You're at 1,000 subscribers which means you can now accept super thanks. Please turn on your super thanks so I can show my appreciation monetarily for this fire a$$ breakdown sir. I've been learning Unreal for the past 3 months. I'm finally getting to the point where things are starting to click and then, outta nowhere, this clutch a$$ video hits my timeline. Let's GOOOOO
There’s lotta techs covered in this vid especially camera shake, Niagara, color grading, lighting, fog, composition, these drew my attention. It’s definitely worth watching for many times to get the idea of them. Thanks for sharing bro!
Thank you very much! Good luck with the Unreal journey! Honestly I’m not even close to being a pro or anything so results similar to this project are closer than you think!
That was so cool man. The pacing of this video is perfect! I know just enough about UE to be able to follow along and nothing about this tut drug on like so many. Subbed!
Hey man! Your channel is seriously something special, so many helpful and interesting tutorials and you deliver all the information so well. Thanks for being awesome, I just subbed and I'm looking forward to more work!
Thank you Honestly, I learned a lot about workflow that I didn't know about from this video. I hope to come back with another great video like this one. ❤❤❤❤
That was interesting, especially liked the blocking out method for the cave, one thing I will say when in blender you could of lowered the subdivision level of the torus, added a edge seam and uvstacked the chain to save space.
Nice tutorial...and while I know some of that stuff, there's a lot of new things I learned. But can you answer this question? How do I make sure the final renders look like what I see in the viewport? They always come out darker. How can I maintain parity between what I see while I'm working and what the rendered PNG looks like? Could it have something to do with post process volume? I can't figure it out.
Thank you! And yes, this is always a struggle haha. I find exporting as a PNG sequence seems to be the closest I can get to what you see in the viewport. Other than that, you could always colour grade the final png sequence afterwards OR use a post process volume to kinda compensate for how the rendering effects the image. You could even make a custom CLUT and then always plug that into the post process volume to make sure all of your projects render accurately
In blender there is a tab called animation , u can use it to see the free viewport and camera view at the same time , so u can change world settings and see how it looks from the camera perspective at the same time
Yes, I use this feature all of the time! Unfortunately they kinda have this in Unreal Engine but its not quite the same. Thank you, I appreciate the advice!
@@RyanWagget also i dont know if its much to ask or if its hard for you but, if you could do beginner tutorial with similar looking scenes while also providing assets such as middle model that would do insane on UA-cam. Because basically there is not even one in depth tutorial without being super mid. There is only William Faucher doing great content like this but he’s just braking it down. Hope u understand what I’m saying 😄
What I don't understand is why you build the chain with so my geometry and texel resolution? For your usage/result wouldn't it not be better to just model one element and create an array with bleuprints? Nice render though ;)
I'm actually surprised that you dont have at least 100k subscribers and 200k views on this video. Keep up the good work! I have a question though since im fairly new to 3D world. Why do you use Unreal instead of doing most of the work in Blender? What does Unreal have that Blender lacks for non-game dev purposes?
Thank you, I really appreciate the compliment! Maybe 100k subs and 200k views will be a possibility one day haha. So I used UE5 for this project bc I want to learn that software specifically as its an industry standard for gamedev and it’s becoming mainstream for film. Other than that, I think the main advantages it has over Blender is the real time rendering and the asset library. Like all of these rocks I brought in with Quixel Megascans, the ancient golem model I downloaded, etc were all made for Unreal Engine. That being said, sometimes I just use Blender for the whole project haha. I think it depends on what you want to learn and the project’s needs!
Hey loved it really great work can you also in future maybe make tutorials from start to finish and can you also show your reference board (because as a beginner i don't understand how to choose from billions of images to put on my board) GREAT WORK.
Thank you!! And yes absolutely I will! Actually the only reason I didn’t add my references is bc I actually lost my PureRef file haha. Would you find a video about how to make a reference board useful as well? If so, I can totally make one!
How do you get rid of the flashing on the surface in your final scene ? when the camera panned forward the floor and rocks were flashing, im having the same issue
I’m not sure how to explain it . If you draw a straight line going left from the characters head and one from the giants wrist cuffs going straight down , where they meet, and the other edges like it with the small mountain ridges so to speak if you were to imagine them as mini mountains . But ! When I watch it on a phone it doesn’t seem to have it as bad at all . Maybe I have my brightness too high or it’s my pc I dunno lol .
