If you've ever wanted to learn more about texturing, (But don't know where to start) you're in luck! Join my Ultimate Substance Painter course, and learn how to master Ghibli-Style textures, as well as a ton of other cool stylized textures as well! Start your journey to becoming a texture artist today. Join here: bit.ly/2PyWaRY
This is probably the best grass tutorial I've managed to find. Showed the entire process, explained every step, and somehow he did it in an incredible tempo... 10/10!
I have never designed ynthing in any game.. and I have no clue how to program something. But I am always speechless about what such creative people can do with unreal engine. I wish I could do that :D
I came from blender just learning unreal right now so the idea of a modular buildings never occured to me. Im used to modelling the whole thing so thanks for this eye opener
thank you so much! videos on modular workflows are always appreciated :) i'm trying to do it but especially the architectural parts and how to save time with foliage are still a bit difficult but i will try this grass tutorial for sure! :)
this vid is quick concise and really lovely to listen to . Learnt a lot in such a short amount of time and its agnostic to graphic engine and modeling software , thank you
Tile kits date back to the 2002 release of Morrowind, if not earlier than that. They've always been extremely powerful when done right, and when the tile kit is versatile enough there's basically no limit on what you can do with it. You can even break it down into smaller components, and rejoin them in larger prefabs (like a wall section, for instance), making it stupid simple to rapidly produce large environments with a high degree of complexity, while still retaining the fine grain control to create new pieces out of those smaller building blocks.
Customing environnements like Minecraft, Valheim, Feu-Landmark Everquest, are clearly in my top 3 favorite kind of game. I hope futur will bring awesome game&stuff able to concurrence Arts Mediums
This is such a nice environment! I was wondering about those stone portions on the ground floor of the buildings, are they just composed of a bunch of stone bricks you've modelled and then comprised into wall sections? thanks!
Your video is soooo useful and better than A LOT of tutorials out here! Thank you very much for spreading your knowledge with us! Also your project is beautiful!
I have so many questions about the workflow but one that sticks out for is the roof. Is it made of a bunch of different shingles? or is it using a bump map? I would absolutely love a course on how this guy created this type of kit.
Nice clean instructions, however when it comes to grass in UE, I recon it better for stylized grass like this to do a simple mesh instead to avoid the overdraw. Or what do you folks think?
This video was fucking AMAZING. Just at 7 minutes and the amount of tips and knowledge in this is probably the most I have seen in any video about UE4, Textures, Models, and Materials. You sir just got a mew sub.
Modeling small modular parts that use the same material and then using together to make buildings to preserve texture quality is definitely knowledge he must have made a deal with the devil to obtain. That shit is smart!
The modular building blocks are really interesting, but I'm curious how well this approach lends itself to LOD optimization. Take for example the 'Window_1' asset at 1:06. It seems to be made from ~7 modular pieces, so you probably don't reduce the entire door to a single quad at any distance, correct? Or do you in fact create LODs for these larger modules?
It doesn't at all, there are many papers on this out there that go into detail why, to research further yourself search google for static / dynamic batching, modular meshes, draw calls . Whats been done here is probably a good way to block out your game world, but you would want to then be combining those meshes and applying only one material to it.
Novalogic's Joint Operations Typhoon Rising 2004 was an online military multiplayer (up to 100 players, some mods allowed 150) game (like Battlefield) but WAY ahead of its time. It also had a custom map editor since the entire environments were modular. You had several infinite repetitive large scale environments and assets and you could use to build very creative maps that could be played online. But, if these are the future, who'll pay for the crap 10GB+ DLC if modular maps allow players to create their own?! Or how will they say they won't create a Map Editor if everything is modular. :)
Just turn this into a course already !!! There's nothing like it on the market yet. Just a dozen of ppl posting blogs or making small stylized station videos
I came up with a modular level system, inspired by kits sold to build dungeon rooms on the table for TTRPG players (though I play those games as theatre of the mind) -- however, I created them to represent map tiles and to assemble procedurally into random levels. The results sucked, though it's easy to see your kind of modular component assembly could work great for hand-building scenes (a concept I'm having to adjust to as applied to games, as it is alien to how I think of games).
