Maya Artist Tries Unreal Engine for the First Time!
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- Опубліковано 4 жов 2024
- Everyone and their mom has been learning Unreal Engine it seems. Well it's my turn now, with the move from UE4 to Unreal 5! Let's take a look at the Valley of the Ancients demo project!
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Any other suggestions for things I should try out in UE4/5? :)
Try out making animations on games like on Ps5 games!
Metahuman with control Rig system. I'm really wondering your thoughts about that about animation of course 😄
I think you should try UE4 or 5 control rig
I am first time seeing unreal Engine
Do something in UE5 that would be nearly impossible to do in any other engine running real time. I know the demo does it, but its super edgy gamer demo. I wanna see something with more character. Pretty plz :3
Hey Wade! I'm actually the guy that animated the Ancient. Let me know if you have any questions getting started!
U sir are a beast!! Kudos!
Danm the animation was 👌
Im a noob. Can you explain did you animate in maya and imported it to unreal or aninatwd in unreal?
@@musicviking8291 All done in unreal! Normally you'd have to do it in Maya and then being it into unreal but with control rig now you can just animate straight in unreal.
whoa dude thats some really cool stuff
As much as I love Maya, it would melt with this kind of geometric content on screen at once. Realtime film making is the way of the future and Autodesk is sleeping.
No kiss from a prince will wake that thing up! LOL!
While that is true IMO, Maya is still my favorite overpriced modeling tool. If Blender made their retopo less messy in the menus and added vertex/edge constraints then I would be very happy to abandon Maya. Which I will probably do regardless because Maya is so expensive.
Assembly is rarely done in maya anyway, you either composite in software like nuke or use a realtime engine. Shame that Stingray was abandoned, probably because they couldnt meet the competition standards but atleast they tried.
@@Xirpzy Final layout isnt usually done in maya (USD changes that now, but previous versions, hell no) but even having this level of lighting detail, even with DX shaders isn't happening
@@dingle2987 they have that
As a top tier Patreon I request that you load a MetaHuman and use Control Rig to animate them 🙌🏼
This is the most on point comment.
I support that!
Root motion constraints too!!!
It just blows my mind how far we've come in terms of real-time rendering technology! The amount of detail modern engines can render at 60fps is....UNREAL!
UE5, recent Forza Horizon 5 reveal etc.....just mind-blowing!
I still remember the blocky models of 90s games.
Maya and Blender Users: Software stopped working
Unreal Engine 5: Give me 20 million more vertices. it's fine
You're the only one who has showcased things up close like that. Very cool
PBR is PEANUT BUTTER RENDERING!!! (actually physically based)
Things to learn for UE4/5
Sequencer
Animation Blueprint
Blueprint (not necessary all but enough to aid animation)
Materials/ texture
Viewport
Character setup
Niagara
The way I understand Nanite, it’s made in two interconnected parts.
One is a continuous level of detail system. Instead of a model being in one of a fixed set of independent LOD models, UE5 precomputes and stores the mesh in a way that allows it to smoothly collapse individual parts of the model to whatever level of detail you can perceive.
Secondly, UE5 uses a *custom software rasterizer that a) allows it to perform the triangle collapsing and rendering entirely on the GPU, and b) is better at drawing small triangles than traditional methods (at the cost of being somewhat worse at drawing large triangles).
In this way, Nanite’s cost is much less dependent on the number of triangles in the scene. However, this technique requires precomputation, and as such would have limited use in software like Maya or Blender.
Feel free to correct me if I’m wrong, but that’s what I’ve gathered from the official videos.
I believe PBR stands for Physically Based Rendering, but I might be wrong, awesome demo walkthrough man, UE5 is in fact super exciting! Dive into virtual production you'll be amazed!
It does.
I love it that you appreciated the "VFX" parts of it (particles, fancy shaders, smoke and distortion effects)!
Damn man. Been following your journey from the start. I remember the days when you had less than 1k subs. Congratulations my man.
this is the best observation and explanation i've ever seen. the attention to detail is super super satisfying.
I knew how amazing UE 5 was, but I couldn’t put it into as much perspective until now. That’s AWESOME!!!! More UE please!!!😁
OH MY GOD
THIS NEW UPDATE IS...TOTALLY MAGIC
UE is sick man!
missing your weekly streams man, hope you're doing well! unreal 5 is definitely the hype. the 150gb demo made my pc spazz out though xD
Unreal actually has many uses for Alembic. All real cg hair in Unreal, which is called groom, is done using Alembic files.
i can't belive this is realtime!!!
favorit unreal "trick" hold shift+L and you get to move the skylight with the mouse (as long as you hold it down)
Remind me why we have rendered frame by frame??? Best part :P
unreal nodes is very fun to make, some people use unreal just for set dressing and rendering, which fair, that's what they're good at
but unless you need hollywood grade vfx, unreal's particle nodes is very powerful
I thought PBR is Physically Based Rendering. Or is that the same thing?
pretty sure he's mixing up pathtracing with PBR, You are correct PBR stands for physically based rendering.
