Awesome! I couldn't find the original comment again, but it was a great suggestion. I think I will do some more with this project. I'm to tired to start on a whole new one from scratch 😂
Man respect for using an unfamiliar software (blender) in such a large project. I'm a 3ds max guy too and few times I've tried to get into blender but never cut through the relearning process of basic stuff. Great work!
Absolutely amazing and words don’t come close to saying how epic your work makes me feel about your 3D viz, and the tools we have these days, after over 25 years in the industry. Congratulations Adam. 😅
There is an addon for Blender called Texel Density Checker. It is great for making sure that materials have uniformly scaled UV maps and the desired texel (texture pixel/area) size. Great video, I really enjoy your process and thoughts during it!
Nice thing about blender is that if it doesn't have a feature you can either code it yourself, find an addon, or request the feature on right-click-select with this video as support.
UE5 is mind blowing, crazy to see this. I remember the old days when the first unreal came out back in 99. We thought we were cool because we had Pentium 3 700 mhz. The stuff these kids take for granted these days lol.
Awesome! Glad to see a fellow 3DS Max user :D I did a similar project, but not a fantasy place - I recreated a real place (my grandparents' place, lots of nostalgia) because we can no longer go there, so now it's at least preserved in the 3D world and we can go there whenever we want :) The video is on my channel, it's a full walkthrough however the production is probably really amateur relatively speaking as uploading it as a video wasn't part of the plan originally lol.
Great video and gorgeous level. In the future, you could just turn the flags into a cloth object in Unreal then drop a wind actor in for dynamic cloth simulation.
You might find that USD export into UE5 works a lot better than fbx. It allows for things like pivot points, scaling and applying of modifiers, and other things like that. It's great for static scenes like this.
hey adam uv problem in blender : 1. select all object u wanna real uv scale 2. apply scale (ctrl + A -> apply scale) 3. enter edit mode and uv it to box or smart uv (make all scale to 1) a little bit work but good to go.
For sure I could have done this way faster, no doubt. A lot of that is because I know the workflow much better. Ultimately, it didn't matter much where the model was created.
@Learn-archViz you can set up lights and uvs in blender and all and it comes over really well based on the few times I've played with it. Also you can just update whatever you need to in blender and quick refresh your stage and it updates UE in real time basically.
You should try to add edge wear on your castle to define corners and edges and make them softer. Something easily done in Blender, but I don't know about UE5.
I absolutely should, but I'm too lazy on a model this big 😆 I believe I would need to model it in, because I don't believe UE5 has any visual "tricks" for it like Vray or Blender does. I definitely would if I was focused on more on the fine details of a smaller area. This model could be refined much, much more, no doubt.
@@Learn-archViz I'm mega new to all this, but I think the 'unreal' way to do that would be to bake curvature and edge maps to the vertex colors, then you can read that in your unreal material, then do some, uh... material shit (layer textures, mask with noise, nanite tessellation with displacement if you're feeling spicy, etc) to add that wear and tear without having to manually paint anything
Great job! Do you think a certain type of mouse works better with these types of work flows, or do I need a tablet at all for modeling/sculpting? I'm thinking of picking up my hobby again after a decade not doing anything.
3 different input devices make it really nice: Space mouse for navigating (especially UE5), pen tablet for sculpting and texture painting, then a regular mouse for everything else. None of it is necessary beyond a normal mouse, but it sure is nice.
What about your experiences in exporting from blender to unreal, especially about re-importing after you did changes in blender? My company also tries to implement blender over 3dsmax for the same reasons you mention. But the re-import workflow (tried glb, usd, fbx) does not work acceptable to us. 3dsmax+Datasmith combination seems so much better. What was your workflow?
I used .fbx, and yes, it was serviceable, but Datasmith makes everything much nicer. FBX workflow does not handle any thing beyond basic materials. For the model it has issues, but these things would also cause problems with Datasmith, I think -- basically make sure the scale of your object has no negative values, and make sure you have no double faces. The other annoying thing with FBX is that it puts the pivot of everything at 0,0,0 which makes it really hard to adjust in UE5. Datasmith fixes this by putting all the objects inside of a dummy with a pivot matching whatever it was in the modeling software. This solution works nicely. Reimporting works fine with .fbx, but it is a bit tedious. What I do is re-export the whole model again as an .fbx and overwrite the existing file, then I go to the asset in UE5 and reimport only the asset that I have adjusted, and reference the same file as before, and it updates.
@Learn-archViz nice. I have been following you since 2020 and found your passion and goals for archviz similar. You also seem to calm personality, just like me 😂. Keep up the good work. Although I do not have the means right now to purchase your ue5 course but have it in my wishlist for sure.