Hmm I’m still having a hard time seeing it haha. BUT i do think usually flashing is a lighting issue or an issue with two assets being placed in the exact same spot. Otherwise, I am unsure🤔
If you right click the camera in the outliner, under the “Transform” option, you’ll see an option to “Lock Actor Movement”. If you select that, it’ll be stuck in place! Does that answer your question?
How did you manage to get no banding on a youtube upload with such light+dark portions? I'm doing the Aces 1.2 -> EXR -> Divinci and it still has awful banding.
Hmm I’m not entirely sure as that wasn’t a problem that came up for me tbh but I’ll often add grain to my render to reduce any banding I might have. Fwiw, my process was exporting from UE5 as a PNG sequence, colour grading in Davinci Resolve, then I exported it with Adobe Media Encoder. When I put it into the UA-cam video with Premiere Pro, I exported it using a custom LUT. Does this help at all? I wonder if it was the LUT I used. I could totally make a video on it if you think that’d be useful!
Hey! My CPU is 11th Gen Intel(R) Core i7-11700. My GPU is Intel(R) UHD Graphics 750. With these specs, UE5 runs fine! I think your PC should be able to run this! Also Unreal Engine is 100% free so you could always try it out just to check!
also , real cameras have Anti shake tech. Why would you choose to add this to a scene ? unless your trying to emulate someone actually holding it ? . this isnt a dig btw , im genuineley curious and trying to understand this
Usually adds a sense of realism to cgi related shots like this one. Mainly depending on the scene it’s in. If your on the ground not establishing the area you are in I feel as tho creatively a shaky cam can enhance the realism of the scene itself. Whereas if you are in space or the sky for example you would want to use little to no camera shake at all bc it wouldn’t make sense. Hopefully this can kind of help I’m not him just speaking from a film experience
Yeah, they’re exactly right! Its just to give the effect of someone holding the camera. You see that a lot in film/tv and I thought it’d be a cool little detail to add. Definitely not something that HAS to be added though
@@RyanWaggetOverdraw occurs when multiple layers of pixels are drawn on top of each other. This often happens with multiple transparent layers, such as fog, glass, etc. Or if you just have bad asset culling, It's a performance issue that may not be a concern unless you start running out of VRAM or are developing a game.
you dont own the rights to any ai art generated retard. read the clauses. the ai company does. which means youd have to buy it off them, or be sued for your life savings if big projects. so just because youre generating shit doesnt mean you own it. and considering how greedy tech companies are we wont have access to these programs locally on our computers anytime soon also youre gonna need an extremely expensive PC due to Nvidias overpriced chips to generate anything thats truly yours.
@@RyanWagget limited color range and value. Highly recommend you to look at Color OCIO and implement AcesCG to more natural colors interpretation for your scenes. EXR have more advantages.
You're at 1,000 subscribers which means you can now accept super thanks. Please turn on your super thanks so I can show my appreciation monetarily for this fire a$$ breakdown sir. I've been learning Unreal for the past 3 months. I'm finally getting to the point where things are starting to click and then, outta nowhere, this clutch a$$ video hits my timeline. Let's GOOOOO
Hahaha thank you! I really appreciate the support. I’m glad you found the video helpful!
@@RyanWagget thank YOU! Turn on your super thanks bro lets goooo haha
Haha thanks man. You can keep the molla and buy something nice with it💪
I was like what can i really learn in 7 minutes, but now I'm fan of fast breakdown like this. It helps you get the bigger picture. Thanks man
Thank you, I always the feedback! I’m glad you found it useful!
And at 7 minutes, I don't mind watching it multiple times to let it really sink in. No way can I do that with a 45-minute (or even 20-minute) one.
Best tutorial on this process I've seen in a long time man, you have a knack for educational material in a succinct manner. Keep it up!
Thank you, I really appreciate the kind words! Thats really nice of you to say!
There’s lotta techs covered in this vid especially camera shake, Niagara, color grading, lighting, fog, composition, these drew my attention. It’s definitely worth watching for many times to get the idea of them. Thanks for sharing bro!
Thank you, I appreciate the compliment!!
This was so info-packed, well done. I wish all tutorials were this fluff-free.
Thank you, I really appreciate the compliment!!
You're a hidden gem I just found . I started learning Unreal and can't wait to achieve results similar to this .
