemingly, the author of the video, I don't want just one company to own the overwhelming majority of the 3D asset market. Does one even need an explanation on why that is? I don't understand why more projects don't just go NPR, there's so much more potential AND it's less resource-demanding, outsourcing or not.
I think all the obviously unlicensed copyrighted characters are there because they basically just took everything from Sketchfab that wasn't under a non-commercial license and dumped it into Fab. And Sketchfab was absolutely lousy with unlicensed, stolen, and ripped assets that the uploaders marked as being okay for commercial use. Irony here is that by moving all this stuff into Fab without proper vetting, AND updating the paid license to the new 'Fab' license, Epic has most likely opened themselves up to a huge host of lawsuits.
completely agree..its just kinda funny when someone is selling US a "commercial" license to use something THEY dont even have commercial license to be distributing XD like what the hell is even that haha
I think they will improve fab & fab plugin (with searching,sorting,catergorizing,wishlist etc etc), BUT we have to demand for it, complain about what we want. Thanks for making this....
Yes
drag and drop feature works on fab too that way you can get the material setup by default but sometimes the height map doesn't get imported in low quality.
I do think tighter integration with DCCs will be made for FAB, and I'm pretty optimistic about the platform (barring monopolisation concerns), but I think this is a classic example of Epic Games, like what they do with UE, being very focused on innovating, avoiding legacy code, and deprecating older tools in favour of new ones they call "production ready" despite missing key features of the previous one, to then re-introduce the functionality a while later in a up-to-date way.
For example they stripped the old Tessellation support completely from the engine in UE 5.0, and only added Nanite Tessellation several releases later in 5.4, forcing people to find workarounds in the meantime
I do genuinely think a lot of their new tools are genuinely amazing, and them and their engineers have the best intentions to push out quality software, but I would imagine it's probably similar issues you see in the games industry at large where things are pushed out in an unfinished state because of a lack of time, and the only real issue is they consistently insist on fully replacing and deprecating the legacy tools before the new stuff has had time to mature off community feedback.
@@nathancreates I fully agree, not sure if youve ever had it, but it kinda reminds me when you've had to go over your work so many times until you wanna just say fuck it and throw it out to do something else haha i feel like thats the pseudo approach here and i like the analogy with the games industry where things are just released sorta half baked anymore and its up to us to just figure out new workflows. The tesselation thing was perhaps the one thing i really missed with UE4, and i still miss it in some cases..like its weird you have to still write it into the .ini and then you cant even control the amount of tesselation like you used to be able to with UE4. Personally, id prefer more optimization to the engine before adding more features
Hey dallas, anychance you could make a video on realistic water materials, specifically lakes, still water like ponds. Almost any water i see a tutorial or info on looks fake immediately. It all looks very plastic like.
Also forgot to mention i use pathtracer in ue5 as that gives the best looking photo real renders. Figured id mention it since lumen does work differently which i would assume is the reason most water looks like plastic wrap but there are really no tutorials for pathtracer for fluids like lakes
@@mine_raidz1514 Just added it to my list :] I'll get to that one sooner though as the next few planned videos are more opinion based videos like this one
Good idea! I'd love to see a water tutorial as well.
@@DallasDrap great thanks 😊 looking forward to all of them!
Good idea to test some solutions to see if they hold… water.
I ve tried to megascan that Moustache but it was too FABulous for the program.
Bro lmao
Truer words have never been spoken.
it's over the top
99.99% of tutorials and environment art courses for ue are massively screwed by the fact that old assets won't be free forever. This is really sad for future students.
Agreed. On one hand It might lead to more tutorials/courses incorporating the asset production pipeline as well since students won't be able to follow along so easily if they can't get the asset, but we'll see when we get their. Either way, there's some adjustments that need to be made for sure
Well said
It's inferior to what they previously had in place. It's the reality of the situation. I doubt they'll fix it anytime soon.
likely not, and one thing i didnt even touch on in the video is a lot of people are seeing a big drop in sales because people just aren't enjoying the experience of using FAB. I think Epic has a long way to go with this until it gets better
I've honestly just given up and stopped using Quixel assets for now because it's such a hassle to manually download/import assets into Blender. Hopefully they can improve it eventually, but right now the user experience is such a downgrade.