@@RedzwanulHuq I don't remember the exact commands but it was something along the lines of foliage.forceLOD and rendering.maxtriangles or something like that
can you make a quick about tutorial on datasmith to unreal? perhaps with pros, cons, or notes on setting up for it? I'm not familiar with that at all and this is the first i heard of it. I can't stand blender at all even tho 2 of my close friends tell me to figure it out. i have, I just hate it. except the sculpting. thats not bad.
Doesn't the youtube card show up with the link? Maybe it depends on where you're watching. Sorry about that, here is the link: ua-cam.com/video/bhCXztUpHb4/v-deo.html
All the hardware! 🤣 Seriously, though, it is quite hardware intense. I haven't really checked RAM usage, but I definitely close everything else when running Unreal. Projects take up A LOT of disk space too. The last element is a decent video card. The video card will determine how fast or slow everything runs. That said, I am running all this on some very old hardware. It was very high-end when it was new, but not now. Video card is just an old GeForce RTX 2080 ti. You definitely want a ray tracing video card. Everything runs just fine, but the hardware determines what frame rate you will get in the viewport, and how smooth everything is.
LOL. I am 44, but I'm pretty honest in my videos about how I am not super well versed in fantasy and gaming. What I am really into is art and architecture, so that is how I find myself creating these cool fictional locations. I haven't played Zelda since the original, and even that was on my friends console cuz we didn't have a Nintendo 🤣 I do more gaming now, with my son, but we've got Xbox
It has some cool things about it, and some weaknesses, especially when compared to my specific professional Archviz workflow in Max. No way I'm changing that up, but I might start integrating some Blender things to it, like sculpting.
I chose to put my time into the castle rather than pixel art. I thought AI did fine, considering how long it would have taken me to create something similar for a very short clip. Thanks for watching.
I was a 3-D Max guy myself, but my copy of Max was pirated and when my hard drive died I lost it so I have had to force myself to learn Blender.😓 I don't like it.😠
"...Since i have a terrible habit of paying attention to the comments..." You may ignore my comment as practice, if you'd like =) it's good for the soul, I think
Bro thank you!! I think i was the one that asked you to build the hyrule castle 😊. Anyway, let's continue and do a walk throughout the castle plz!!! 😅
Awesome! I couldn't find the original comment again, but it was a great suggestion.
I think I will do some more with this project. I'm to tired to start on a whole new one from scratch 😂
I'm literally lost for words. That cinematic sequence was breathtaking
Awesome! I'm really glad you liked it.
Man respect for using an unfamiliar software (blender) in such a large project. I'm a 3ds max guy too and few times I've tried to get into blender but never cut through the relearning process of basic stuff. Great work!
I always love learning new stuff, but yeah, it was hard to stick with it
Absolutely amazing and words don’t come close to saying how epic your work makes me feel about your 3D viz, and the tools we have these days, after over 25 years in the industry. Congratulations Adam. 😅
@@jonathanreevescad Thanks a lot, Johnathan!
There is an addon for Blender called Texel Density Checker. It is great for making sure that materials have uniformly scaled UV maps and the desired texel (texture pixel/area) size. Great video, I really enjoy your process and thoughts during it!
Oh, definitely need that one. Thanks for watching!
Nice thing about blender is that if it doesn't have a feature you can either code it yourself, find an addon, or request the feature on right-click-select with this video as support.
That is indeed a very nice thing. I need to explore add-ons a lot more
Hello from Brazil! I watch every video you make. Great stuff. Keep it up
Thank you so much. That means a lot.
UE5 is mind blowing, crazy to see this. I remember the old days when the first unreal came out back in 99. We thought we were cool because we had Pentium 3 700 mhz. The stuff these kids take for granted these days lol.
😂 no kidding
Fricken incredible!!! Totally awesome man! Yeah, that was sick!
Thanks! Glad you liked it
Awesome! Glad to see a fellow 3DS Max user :D I did a similar project, but not a fantasy place - I recreated a real place (my grandparents' place, lots of nostalgia) because we can no longer go there, so now it's at least preserved in the 3D world and we can go there whenever we want :) The video is on my channel, it's a full walkthrough however the production is probably really amateur relatively speaking as uploading it as a video wasn't part of the plan originally lol.
That's awesome, though. I love 3d for the purpose of historical preservation.
I love the castle! You should play the games though. There's a lot inspiring places in the world map.
Oh I definitely want to. Need to get a Switch.
Bro! you are killing it!!
Gracias Amigo. What should I do next, if there is a next 😵?
Oh my god I didn’t know 3ds Max’s UV tools were so good. I have unwrapping envy
To be fair, unwrapping in Blender seems way simpler, but the modifier in Max is super nice for basic stuff that doesn't need unwrapping.