Thank you very much! Good luck with the Unreal journey! Honestly I’m not even close to being a pro or anything so results similar to this project are closer than you think!
Fire video, you've found your golden ticket with these unreal style videos. Hope yo see more of these
thank you.
Thank you, I really appreciate the compliment! Already working on the next one!!
That was so cool man. The pacing of this video is perfect! I know just enough about UE to be able to follow along and nothing about this tut drug on like so many. Subbed!
Thank you so much! I really appreciate the kind words!
Amazing! You did mention it was the whole workflow and you have really shown it all. Thank you!
Thank you, I really appreciate the kind words!
Hey man! Your channel is seriously something special, so many helpful and interesting tutorials and you deliver all the information so well. Thanks for being awesome, I just subbed and I'm looking forward to more work!
Thanks man, this is a really kind comment! I really appreciate that!
Thank you
Honestly, I learned a lot about workflow that I didn't know about from this video. I hope to come back with another great video like this one. ❤❤❤❤
Thank you, I appreciate the kind words! I’m glad you took something away from it. And yeah, I’m working on a new one already!
@@RyanWagget nice. have a good day
Great breakdown, I was lucky enough to stumble into this from my workplace. absolutely hooked on making unreal sequences now.
Thank you! And haha that’s awesome to hear, i’m glad you got something from it! Good luck!!
10/10 7 Minutes Tutorial, but u feel yourself like u are a master of ue5
Thank you, I appreciate the solid rating haha. I definitely don’t think i’m a UE5 master tho, far from it haha
Pretty cool. Next step. Have the Gollum writhing around, trying to break his chains with the chains dynamically reacting to his movements.
Haha that sounds pretty advanced but tbh i’m up for the challenge
This has motivated me to get back into cinematics with unreal engine.
That’s awesome, I’m glad to hear it! Good luck!!
Everything is very cool! You inspired me, thank you, bro
Thank you so much! I’m glad it inspired you!!
Subbed! More Unreal Engine 5 content please!
Thank you, I appreciate the support! Already working on the next one!💪
That was interesting, especially liked the blocking out method for the cave, one thing I will say when in blender you could of lowered the subdivision level of the torus, added a edge seam and uvstacked the chain to save space.
Thank you! And ohh thats a good idea. I didn’t even think of doing that tbh. Thank you, I appreciate the advice!
Insane! Great work 🎉
Thank you so much!!
Nice tutorial...and while I know some of that stuff, there's a lot of new things I learned. But can you answer this question? How do I make sure the final renders look like what I see in the viewport? They always come out darker. How can I maintain parity between what I see while I'm working and what the rendered PNG looks like? Could it have something to do with post process volume? I can't figure it out.
Thank you! And yes, this is always a struggle haha. I find exporting as a PNG sequence seems to be the closest I can get to what you see in the viewport. Other than that, you could always colour grade the final png sequence afterwards OR use a post process volume to kinda compensate for how the rendering effects the image. You could even make a custom CLUT and then always plug that into the post process volume to make sure all of your projects render accurately
1st step :- davinci go to color management setting 2nd :- in input lookup table set linear to srgb and save
Great video. Thanks for sharing.
Thank you!!
Thank you for this breakdown!
I’m glad you found it useful!!
Loved the video! A great viewing this morning as a student animator lookin for a bit of inspiration to get a project goin'
Thank you, I really appreciate that! Good luck with your project!!
Thank you for this!
Thank you for watching!
In blender there is a tab called animation , u can use it to see the free viewport and camera view at the same time , so u can change world settings and see how it looks from the camera perspective at the same time
Yes, I use this feature all of the time! Unfortunately they kinda have this in Unreal Engine but its not quite the same. Thank you, I appreciate the advice!
This looks amazing! I think it would be awesome if you reuploaded this exact cutscene with sound effect, music etc.
I did! (Kinda). I uploaded a UA-cam Short with some music but its not custom or anything. Thank you so much for the compliment!
Amazing tutorial
Thank you!!
Thanks for the share of your knowledge, learned a lot from this video. hoping to see more ue5 videos from you. are you planning any?
Thank you, I’m glad you learnt something! And yes! Working on another one right now!
This looks so cool. Great job with this one 👌
Thank you, I really appreciate that!
Hey GOOD AWESOME BRO. what computer YOU use Mc Book or PC?