Vertex colour for mixing textures? From the look of him painting onto the houses with vertex colour, theyre pretty heavy in geomtery... Isnt it better to use texture masks to try keep the poly count as low as possible?
Also similar thing with the grass. You can animate the UVs of the grass rather than the vertex for less geometry. And everything needs to be joined to 1 mesh object at runtime to save on resources
Outstanding, love the look of it! By any chance are the giant curved ring structures in the background inspired by the ones in Risk of Rain 2's Titanic Plains?
I wonder how did you make that modular parts snap to each other in UE4? Also is there a way to save a modular preset in order to manipulate or copy/paste it later?
You can turn on snapping when moving objects. I think its on by default but its in the top right of the viewport. You can also create the thing you want and merge all the static meshes together then move it as one piece in Unreal too.
This is **cking awesome! Came outta nowhere when most needed haha! If you could do a Unity tutorial though, would be crazy too! But just the concept is already amazing, will help with Unity!! SUPER THANKS! (and wow that guy is talented, one month?? congrats!)
If you've ever wanted to learn more about texturing, (But don't know where to start) you're in luck! Join my Ultimate Substance Painter course, and learn how to master Ghibli-Style textures, as well as a ton of other cool stylized textures as well! Start your journey to becoming a texture artist today. Join here: bit.ly/2PyWaRY
If i buy your course can i make naruto environment??
Is the course good for beginners? Because i wanna make my own textures as a programmer
@Gaming Mania Thank you a lot :)
This is probably the best grass tutorial I've managed to find. Showed the entire process, explained every step, and somehow he did it in an incredible tempo... 10/10!
So true!
doesnt work when i tried =(
Because he is one the few who know, that you don’t have to explain in every tutorial how to create a new project 😂
ello toDai am gunA shohw u how to mak gras
Indeed!
Hours of information compressed into a 6 minute video. That's efficiency right there!
Amazing work
I'm not even a minute into the video and I'm so in love with your art style and the modeling / environment! Super eye catching and vibrant. Cheers!
Thanks for the quick grass tutorial.. lol I made my own now and I feel like a WIZARD!
The grass method is awesome, engine-agnostic and very efficient, definitely goes into my trick collection.
This is exactly what I was looking to do with my games design, but it was just a theory. Really nice to see someone do it in practice!
This came exactly at the right time, I'm starting work on a 3D environment soon and I was thinking of trying out a modular workflow.
If it is possible for you, try looking into Houdini. It can super-charge your modular workflow ;)
@@jakobmemborg7963 Really? How?
Is it beginner friendly? Because I'm a little new to node based stuff lol, I started out sculpting when I tried 3D.
Wow.. so much interesting stuff packed in 7 minutes. Relevant and straight to the point. Really makes me wanna try the full courses
I have never designed ynthing in any game.. and I have no clue how to program something. But I am always speechless about what such creative people can do with unreal engine. I wish I could do that :D
You can its free, just use blender instead of Maya and it is 100% free
Mindblowing..every time i see stylized station my mind blows away, man there is soo much to learn...
I came from blender just learning unreal right now so the idea of a modular buildings never occured to me. Im used to modelling the whole thing so thanks for this eye opener
братан у тебя такой родной говор. Так березками от него веет)
))))
А еще веет энергетиками с задных парт
Surprisingly less Genshin Impact comments, really incredible ngl
I thought so too
thank you so much! videos on modular workflows are always appreciated :)
i'm trying to do it but especially the architectural parts and how to save time with foliage are still a bit difficult but i will try this grass tutorial for sure! :)
this vid is quick concise and really lovely to listen to . Learnt a lot in such a short amount of time and its agnostic to graphic engine and modeling software , thank you
Tile kits date back to the 2002 release of Morrowind, if not earlier than that. They've always been extremely powerful when done right, and when the tile kit is versatile enough there's basically no limit on what you can do with it. You can even break it down into smaller components, and rejoin them in larger prefabs (like a wall section, for instance), making it stupid simple to rapidly produce large environments with a high degree of complexity, while still retaining the fine grain control to create new pieces out of those smaller building blocks.
LOVE the music accompanying this video
name of the song please
Nice! I appreciate the effort you make to talk english for everyone to understand!
