Don't pick Unreal OVER Blender, but use the two in conjunction. Detailed modeling is much better done in Blender then exported to Unreal for finishing touches and putting the environment together to finalize the scene
Can I use the unreal engine to make the 3D animations videos in real time. I already learned a different software for the 3D modelling. Can I run the unreal engine in my laptop having RTX 3050 GPU with 95 watt and ryzen 5 5600H CPU.
I’ve been procrastinating to learn blender for so long. I was always unsure if I want to spend hundred of hours to learn it. I just wanted to do some landscapes and backgrounds for filmmaking, now I think that unreal would be a better choice
you still need to learn some 3D Modelling if you want to make your own assets to have your own environment. Its not the same when you use premade assets. You can still do either of course, but it's more rewarding if you make everything yourself. Plus the video is only talking about using UE5 to render, not to really make stuff. There are modelling tools in UE5 but not the same as what you'd use in blender
It doesnt take hundreds of hours to get started and make some stuff, just start and dont procrastinate, it's not so scary at all. Start with the standard donut tutorial then some tutorial of something youd like to make, and then try on your own
I mean eevee is getting raytracing soon so. I think you should use what your interested in. Having the entire workflow in one place saves a ton of time, to export to UE , remake materials, fix your animations and then animate your camera there is not saving much time.... just use the renderer you like.
Just to confirm, eevee is not getting raytracing but rather screen-space global illumination. Having a workflow in only place is great for small projects but if you want to do everything to perfection especially for larger projects, its better to do it in specialised propgrams. Eg substance painter for textured, blender for modelling layout and previewing and ue5 for renderings. Your exact workflow depends on your preference
You're definitely right about Unreal power to handle big environment and cutting edge Realtime rendering through Lumen Global illumination but Unreal still lacking the juice in refining the animation, sculpting, shape keys etc. one DCC have. But they could overcome it by implementing proper USD file utilization as Omniverse is doing. Game Engine and DCC app should have proper pipeline.
I have tried building a suitable pipeline for stylized cartoony animations from Blender to Unreal. There are several issue that I ran into, big ones like getting the light to look as good as cycles, and small ones, like getting the reflections of the corneas to look right. I spent a lot of time and in the end, my clients still asked me to render in Blender! I think if I were better at lighting and materials in Unreal, I could pull it off. There's just something about lighting in a real path tracer that is like: one click and it's beautiful.
There’s also the built in Pathtracer in UE5 which eventually I’ll make some videos on! Totally valid though, it can take a while to wrap your head around UE5s lighting. To get faster, I used UE5s pathtracer as a “ground truth”, would screenshot it and then match my viewport to the pathtracer render. Hopefully that helps!
This is misleading imo, it doesn't take an enormous amount of time to set up a scene for rendering in Blender or Maya. It DOES usually take much longer to pathtrace a complex scene sufficiently, and UE5 is great for realtime or nearly realtime renders that are fairly close to a fully pathtraced render. You should choose based on whether you need the fastest render times or the best possible pathtracing, depending on your project.
Legitimately curious here, (I'm prepping on learning how to use unreal real soon with blender) what would the difference be with UE5 and Blender's eevee considering it's similar to Realtime rendering? (note: I'm aware it's not prefect)
Eevee is *like* real-time but not real-time, and when making a film the difference can add up. (Think of creating 100 shots in a 10 minute film). You need to boost your render settings when rendering in Eevee but you don’t in Unreal, what you see is what you get and Unreal has a better quality lighting system and no geometry limits (plus you can pathtracer if you need to)
Eevee doesn't compare. It doesn't have GI and it is still slower than Unreal. However, Eevee next is set to be released this within a year, and that might change things.
True. There's no perfect solution, however, since importing from Blender to Unreal is a time consuming process with lots of troubleshooting. It seems like there is a tradeoff either way you go.@@chasingdaydreams2788
Idk how you render entire sequences in seconds🤷🏻♂️ I’m rendering the scene rn, and it doing 1 frame each 3 seconds. Non path tracing, just lumen. Also I have decent setup: rtx3060ti, 32gb ram, r9 3900x So can render entire sequences in seconds?