Do an environment from one piece. Lots of really cool locations to pick from.
that clock to us tho. hahah I'm sorry for not watching the modeling video!
😂
Wow. Awesome man
Thanks!
👏Completely rad work!! Didn't think you could top the LOTR project, but here ya go... WOW! Sooooooo well done.
WOW! Thanks a ton.
there is a material baking add on in blender. So you can do it all in the shading nodes and then bake the procedural textures from there
Yeah, I figured I could have done something like that with the right add on. I'm a total amateur at Blender.
This is fantastic! I want to live there
Same!
You should make Dracula's castle that would be a cool project. Particularly the one from the Castlevania anime
Oh! Cool suggestion. I'll have to look into that.
Wow! That thing looks awesome!
u are the master of 3D blender unreal engine Arch designer
Thanks! I appreciate it.
Great video and gorgeous level. In the future, you could just turn the flags into a cloth object in Unreal then drop a wind actor in for dynamic cloth simulation.
Oh, I should experiment with that for sure
You might find that USD export into UE5 works a lot better than fbx. It allows for things like pivot points, scaling and applying of modifiers, and other things like that. It's great for static scenes like this.
Yeah, someone else suggested that too. Considering no Datasmith, I bet it is a better option.
hey adam uv problem in blender :
1. select all object u wanna real uv scale
2. apply scale (ctrl + A -> apply scale)
3. enter edit mode and uv it to box or smart uv (make all scale to 1)
a little bit work but good to go.
Awesome! Thank you
Man this has to blow up I'm just starting ue5 in this inspirational and I'm going to follow
Awesome to hear! Yeah, I hope a lot of people get a chance to see it. It was a quite a bit of work, but it really is fun too.
just insane work dude, but i think you will be more effective on 3dsmax :)
For sure I could have done this way faster, no doubt. A lot of that is because I know the workflow much better. Ultimately, it didn't matter much where the model was created.
you should try the USD workflow, seems to be much better with the new USD stage in UE5
That is definitely something I need/want to explore more
@Learn-archViz you can set up lights and uvs in blender and all and it comes over really well based on the few times I've played with it. Also you can just update whatever you need to in blender and quick refresh your stage and it updates UE in real time basically.
@@tigerag29607 Yeah, in concept this workflow is very appealing.
I also tried USD workflow, but didn't manage to implement the model in packaged executables. It's always missing. Any hints?
@@CaScho1975 you mean when you build the game? Could be your always "staging" your USD instead of fully importing.
You should try to add edge wear on your castle to define corners and edges and make them softer. Something easily done in Blender, but I don't know about UE5.
I absolutely should, but I'm too lazy on a model this big 😆 I believe I would need to model it in, because I don't believe UE5 has any visual "tricks" for it like Vray or Blender does.
I definitely would if I was focused on more on the fine details of a smaller area. This model could be refined much, much more, no doubt.
@@Learn-archViz I'm mega new to all this, but I think the 'unreal' way to do that would be to bake curvature and edge maps to the vertex colors, then you can read that in your unreal material, then do some, uh... material shit (layer textures, mask with noise, nanite tessellation with displacement if you're feeling spicy, etc) to add that wear and tear without having to manually paint anything
Amazing. Could you create the city of Divinity’s Reach from Guild Wars 2?
Wow! That looks awesome, and like a lot of work 😰
Great job! Do you think a certain type of mouse works better with these types of work flows, or do I need a tablet at all for modeling/sculpting? I'm thinking of picking up my hobby again after a decade not doing anything.
3 different input devices make it really nice: Space mouse for navigating (especially UE5), pen tablet for sculpting and texture painting, then a regular mouse for everything else. None of it is necessary beyond a normal mouse, but it sure is nice.
Well done, i applaud you :) Btw, all your website links seems to be down? At least at this time when this is written.
Thanks for watching, and for the heads up! I'm having a problem recreating the issue, so maybe it works now, IDK
What about your experiences in exporting from blender to unreal, especially about re-importing after you did changes in blender?
My company also tries to implement blender over 3dsmax for the same reasons you mention. But the re-import workflow (tried glb, usd, fbx) does not work acceptable to us.
3dsmax+Datasmith combination seems so much better. What was your workflow?