It probably is from houdini, the sims. They use a lot of integrations with the houdini engine. They do have some volume sim stuff in unreal engine, but not anywhere near houdini so they stick with houdini still.
ah yes
The compositing you were talking about is called Deep Compositing. It's a little tough on the computer but in a few years it will be the standard.
I am so glad that I started learning UE last year. I cannot wait until I have more time to take a deep dive into the animation process within UE.
16:40 No. It's not from Houdini. All FX are made in Niagara. Unreal's build in Particle "maker". If you want to dive into Unreal. Don't be shy. You can write to me anytime. Just write a comment and we can make a appointment. Who knows, maybe you make your own game one day. :)
If you plan on importing whole scenes / hierarchies from Maya / Blender then use file -> Import into level. This will keep the offsets of sub elements instead of putting them all to 0,0,0 :)
Well they used UE on Filming now... The Mandalorian uses UE to their background instead of greenscreen.
Can we please have more of this?
I loved this
Apparently the thing that slows it down are shader calls i.e. lots of surfaces with different textures. So you have to be very careful with UV maps and keep textures to a reasonable size. I should imagine thats shy the demos are all rocky desert!
Really liked this, learning somethings about animation engines that I wasn't privy to. Thanks.
" We can make a game __init__ "
- Sir Wade
Nice video,,I like the way you try different engines even though you are used to work on others
Great vid! Enjoyed watching! Learning unreal as well. It's epic!
Awesome to see you play with UE5. Hope you learn more and make some videos on what you do in UE5.
Been toying around with UE5 a lot since it was last shown and I'm having a blast. I work with UE4 normally and to me, nanite is the biggest difference and upgrade. I prefer normal GI over Lumen, but Lumen will be great for consoles and mid-tier PCs. I think the sharpness of some shadows using Lumen are worse, it's noiser and muddier than normal GI when you really dive into it but as mentioned, it's great and probably even amazinng for high-end PCs when loading massive worlds than normal GI will be in UE5.
I would recommend trying to animate something inside of UE5, maybe using a character from MetaHuman just to see how simple it is. It's not something I would recommend using for everything but it's nice it is there and just fun to toy around with. Definitely check out MetaHuman though, as an animator I'm sure you'll think it's fun.
how would you rate the animating process in unreal? compared to maya and blender and exporting as fbx to unreal
@@aronseptianto8142 Sorry very late response, it's not as capable as Maya from my experience but it does the job I think and it's easier to learn as well I think. Don't take this fully to heart though as it's just my opinion, I could very well be wrong and UE5 animation is better than I think. I'd have to toy around in it more! But from what I've seen so far Maya seems more capable. But remember, UE5 is not complete yet!
“This is unreal!”
Me: exactly thats the name of the engine 🙂
all the things you said are the reason I chose UE for creating my animations. best engine ever for both games and animations and its all FREE 😁
It’s not free
@@DerekWicks well if we pay after earning 1 mil I consider it free
As an animator, why are game character animations so sudden and jerky compared to film style animations? Could you try to analyze and make game character movement as high quality as film style?
I believe it comes down to making the characters feel responsive at the cost of beautiful smooth animation.
I love the way he compared that unfinished game with Cyberpunk which took 7 years of development.
Unreal is crazy!
I know exactly how you're feeling bro a couple months ago I just started using Unreal Engine and haven't stopped since. In fact I wish I was using Unreal Engine years ago all the cool things you can accomplish I'm actually working on my first UA-cam interactive video using Unreal Engine and Daz studio
6:40 I've often wondered why wouldn't they do a raycast from the camera movement and slow it down when it's about to clip into geometry. then you could zoom into surfaces and not go through them immediately.. sounds so simple to do and would make such a difference, but maybe that's just me
you can adjust your camra speed with shift scroll wheel i think so once ur experienced that shouldent happen
you should try metahumans , the in engine cinematic sequencer and try animating in engine to compare between animating in maya vs animating in ue4 sequencer with its in engine control rig
Just commenting to upvote this!
This is so fun to watch. I love nerds!
Everyone watching the demo: "Everything is so real"
Guy with foot fetish: 5:22
uploading this video in 1080p is a crime!! haha
So I finally go the demo working on my puny p2200 and, even at 8 fps, I was awestruck.
Sorcery.
Pure sorcery as far as I'm concerned.
..