I don't know where to start with 3D. I just know that I want to get started. There are so many different softwares out there; C4D, Blender, Unreal, and more. What's better to learn and why? Can someone help please? 😅
This is such a good question :D My last livestream was about this if you want to check that out! If you're just beginning, I'd recommend building environments in Unreal using Quixel Megascans to get a feel for it. Why? The biggest reason is it's free. When you're ready to create your own 3D models and characters, that's when it's time to learn Blender (free) or move onto Maya if you want to work at a VFX studio. We also have a free Unreal crash course you can check out! www.unrealforvfx.com/crashcourse
I have just finished a game programming degree. I am officially a game programmer with a huge creative potential to do cinematic movies and more creative things than only typing code into an IDE. Even when I was doing the programming degree, I created very creative things like level designs and short sequence animations as game mechanics. I am an artist at heart...❤❤❤
Mixamo auto rig didn't work very well for me, the animations made my characters face weird, and accurig skeleton was not compatible with ue5, is there a link to getting a custom character from blender to working in game ?
@@JoshToonen ok, i have managed to rig with autorig and retarget the ue5 manny animations to my model in ue5, but once i do that the shoulders are too high and don't reflect how he looks in autorig any idea why ?
My problem with is unreal is that, whenever I need a different 3D model, I have to export from blender, then import to unreal, fix the texture using the unreal material nodes, which I found that blender texture node is easier to tweak and control,
@@brekol9545 I create models in blender, unwrap and texture them (only because I am not paying for substance designer and painter at the moment). Animated models also get their skeleton and weights in blender but that’s all. And skinning meshes is going to be added to unreal 5.3 too, depending on how well that works, that’s possibly another part of the workflow moved to unreal. I don’t see blender disappearing fully from my workflow anytime soon but unreal is starting to take away part of what I used to use blender for bit by bit
@@UltimateCerberus have you looked into unreal's modeling tools recently? I'm not going to claim they're on par with blender but they're being developed really quickly and for a lot of thing, yes you can 100% make assets right in engine. Now it even has support for creating skeletons and weight painting them right in engine. By no means would I call unreal on-par with blender yet in all regards but it's closer than you might think and with the speed unreal is developing (and the seemingly endless budget behind it), i won't be surprised if that gap keeps getting more and more small. As someone who works with both at the moment, being able to switch over to just working in unreal and cutting out exporting from blender, then importing in unreal is worth it in a lot of cases. Now , if you're working in a bigger team with a dedicated artists who prefers blender, i'm not gonna scold them for that, they can prefer blender, maya, C4D, whatever but as a solo creator, having it all in 1 place is sweet
@@thegamedevcave the day it has something as close to how you can edit mesh, use modifiers, sculpt, or even something close to geometry nodes, I'll take that seriously. By now, they are very different tools.
I have RTX 3050 Ti with 95 watt GPU and a ryzen 5 5600H CPU in my laptop. Can I use the unreal engine for making the 3D animation videos on my system. I wanted to work with the real time rendering for fast feedback .
blender can be used by poor people with average hardware. However to even load up unreal you need a good machine let alone building something from scratch. Thats the main issue here
thing is UE has a shtty interface imo and is just not appealing to use. not only that but i have plenty files in blender already and i dont know how to transfer to UE WITH textures. dont want to start the scenes back from scratch again
Don't pick Unreal OVER Blender, but use the two in conjunction. Detailed modeling is much better done in Blender then exported to Unreal for finishing touches and putting the environment together to finalize the scene
He's speaking strictly about rendering, not the entire process
Can I use the unreal engine to make the 3D animations videos in real time. I already learned a different software for the 3D modelling. Can I run the unreal engine in my laptop having RTX 3050 GPU with 95 watt and ryzen 5 5600H CPU.
@@shrishtichauhan2787 yes that machine is very capable running it
@@bazinga2 But when I rendered the wild west environment in the unreal engine my software crash and freezes after 5 minutes and can't get full render.
May be you should follow render tricks. I think it is available in you tube videos. I'm following same way for Blender
For those that are confused : this guy is just talking about real-time rendering.
Weird title tbh.
No it's gaslighting title Every content creator uses.😂😂😂
Remember that almost all of unreal stuff are made in blender, maya, 3ds max , houdini ,etc before just finalizing and rendering in unreal
Comparing Unreal Engine and Blender is like comparing a car to the concept of photosynthesis. Like what are you even on about?
For rendering sequences
I’ve been procrastinating to learn blender for so long. I was always unsure if I want to spend hundred of hours to learn it. I just wanted to do some landscapes and backgrounds for filmmaking, now I think that unreal would be a better choice
Have you started, and how are you finding it? Im looking to make a short cinematic in UE. Just learning some tutorials atm
you still need to learn some 3D Modelling if you want to make your own assets to have your own environment. Its not the same when you use premade assets. You can still do either of course, but it's more rewarding if you make everything yourself. Plus the video is only talking about using UE5 to render, not to really make stuff. There are modelling tools in UE5 but not the same as what you'd use in blender
You need Blender for lot of things to work with UE5, unreal cannot do everything.