I used .fbx, and yes, it was serviceable, but Datasmith makes everything much nicer. FBX workflow does not handle any thing beyond basic materials. For the model it has issues, but these things would also cause problems with Datasmith, I think -- basically make sure the scale of your object has no negative values, and make sure you have no double faces. The other annoying thing with FBX is that it puts the pivot of everything at 0,0,0 which makes it really hard to adjust in UE5. Datasmith fixes this by putting all the objects inside of a dummy with a pivot matching whatever it was in the modeling software. This solution works nicely. Reimporting works fine with .fbx, but it is a bit tedious. What I do is re-export the whole model again as an .fbx and overwrite the existing file, then I go to the asset in UE5 and reimport only the asset that I have adjusted, and reference the same file as before, and it updates.
Thank you lot
You're welcome!
Isnt Box UVW modifier just the normal "box unwrap" in blender?
Edit: well done btw, your work is awesome. Liked and subbed
Basically the same result, but WAAY easier, and it can use real world scale
Thanks!
owed you a like
😄
Gr8. But You didn't mention how you added the people in there.
Yeah, you're right. I need to do some additional experimentation with that, and then make some explainer videos for it.
@Learn-archViz nice. I have been following you since 2020 and found your passion and goals for archviz similar. You also seem to calm personality, just like me 😂. Keep up the good work. Although I do not have the means right now to purchase your ue5 course but have it in my wishlist for sure.
@Learn-archViz one more thing could you share the console variables you used when the you weren't using nanite to bring back foliage onto viewport.
@@RedzwanulHuq I don't remember the exact commands but it was something along the lines of foliage.forceLOD and rendering.maxtriangles or something like that
@@Learn-archViz thanks a lot
can you make a quick about tutorial on datasmith to unreal? perhaps with pros, cons, or notes on setting up for it? I'm not familiar with that at all and this is the first i heard of it. I can't stand blender at all even tho 2 of my close friends tell me to figure it out. i have, I just hate it. except the sculpting. thats not bad.
If you search videos on my channel you will find some things. Here is a video of me experimenting with it: ua-cam.com/video/O0sOCTudyUw/v-deo.html
Where's the link for the castle modeling video? That little arrow points to a blank spot on the screen.
Doesn't the youtube card show up with the link? Maybe it depends on where you're watching. Sorry about that, here is the link: ua-cam.com/video/bhCXztUpHb4/v-deo.html
@@Learn-archViz Yeah it doesn't show for me. Thanks for the link!
What kind of hardware do you need to work with unreal engine ?
All the hardware! 🤣
Seriously, though, it is quite hardware intense. I haven't really checked RAM usage, but I definitely close everything else when running Unreal. Projects take up A LOT of disk space too. The last element is a decent video card. The video card will determine how fast or slow everything runs. That said, I am running all this on some very old hardware. It was very high-end when it was new, but not now. Video card is just an old GeForce RTX 2080 ti. You definitely want a ray tracing video card. Everything runs just fine, but the hardware determines what frame rate you will get in the viewport, and how smooth everything is.
please you can type all the problems you find in blender for your project in my replay😊😊
How old are you that you have to ask your son what Hyrule Castle is.
LOL. I am 44, but I'm pretty honest in my videos about how I am not super well versed in fantasy and gaming. What I am really into is art and architecture, so that is how I find myself creating these cool fictional locations. I haven't played Zelda since the original, and even that was on my friends console cuz we didn't have a Nintendo 🤣
I do more gaming now, with my son, but we've got Xbox
Thank you for a real world comparison 3ds max vs blender. Blender is not as powerful as max and people don't want to see it.
It has some cool things about it, and some weaknesses, especially when compared to my specific professional Archviz workflow in Max. No way I'm changing that up, but I might start integrating some Blender things to it, like sculpting.
Why in 1080P ???
I tried 4k and it caused several issues, so I'm not there yet. I need to make some serious investments in hardware and storage space first.
@@Learn-archViz thanks for reply understand it
@@wblebon it's just that $0 budget, man. 😄
Soon I hope
very cool but the pixel arts with AI is not good just do it yourself or don't put it anyway
I chose to put my time into the castle rather than pixel art. I thought AI did fine, considering how long it would have taken me to create something similar for a very short clip. Thanks for watching.
I was a 3-D Max guy myself, but my copy of Max was pirated and when my hard drive died I lost it so I have had to force myself to learn Blender.😓 I don't like it.😠
D'oh! 🤣
Cost is a real issue, though
Don't even need to texture it in Blender, import the model and drop the textures on the parts you want them at..
I basically just make sure everything is assigned correctly in Blender, then replace them as soon as I get them in Unreal
"...Since i have a terrible habit of paying attention to the comments..."
You may ignore my comment as practice, if you'd like =) it's good for the soul, I think
I have no doubt that it is, yet here I am 😂 Thanks for watching!
@Learn-archViz 😊👍 You're welcome!
Hyrule Castle never looked so good ✨
We would love to host your content if you're interested.
I'll consider 👍