I use a PC!
this is quality content letsgooooooooooooo
Thank you, I really appreciate that!
@@RyanWagget also i dont know if its much to ask or if its hard for you but, if you could do beginner tutorial with similar looking scenes while also providing assets such as middle model that would do insane on UA-cam. Because basically there is not even one in depth tutorial without being super mid. There is only William Faucher doing great content like this but he’s just braking it down. Hope u understand what I’m saying 😄
Great video sir! Good luck with your channel ❤
Thank you, I appreciate the kind words!!
What I don't understand is why you build the chain with so my geometry and texel resolution? For your usage/result wouldn't it not be better to just model one element and create an array with bleuprints?
Nice render though ;)
Ohh thats a good point, I didn’t even think of that. Thanks for the advice, will forsure keep that in mind for next time!!
Looks great, thanks for the breakdown!
Thank you!!
Great video sir 🔥
Thank you!!
New Unreal videos with high quality content. Yes please, welcome aboard.
Thank you! Happy to come aboard 🫡 your work looks awesome, just subbed!
@@RyanWagget Thank you, likewise. Your Blender thumbnails are top-notch!
I'm actually surprised that you dont have at least 100k subscribers and 200k views on this video. Keep up the good work!
I have a question though since im fairly new to 3D world. Why do you use Unreal instead of doing most of the work in Blender? What does Unreal have that Blender lacks for non-game dev purposes?
Thank you, I really appreciate the compliment! Maybe 100k subs and 200k views will be a possibility one day haha.
So I used UE5 for this project bc I want to learn that software specifically as its an industry standard for gamedev and it’s becoming mainstream for film. Other than that, I think the main advantages it has over Blender is the real time rendering and the asset library. Like all of these rocks I brought in with Quixel Megascans, the ancient golem model I downloaded, etc were all made for Unreal Engine.
That being said, sometimes I just use Blender for the whole project haha. I think it depends on what you want to learn and the project’s needs!
Really cool work, keep making videos!
Thank you so much! Already working on the next one!💪💪
Hey loved it really great work can you also in future maybe make tutorials from start to finish and can you also show your reference board (because as a beginner i don't understand how to choose from billions of images to put on my board) GREAT WORK.
Thank you!! And yes absolutely I will! Actually the only reason I didn’t add my references is bc I actually lost my PureRef file haha.
Would you find a video about how to make a reference board useful as well? If so, I can totally make one!
Remember me when you are famous, jokes aside amazing video!
Haha thank you, I appreciate that!
Amazing
Thank you!!
How do you get rid of the flashing on the surface in your final scene ? when the camera panned forward the floor and rocks were flashing, im having the same issue
Hmm I’m unsure which part you’re referring to. Which part of the video was the flashing occurring?
I’m not sure how to explain it . If you draw a straight line going left from the characters head and one from the giants wrist cuffs going straight down , where they meet, and the other edges like it with the small mountain ridges so to speak if you were to imagine them as mini mountains . But ! When I watch it on a phone it doesn’t seem to have it as bad at all . Maybe I have my brightness too high or it’s my pc I dunno lol .
Hmm I’m still having a hard time seeing it haha. BUT i do think usually flashing is a lighting issue or an issue with two assets being placed in the exact same spot. Otherwise, I am unsure🤔
Can you create a meta human with a face imported from
Blender to put it to the meta human ?
Yes you can!
Amazing. Let me ask you something. What kind of project you choose in Unreal to create this?
I believe I chose Film! Is that what you’re asking? Like when you pick a “type” of project when you first make a new level?
@@RyanWagget yes! Sorry for my bad english, it's just what i wanted to know. Thx!!!
I gotta know. How Are you blocking out your scene with the camera still where it is at?
If you right click the camera in the outliner, under the “Transform” option, you’ll see an option to “Lock Actor Movement”. If you select that, it’ll be stuck in place! Does that answer your question?
Great tips, thanks
Thank you! I’m glad you found it useful!
Very good 🔥🔥🔥
Thank you!
How did you manage to get no banding on a youtube upload with such light+dark portions? I'm doing the Aces 1.2 -> EXR -> Divinci and it still has awful banding.
