Modular Environments are the Future
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- Опубліковано 18 кві 2021
- 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
For those that haven't learnt the modular workflow yet, why?
Presented by Nikolas Volchenko
Artstation: www.artstation.com/shawychodo...
Artwork: www.artstation.com/artwork/68...
Twitch: / shawychodonosor
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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
Thanks for the quick grass tutorial.. lol I made my own now and I feel like a WIZARD!
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!
The grass method is awesome, engine-agnostic and very efficient, definitely goes into my trick collection.
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! :)
Wow.. so much interesting stuff packed in 7 minutes. Relevant and straight to the point. Really makes me wanna try the full courses
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.
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.
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
Great tutorial! Good luck with your project :)
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
братан у тебя такой родной говор. Так березками от него веет)
))))
А еще веет энергетиками с задных парт
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!
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
Mindblowing..every time i see stylized station my mind blows away, man there is soo much to learn...
Amazing, thanks for sharing this !!
Nice! I appreciate the effort you make to talk english for everyone to understand!
So good!!
this is exactly what I have been wanting to implement in my game. this is a great vid.
best 7 minutes I've watched in a long time. soo much useful info condensed into that, whislt still also showing how its done.
Surprisingly less Genshin Impact comments, really incredible ngl
I thought so too
This is absolutely fantastic - saved and liked for future reference! Now got to study it and find the best way of replicating in Unity!
Amazing work
This is beautiful!
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?
Wow, great tutorial! Good teachers are amazing-- great tips!
Lovely work! 👍
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
Good video overall. I think that most of the Unreal Engine Nodes can be repicated on Blender and newer versions of Unity
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.
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!
Almost gave up on my own project when I saw this. That looks incredible
Your prank profile pic is off center
LOVE the music accompanying this video
name of the song please
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
WOW ! So beautiful !
Cool! More environment tutorials always cool! Liked :)) thanks!
More to come!
Brilliant !!!
Godtier class, thanks mate!
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
Love this kind of materials..refreshing..
Wanna learn more..
I Sub dude..😎👍
Thanks for the sub!
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.
Thank you soo much :)
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.
great work
Wow wow this is so freaking amazing 😱
Beautiful
Now I have to pay a therapist for my PC after he saw a 32 Quads Grass Mesh ;-;
This looks amazing. Can you please make a tutorial for the grass and the trees in blender?
Wow this is fantastic
The Trees look awesome
that is amazing
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.
I wanna learn this, for BG on my manga.
Офигенно!
Фигачь курс по энвайроменту - первым запишусь.
Cool, it's nice and useful)
so beautiful
That's amazing
hey this is really random, but how did you accomplish that chimney smoke? is it a particle system? it looks hand drawn!
No entendí nada pero esta épico!
Genial bro!
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
Спасибо, Николай)
Хорошая работа:)
Wow. That's a lot of information in 7 minutes!
Nice Tutorial .... but where I can buy the assets? I am not interested in creating Materials and more by Blender and other tools.
thank you
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.
amazing cant say any word
Master, it's GOOD !
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.
i wanna make a game that looks like this! I love stylized art!
Very nice man...
This is neat
Это очень и очень круто :) спасибо :)
Hello, what do you recommend me to model modular environments?
Where can we get walls and assets like these?
Great Video very Impressive and straigt to the point information. Almost sad to hear that ur world will never be discovered as a game since it looks amazing. :)
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.
Anyone know if UE4 has a more controlled way to handle the grass gradients? Ex, making a slider that controls how far up the color goes? Wanted "grass" with distinct color tips
Indeed, my friend
IKEA modeling, love it
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.
I wish I could make such textures
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.
Plz make some stylized vfx tutorial like fire smoke explosive or wind water lake.
One material to rule them all !
good job
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).
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. :)
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
whats the differenze between gibly and low poly (smoothed) ?
Nice !
✌
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.
how do you prevent z-fighting between the modular assets that you created?
How much is the performance hit, by using modular environments?
MashaAllah! dear your art is very very pleasing to see.
So you're telling me those grass werent even 3D models but just a plain flat screen?! :O
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