I'm totally down for some sorcery. :)
Thank you for the video.
note: background music is too loud.
Thanks glad to see you here sir.
You were the first to introduce me to Maya
SPECS are mind-blowing!!!
14:55 Well, that fall was very anticlimactic lol. I was expecting dust waves to be projected out and a lot of neat debris explosions.
I'm just getting into 3D stuff with blender! I was thinking about switching to Unreal but I don't see the harm in mastering both! lol Thank you!
i love maya
Those little rocks falling from that giant robot is very simple, Epic made it very simple... It is only simple Niagara system spawning mesh with collision enabled... it literally only takes 2 minutes to make that effect. And the smoke, it is actually an png image used as a material then placed in Niagara.
Every effect you saw like dust, explosion ect... Are NOT FROM Houdini, all are from Epic, made with Niagara system
It's the first time on Unreal Engine, it's like being a pro... :)
Based solely on thumbnail, I thought the video was "Ace Venture Tries Unreal Engine for the First Time!"
Virtual Production tools going to blow your mind bro!
A bunch of movies has stated they are using that they are using Unreal Engine 5 might end other renders due to Unreal 5 looks so good and the director can see the mix of Rendering to real footage and what looks like merged in real time.
I want youy to do some Blender scenes with characters, environment and port that into Unreal... I want to understand if I can complement Blender with Unreal
Its definitely possible. I've seen several game devs using blender to make 3d models and then putting it in unreal.
I'm curious to hear your reaction to 5.1 they have some big animation updates in sequencer.
With Lumen and Nanite, I can imagine a huge migration of 3D creators to UE5. Not to mention Metahuman, MegaAssemblies, MetaSounds, and so on.
I wonder how the conversion will be from standard to Nanite, if there will be a requirement to fix wierd artifacts or if it will be a completely seamless process.
5:54 "lenticular flare"
I loved this, do more!!!
2:19 Oh, you tease.
you probably made the sound engineer dev really happy lol. gfx are no doubt amazing, but sound is too often overlooked.
its as rewarding as buying a good pc, but understandable for entry system impact arent so great (never recommend those), me personally just lucky to start from such high standard (but cheap cost)
If you have a PS5, I would love to hear your take on Rachet & Clank which is pretty much a playing a Pixar movie :) 😁
I believe to have both UE4 & 5, and try to make a renders.
Was hoping for more of your thoughts from an animation perspective. I'm legitimately curious about the question you asked near the end, why are we rendering frame by frame? Is it possible to make similar in quality models, animations, and renders in these engines?
fantastic 👏👏👏👏👏👏👏
Learning also Like to see how you do things
The reaction at 17:23 is priceless.
GAME CHANGER
As a Unity person, while I can say Unity has some pretty insane s***, I have always been blown away by Unreal Engine. I want to use it, but I don't feel like learning another engine when I have not finished learning my current engine. Unreal Engine is well... Unreal.
pls do more Maya Artist reacts
If your Pc can play the game with no crazy lags, you can sure run UE and make a game like that
Man you should definitely try Clarisse iFX
It does seem like everyone is getting into Unreal these days. Guess I also gotta get started and learn some of it myself :)
I’d love more UE5 stuff!
weta digital's project is still available publicly ain't it?
Examine Echo’s animation catalogue, then see if you can animate your own character and place them into a scene. What is the Maya to Unreal animation pipeline like?
I feel you sir wade I'm in the same boat as you except you have a better pc than me for now but that'll all change very soon.
for tmi sake, actually originally i planned/already going for hd600 (had contact) but changed direction all of the sudden, best decision ever things nowhere to be found now
It had motion blur in the final rendering.
I think that's a cut scene so no physics are calculated at the time the robot comes to life. It's baked essentially. Just a guess.
ah youre right, not noticeable too i guess (req zoom ins)
Lol Billboard smoke, that didn't exist in Cryengine 2 (Crysis, 2007) anymore even, there it was volumetric.
*this is pretty unreal*
On corridor they say it’s like screen capturing for the getting animation is that true?
Yes, Unreal is very cool
Where do you buy 30 GB RAM and what brand?
we need this in Eevee 😅
welcome to Unreal! took you long enough...
Lol even Far Cry (2004) had that foot placement feature.
Doesn't PBR stands for Physically based rendering ??
Yes, maybe dreamworks made something different. Seems like proprietary tools like to step on each others names and standards, I've come across a lot of confusing names for standards with proprietary tools.
Look man, wrap you head around control rig, and teach people to load their characters and make unique animations.
Sehr wild
What are your thoughts about the new "Pose Library" on Blender 3? Can you do a video checking it out, please?. I love your channel
Love ya men
I wish I could afford it too broke for the 3080 to run it. Been stuck on a source build of 4.27