Thank you all for answers. Now I’m convinced and sure to learn blender too
It doesnt take hundreds of hours to get started and make some stuff, just start and dont procrastinate, it's not so scary at all. Start with the standard donut tutorial then some tutorial of something youd like to make, and then try on your own
I mean eevee is getting raytracing soon so. I think you should use what your interested in. Having the entire workflow in one place saves a ton of time, to export to UE , remake materials, fix your animations and then animate your camera there is not saving much time.... just use the renderer you like.
Just to confirm, eevee is not getting raytracing but rather screen-space global illumination. Having a workflow in only place is great for small projects but if you want to do everything to perfection especially for larger projects, its better to do it in specialised propgrams. Eg substance painter for textured, blender for modelling layout and previewing and ue5 for renderings. Your exact workflow depends on your preference
Want to learn Unreal Engine? Watch the full tutorial! ua-cam.com/video/4-_mXW1Vwuo/v-deo.html
You gave a nice tutorial😊
This was one of the big deciding factors in learning unreal for me
You're definitely right about Unreal power to handle big environment and cutting edge Realtime rendering through Lumen Global illumination but Unreal still lacking the juice in refining the animation, sculpting, shape keys etc. one DCC have. But they could overcome it by implementing proper USD file utilization as Omniverse is doing. Game Engine and DCC app should have proper pipeline.
I have tried building a suitable pipeline for stylized cartoony animations from Blender to Unreal. There are several issue that I ran into, big ones like getting the light to look as good as cycles, and small ones, like getting the reflections of the corneas to look right. I spent a lot of time and in the end, my clients still asked me to render in Blender! I think if I were better at lighting and materials in Unreal, I could pull it off. There's just something about lighting in a real path tracer that is like: one click and it's beautiful.
There’s also the built in Pathtracer in UE5 which eventually I’ll make some videos on! Totally valid though, it can take a while to wrap your head around UE5s lighting.
To get faster, I used UE5s pathtracer as a “ground truth”, would screenshot it and then match my viewport to the pathtracer render. Hopefully that helps!
DUDE YOU ARE A LIFESAVER THANK YOU SO MUCH!!!
This is misleading imo, it doesn't take an enormous amount of time to set up a scene for rendering in Blender or Maya. It DOES usually take much longer to pathtrace a complex scene sufficiently, and UE5 is great for realtime or nearly realtime renders that are fairly close to a fully pathtraced render. You should choose based on whether you need the fastest render times or the best possible pathtracing, depending on your project.
Thank you Buddy
Animators can add motion blur effects before rendering.
Legitimately curious here, (I'm prepping on learning how to use unreal real soon with blender) what would the difference be with UE5 and Blender's eevee considering it's similar to Realtime rendering? (note: I'm aware it's not prefect)
Eevee is *like* real-time but not real-time, and when making a film the difference can add up. (Think of creating 100 shots in a 10 minute film).
You need to boost your render settings when rendering in Eevee but you don’t in Unreal, what you see is what you get and Unreal has a better quality lighting system and no geometry limits (plus you can pathtracer if you need to)
@@JoshToonen ah, gotcha. I get it now. Thanks!
Eevee doesn't compare. It doesn't have GI and it is still slower than Unreal. However, Eevee next is set to be released this within a year, and that might change things.
@@binyaminbasseven eevee next is still going to be inferior to ue5 lumen unfortunately since it is screenspace and not ray traced
True. There's no perfect solution, however, since importing from Blender to Unreal is a time consuming process with lots of troubleshooting. It seems like there is a tradeoff either way you go.@@chasingdaydreams2788
I don't know how I landed to find you but all I know is that you're the right guy, I'm blessed to find this channel at this time, you're a saviour 🙏🙏🙏
i just wanna know where that castle is from
Idk how you render entire sequences in seconds🤷🏻♂️
I’m rendering the scene rn, and it doing 1 frame each 3 seconds. Non path tracing, just lumen. Also I have decent setup: rtx3060ti, 32gb ram, r9 3900x
So can render entire sequences in seconds?
I don't know where to start with 3D. I just know that I want to get started. There are so many different softwares out there; C4D, Blender, Unreal, and more. What's better to learn and why? Can someone help please? 😅
This is such a good question :D My last livestream was about this if you want to check that out! If you're just beginning, I'd recommend building environments in Unreal using Quixel Megascans to get a feel for it. Why? The biggest reason is it's free. When you're ready to create your own 3D models and characters, that's when it's time to learn Blender (free) or move onto Maya if you want to work at a VFX studio.