Customing environnements like Minecraft, Valheim, Feu-Landmark Everquest, are clearly in my top 3 favorite kind of game.
I hope futur will bring awesome game&stuff able to concurrence Arts Mediums
Almost gave up on my own project when I saw this. That looks incredible
Your prank profile pic is off center
This is such a nice environment! I was wondering about those stone portions on the ground floor of the buildings, are they just composed of a bunch of stone bricks you've modelled and then comprised into wall sections? thanks!
Your video is soooo useful and better than A LOT of tutorials out here! Thank you very much for spreading your knowledge with us!
Also your project is beautiful!
best 7 minutes I've watched in a long time. soo much useful info condensed into that, whislt still also showing how its done.
Good video overall. I think that most of the Unreal Engine Nodes can be repicated on Blender and newer versions of Unity
This is absolutely fantastic - saved and liked for future reference! Now got to study it and find the best way of replicating in Unity!
I have so many questions about the workflow but one that sticks out for is the roof. Is it made of a bunch of different shingles? or is it using a bump map? I would absolutely love a course on how this guy created this type of kit.
Nice clean instructions, however when it comes to grass in UE, I recon it better for stylized grass like this to do a simple mesh instead to avoid the overdraw. Or what do you folks think?
Yes, for stylized grass it is better to avoid translucent and masked shaders.
I'm excited for this upcoming course of yours. I have been learning bout procedural modeling on houdini/blendr. cant wait to dig into it with unreal.
What do I have to do to convince Nikolai to let me help him make a game out of this absolutely stunning world!? I'm drooling right now.
I don’t even use this software but wow this tutorial is so gooood!!! Also feel like everything is magic! The environment is so beautiful 🤩
It's Unreal Engine 4
Better to use a saturate node instead of a clamp node in the material if you're clamping between 0 and 1.
This video was fucking AMAZING. Just at 7 minutes and the amount of tips and knowledge in this is probably the most I have seen in any video about UE4, Textures, Models, and Materials.
You sir just got a mew sub.
You a pokemon?
Modeling small modular parts that use the same material and then using together to make buildings to preserve texture quality is definitely knowledge he must have made a deal with the devil to obtain. That shit is smart!
yea but at the cost of draw calls on textures, although there might bring more occlusion culling opportunities.
Great tutorial! Good luck with your project :)
Wow you did that entire environmental scene alone. How long did it take? I need to practice some more. Looks great.
at the end he said about a month.. a MONTH... WTF
Looks like genshin impact thanks for tutorial
Amazing work
So you're telling me those grass werent even 3D models but just a plain flat screen?! :O
Amazing, thanks for sharing this !!
Master, it's GOOD !
this is exactly what I have been wanting to implement in my game. this is a great vid.
The modular building blocks are really interesting, but I'm curious how well this approach lends itself to LOD optimization. Take for example the 'Window_1' asset at 1:06. It seems to be made from ~7 modular pieces, so you probably don't reduce the entire door to a single quad at any distance, correct? Or do you in fact create LODs for these larger modules?
It doesn't at all, there are many papers on this out there that go into detail why, to research further yourself search google for static / dynamic batching, modular meshes, draw calls . Whats been done here is probably a good way to block out your game world, but you would want to then be combining those meshes and applying only one material to it.
I wanna learn this, for BG on my manga.
Finally found the guy who made Genshin Impact. Big respect sir 👍🏻
Don't blame it looks so similar
@@night7826 I literally clicked on the video thinking just that.
Novalogic's Joint Operations Typhoon Rising 2004 was an online military multiplayer (up to 100 players, some mods allowed 150) game (like Battlefield) but WAY ahead of its time. It also had a custom map editor since the entire environments were modular. You had several infinite repetitive large scale environments and assets and you could use to build very creative maps that could be played online. But, if these are the future, who'll pay for the crap 10GB+ DLC if modular maps allow players to create their own?! Or how will they say they won't create a Map Editor if everything is modular. :)
Where can we get walls and assets like these?
Now I have to pay a therapist for my PC after he saw a 32 Quads Grass Mesh ;-;
The Trees look awesome
One material to rule them all !
Probably my love for Genshin Impact got me this recommended and I love it.
Офигенно!