I see what you're saying, yeah you basically need to set up your own asset library if you're using them for anything other than Unreal Engine, and now its essentially going to be the same workflow for people using Unreal Engine as well. If anything, they need to at very least fix the naming convention, not sure how they looked at that and said "this is fine" XD apparently they went through their entire asset library and redid all the assets, so im surprised as to why they didnt just give things proper names at the same time? Particularly considering for ANYONE else, when making an asset back you need to have clear and understandable names for assets
Very informative! Thank you for sharing this information and saving us time. ❤
Can u make the upadted version of this video with unreal engine 5.5
This is great! I'm learning UE5 and stumbled on this video, I really like how you explained how things will work in team environments. Thanks for the informative and well explained lesson.
Hey. When I import, my VDB's are always black, with no color and no emissive/flame. Any idea?
instead of using REAL mountains for the bg, I prefer using images on plane
Amazing tutorial, but every time there is the same questions for example : What is you starter scene? architecture? film? what your Pathtracing scene setting? whats your raytracing setting? personnaly I need that information ! Thanks a million for job!
Hey bro thanks for sharing your knowledge. Im having an issue, everything goes good until the part you show how to add the grass... I followed the steps: I created the landscape Layer sample node and plugged into the landscape grass node, created the landscape grass type and setted up, but the grass never shows up :( please if someone can help me ill be grateful.
I could do that background with AI
So I've been following along and opted to use displacement just for that little bit of extra detail but I've ran into the issue of the collisions becoming off. Are there any tutorials or tips that you could recommend as it's a feature I would like to use for my environments.
Hi Sir, I'm making a 10-15 min animation in Unreal Engine 5.4 for UA-cam (1080p) with MetaHumans and city scenes. Assets are from Sketchfab, and color grading in DaVinci Resolve. Can you make a video on optimizing Unreal for animation, managing MetaHumans, and speeding up rendering? Thanks!.
How to influence the landscape with a character, a pickaxe, a shovel, after creating the canvas of the map, tell me
Thank you mannnnnnnnnn!!! 17:33
This ain't level design more like still environment for pictures
Really demonstrates how much work goes into these environments, as I think a lot of people thing that graphics are carried by the engines themselves and their rendering. Good job!
Bro whats your pc specs
Hello everyone, we are going to make a landscape material easy way - 43min video kek
I was looking for an answer and you gave it to me ! Thousands of thanks
Choice, love this. Be nice if this was on an island so we learn how YOU would make a height base seabed/beach landscape material in the process
Am I right in guessing that if you wanted to make an island you would make a seabed layer with height addjystment so you could slide the height to round the sea level?, be nice to see that done
-999999 for optimisation ^^
this is a really good tutorial. thanks mate
Cannot watch this tutorial - letters are TOO SMALL !
@DallasDrap Does Spline grass exclusion trick works in 5.4.2 version? I have not able to reproduce it, it just have no effect on splines, grass present on it. Repeated several times, done it precicely. It would be nice to have this feature to work, I need to know is the problem is me or something else?
hi! thx for the content! good video! and nice how organized u are with the workflow :) one question though, the height blending transition seems very weak.. almost like its a linear transition, is there a way to make it more clear? (even with all nodes u used, like intensity, contrast etc..). Another video I checked which the heightblending results were good was here: ua-cam.com/video/gmN_oMbl2ZE/v-deo.html but the guy uses a very confusing process , yours is definitely more organized :)
Thanks for the tutorial, however i noticed when i connect the makematerialattributes node to the landscape layer blend node my texture goes all black, any help would be appreciated.
plz mate, a Tutorial How We can Add A puddle To This Material Function !