We also have a free Unreal crash course you can check out! www.unrealforvfx.com/crashcourse
@@JoshToonen Thanks so much! I will check it out for sure
I have just finished a game programming degree. I am officially a game programmer with a huge creative potential to do cinematic movies and more creative things than only typing code into an IDE.
Even when I was doing the programming degree, I created very creative things like level designs and short sequence animations as game mechanics. I am an artist at heart...❤❤❤
Mixamo auto rig didn't work very well for me, the animations made my characters face weird, and accurig skeleton was not compatible with ue5, is there a link to getting a custom character from blender to working in game ?
Accurig is my go to, I haven't noticed any problems importing into Unreal personally
@@JoshToonen ok, i have managed to rig with autorig and retarget the ue5 manny animations to my model in ue5, but once i do that the shoulders are too high and don't reflect how he looks in autorig any idea why ?
My problem with is unreal is that, whenever I need a different 3D model, I have to export from blender, then import to unreal, fix the texture using the unreal material nodes, which I found that blender texture node is easier to tweak and control,
Amazing
Ai sora just collapsed this industry
Funfact: Blender as an real-time renderer called EEVEE, is also used for rendering games in upbge, and unlike unreal, its free!
Unreal is free though and Eevee is nowhere near as powerful as Unreal's realtime.
@@BoyBacon5051 Haven't you seen the new fees!?
Honestly, there is less and less reason to use blender , I have stopped making renders in blender and just full on do animation in unreal now
why? blender is much more versatile. yes if you just put bunch of asstes int ue and then animate them, then ok...
@@brekol9545 I create models in blender, unwrap and texture them (only because I am not paying for substance designer and painter at the moment). Animated models also get their skeleton and weights in blender but that’s all. And skinning meshes is going to be added to unreal 5.3 too, depending on how well that works, that’s possibly another part of the workflow moved to unreal. I don’t see blender disappearing fully from my workflow anytime soon but unreal is starting to take away part of what I used to use blender for bit by bit
lol, he said Unreal is better for rendering, that is all. When it comes to creating your assets, unreal is not even an option.
@@UltimateCerberus have you looked into unreal's modeling tools recently? I'm not going to claim they're on par with blender but they're being developed really quickly and for a lot of thing, yes you can 100% make assets right in engine. Now it even has support for creating skeletons and weight painting them right in engine.
By no means would I call unreal on-par with blender yet in all regards but it's closer than you might think and with the speed unreal is developing (and the seemingly endless budget behind it), i won't be surprised if that gap keeps getting more and more small. As someone who works with both at the moment, being able to switch over to just working in unreal and cutting out exporting from blender, then importing in unreal is worth it in a lot of cases. Now , if you're working in a bigger team with a dedicated artists who prefers blender, i'm not gonna scold them for that, they can prefer blender, maya, C4D, whatever but as a solo creator, having it all in 1 place is sweet
@@thegamedevcave the day it has something as close to how you can edit mesh, use modifiers, sculpt, or even something close to geometry nodes, I'll take that seriously. By now, they are very different tools.
I'd love to use unreal but my PC just can't run it without crashing with memory issues
Only you need Rtx 360ti or beter:)
Not true - 1060 is enough
I have RTX 3050 Ti with 95 watt GPU and a ryzen 5 5600H CPU in my laptop. Can I use the unreal engine for making the 3D animation videos on my system. I wanted to work with the real time rendering for fast feedback .
Ideally you want more VRAM but it’s enough to get started! Check out our free crash course at unrealforvfx.com/lightsaber
This goes for any game engine
Blender does vastly different things than unreal lol
Saying it renders faster, but not saying why it's such a difference is scummy
Because the difference is so obvious path tracing vs real time. I mean if you couldnt piece that together then thats your problem.
The app is Too much data. My laptop SUCKS. I really like to test it out with MSI Laptop.
Blender wins. And this is why unreal wants to start charging filmmaking fees
blender can be used by poor people with average hardware. However to even load up unreal you need a good machine let alone building something from scratch. Thats the main issue here
Pretty weird take..There are plenty of things that you can do in blender that you can't in unreal.... Use both.
You realize blender can make animations right
thing is UE has a shtty interface imo and is just not appealing to use. not only that but i have plenty files in blender already and i dont know how to transfer to UE WITH textures. dont want to start the scenes back from scratch again
ue5 got a modern UI update
you never see blender interface?
Not knowing how to use something doesn't make it objectively shitty. Have you tried following tutorials?
in 3d design blender is really more complete than ue stop comparing pls
He's talking about rendering. Things need to be compared so people know their options
Or just give into the ai trend
If all artists gave up and used AI it would start inbreeding. AI cannot survive without the original work of actual artists
@@emackenzie also true