Фигачь курс по энвайроменту - первым запишусь.
thank you
This looks amazing. Can you please make a tutorial for the grass and the trees in blender?
If you dont make it into a game, it could be an online meeting platform with portals to mini-games with highscores
Just turn this into a course already !!!
There's nothing like it on the market yet.
Just a dozen of ppl posting blogs or making small stylized station videos
I have a Stylized UE4 Environment for beginners course coming out in the next few months!
@@StylizedStation i know , its just hard to wait !!!
@@StylizedStation out of curiosity is it going to launch on Udemy?
@@CreativeSteve69 no, just stylizedstation.com
This looks great whoever did this should apply to game freak they need some good designers
How do you optimize levels with modular objects? With so many separate meshes won't there be a huge number of draw calls?
I am not worried about optimization. I am not making a game. Also Ue4 does an excellent job of basic optimization on its own
I wish I could make such textures
Every one here's talking about how great a tutorial this is and yet I'm here cringing at wattle and daub houses having brickwork in them.
Спасибо, Николай)
Godtier class, thanks mate!
0:54 If you convert your modular building tools into a minecraft type of building game, you'll make millions.
I came up with a modular level system, inspired by kits sold to build dungeon rooms on the table for TTRPG players (though I play those games as theatre of the mind) -- however, I created them to represent map tiles and to assemble procedurally into random levels. The results sucked, though it's easy to see your kind of modular component assembly could work great for hand-building scenes (a concept I'm having to adjust to as applied to games, as it is alien to how I think of games).
reading the title: no shit it is the past present and future
Watching the vid: it is actually a good tutorial on general unreal workflows
yeah thought the same XD
Plz make some stylized vfx tutorial like fire smoke explosive or wind water lake.
Thank you soo much :)
the grass section for me that i am a noob, was mind blowing
so beautiful
Wow this is fantastic
Wow wow this is so freaking amazing 😱
Wow. That's a lot of information in 7 minutes!
Vertex colour for mixing textures? From the look of him painting onto the houses with vertex colour, theyre pretty heavy in geomtery... Isnt it better to use texture masks to try keep the poly count as low as possible?
Also similar thing with the grass. You can animate the UVs of the grass rather than the vertex for less geometry. And everything needs to be joined to 1 mesh object at runtime to save on resources
Wow, great tutorial! Good teachers are amazing-- great tips!
So good!!
Beautiful
Indeed, my friend
hey this is really random, but how did you accomplish that chimney smoke? is it a particle system? it looks hand drawn!
MashaAllah! dear your art is very very pleasing to see.
О вы из Англии :D
i wanna make a game that looks like this! I love stylized art!
That's so cool! I just wish there's tutorial like this in Unity3D. But hey it's kinda cool to watch this kind of vids. Keep it up.
Outstanding, love the look of it!
By any chance are the giant curved ring structures in the background inspired by the ones in Risk of Rain 2's Titanic Plains?
Not really. But now I looked at the screenshots of the game, it really looks like)
Ah, fair enough, just reminded me of the style a bit xP
This is beautiful!
amazing cant say any word
Lovely work! 👍
IKEA modeling, love it
great work
Love this kind of materials..refreshing..
Wanna learn more..
I Sub dude..😎👍
Thanks for the sub!
but what about the faces that will never be seen but they are still being rendered and also making modular asset will increase so much of polygons.
I wonder how did you make that modular parts snap to each other in UE4? Also is there a way to save a modular preset in order to manipulate or copy/paste it later?
You can turn on snapping when moving objects. I think its on by default but its in the top right of the viewport. You can also create the thing you want and merge all the static meshes together then move it as one piece in Unreal too.
Cool! More environment tutorials always cool! Liked :)) thanks!
More to come!
Hello, what do you recommend me to model modular environments?
Very nice man...
This is **cking awesome! Came outta nowhere when most needed haha! If you could do a Unity tutorial though, would be crazy too! But just the concept is already amazing, will help with Unity!! SUPER THANKS! (and wow that guy is talented, one month?? congrats!)
if am not mistaken unity does have a plugin that does this a lot better.
How much is the performance hit, by using modular environments?
Brilliant !!!
how do you prevent z-fighting between the modular assets that you created?
That's amazing
Somewhat reminds me of battlefield heroes