Hmm I’m not entirely sure as that wasn’t a problem that came up for me tbh but I’ll often add grain to my render to reduce any banding I might have. Fwiw, my process was exporting from UE5 as a PNG sequence, colour grading in Davinci Resolve, then I exported it with Adobe Media Encoder. When I put it into the UA-cam video with Premiere Pro, I exported it using a custom LUT.
Does this help at all? I wonder if it was the LUT I used. I could totally make a video on it if you think that’d be useful!
Nice Video! 😁
Thank you!!
i feel like i just came across a hidden gem
Thank you, I appreciate the kind words!
same !
Earned my sub
Thank you, I’m glad to hear you liked the video!
Great video thanks
Thank you! I’m glad you liked it!
Hey what are your PC specs to do this quality of render? Mainly whats your CPU & GPU? Could I do this with a RTX 4070 12g vram?
Hey! My CPU is 11th Gen Intel(R) Core i7-11700. My GPU is Intel(R) UHD Graphics 750. With these specs, UE5 runs fine!
I think your PC should be able to run this! Also Unreal Engine is 100% free so you could always try it out just to check!
what are your computer specifications?
Processor: 11th Gen Intel Core i7-11700
RAM: 32gb
Intel UHD Graphics 750
NVIDIA GeForce RTX 3070
this is great
Thank you very much!
Subbed! Looking forward
Thank you, man! I appreciate the support!
Great video, but please show the finished result at the end of the video!!!
I showed it at the very beginning! But i’ll show it at the end as well from now on. Thank you, I appreciate the feedback!
goaaat
Thank you!!
it will be amazing if u upload full lenght video how u create scenes (not breakdown) realtime
Oh okay, interesting! Like a speed art type of video? Or would you want the full 4 hour un-edited version?
@@RyanWagget yeeh, a whole 4 hours of unedited video will be awesome, we would certainly learn the most from it
Okay, I’ll definitely consider uploading something like that!
Can i know your PC specs?
Yep! Here they are:
Processor: 11th Gen Intel Core i7-11700
RAM: 32gb
Intel UHD Graphics 750
NVIDIA GeForce RTX 3070
I would pin the camera
Pin the camera? Like don’t animate it and keep it static?
wwoooouh!!!
Thank you!!
also , real cameras have Anti shake tech. Why would you choose to add this to a scene ? unless your trying to emulate someone actually holding it ? . this isnt a dig btw , im genuineley curious and trying to understand this
Usually adds a sense of realism to cgi related shots like this one. Mainly depending on the scene it’s in. If your on the ground not establishing the area you are in I feel as tho creatively a shaky cam can enhance the realism of the scene itself. Whereas if you are in space or the sky for example you would want to use little to no camera shake at all bc it wouldn’t make sense. Hopefully this can kind of help I’m not him just speaking from a film experience
Yeah, they’re exactly right! Its just to give the effect of someone holding the camera. You see that a lot in film/tv and I thought it’d be a cool little detail to add. Definitely not something that HAS to be added though
@@RyanWagget Ahh , This is useful indeed. Thankyou for replying 😀
@@sanjimanga8923Thankyou , yes it helps a great deal . I’m very interested in learning more about this.
I’m glad I could help!
no UE video should start without mentioning specs of the system used
Good idea! Will include the specs in my next video!
Does nobody care about overdraw anymore? [Genuine quesion]
Honestly I don’t even know what overdraw is haha. What is that?
@@RyanWaggetOverdraw occurs when multiple layers of pixels are drawn on top of each other. This often happens with multiple transparent layers, such as fog, glass, etc. Or if you just have bad asset culling, It's a performance issue that may not be a concern unless you start running out of VRAM or are developing a game.
Ohh I see. Well to answer the question, maybe people do but I personally did not during this project haha
too fast..just show off
great years of hard work to soon be replaced by a robot great work see you at the unemployment office
you dont own the rights to any ai art generated retard. read the clauses. the ai company does. which means youd have to buy it off them, or be sued for your life savings if big projects. so just because youre generating shit doesnt mean you own it.
and considering how greedy tech companies are we wont have access to these programs locally on our computers anytime soon also youre gonna need an extremely expensive PC due to Nvidias overpriced chips to generate anything thats truly yours.
PNG Sequence.... really dude. 🤮
Why 🤮? Is PNG sequence bad?
@@RyanWagget limited color range and value. Highly recommend you to look at Color OCIO and implement AcesCG to more natural colors interpretation for your scenes.
EXR have more advantages.