Very happy to see you're back! I've caught up on your videos from the last few months and am excited to see more. Congrats on the move to Australia, and keep up the great work :)
Been following since the very first 10 minute modeling challenge you did glad to see another one hit the channel and even more so a UE5 video! Loving working with Unreal and I'm stoked to see more of your workflow in the engine in the future!
Hey, thanks for being a long time follower and glad you like the content. Having fun with UE5 so more to follow - I am working on another video as I type this :;) Take care!
Learning Unreal! Would love to work along side you! This weekend I was able to make my own car and made it move! Simple but an amazing feeling after banging my head against the Unreal wall for days 😂
Nice job!! I have had brief looks at Unreal a few times before, but never had the time/determination to really see if I can learn it. It took a few days of frustration not knowing where things are, but I am starting to get familiar with the concepts, the settings, the materials now and it's snowballing and starts to make sense. I still have not done any game-play stuff yet, mostly getting assets and materials in, but I am excited to finally be getting into it! Keep at it, and I wish you the best of luck :)
I would love to see how you did your trees, including the wind animations (I'm just moving from Unity to Unreal, so not familiar yet with vertex animating in Unreal).
I would like to try that. It's difficult to package it in a shorter video - a lot of editing goes into trying to condense it. I wonder if I should do a live stream over a few hours to redo the scene from scratch. It would archive the live stream too for future watching.
In the material, I use the World Position Offset of the material and I use a Sine and Cos nodes driven by time and a noise texture to make the vertices move back and forth in the X and Y axis. To make them sway more at the top compared to the bottom of the tree, I multiply the strength by the vertical Z-component of the vertex position of the tree. I will likely cover this in a video soon.
Hi, I've been wanting to be able to use both Unity and UE to cover more of the differences and help people out through my channel. I also sell game assets and I want to ensure that they work well in both engines. Lastly, the performance and visuals of UE feel superior out of the box, whereas I feel Unity is better for wider platform support, easier programming, and more suitable for games that do not conform to a traditional FPS or 3rd person game. Hopefully I can share a more detailed explenation when I learn a bit more.
Hello Imphenzia will you make a tutorial on modeling, rigging, and animating characters with different weapons in Blender. For example making a character swing a sword?
I can try. Single-handed animations are easier because you can just parent the sword to one of the hands and animate it. Two-handed weapons are trickier because you need to do IK for the arms to get good animations and switching between FK and IK for arms is painful still I think.
@@Imphenzia Ok. I think you make good tutorials but maybe you are lacking a bit when it comes to animations. However, I am unsure how deep I should go into becoming a proficient animator as a solo game developer. Perhaps most solo developers make a few simpler animations themselves and for more advanced animations they turn to places like Mixamo. You could even fully rely on ready-made animations and possibly just modify them a bit if necessary
@@johannes4510 for 2-handed weapons I have better success animating IK in the game engine, sor with Unity I use the Animation-rigging package and record animations in the animation keyframe window, and you can also drive animations with world interaction. If you look in my channel history for Ultranova, you can see 2-handed in-game animation with a rifle. I will be going that route for UE too instead of animating the weapons in Blender I think.
there is an addon that allows you to export directly to unreal, pipeline by epic game, it works well and fast once you figure it out, so you cound potentilly add importing to unreal within the 10 min.
Such a fun video to watch. Thank you. Do you recommend Unity or Unreal? Can't unity populate all that grass, trees and more. Seen unity projects have much more in their scenes then this but sounded like you're saying unity can't?
Glad you like it! Both Unity and Unreal are fantastic so it'll come down to preference and which workflow that suits best for a project. So far (this might change) I recommend Unity for: Wider range of cross-platform projects, mobile games, games that require a lot of custom programming (we're making a RTS with a lot of complicated procedural generation and AI, and I would not know how to do that in UE). I would recommend Unreal Engine if you want beautiful performant graphics on PCs and consoles with minimum amount of worry about rendering pipelines, external packages, or performance for open-world-type of games. You can do very detailed grass,tree, nature scenes in Unity too, but when I've tried it - there is a lot more work and going into setting things up. There seems to be ready-to-go components in UE to get the procedural grass, water, swaying grass, etc. to work well and you just drag in super-detailed objects with millions of polygons in UE and the engine optimizes it in runtime - I have not had that experience in Unity.
@Imphenzia wow what an amazingly detailed response. Thank you very much. As always your videos are just amazing, detailed and fun to watch. Never give up on your dreams and videos as they are just soo good and inspiring to so many. One more question. Have you done a video on unity vs unreal. Maybe after you have done more in UE you should do a compare vs video. There are alot out there that get loads of views. I bet yours would get alot and sure you would give good feedback on both
FBX is preferred for both Unity and Unreal. I noticed that Unity does not accept .Blend files in the asset store for example - not sure why though. I know Unreal Engine also has a blender plugin/tool that bridges the workflow between the two, but I haven't tried it yet.
Hey, @Imphenzia! What are you using to learn Unreal Engine? Whenever I tried it seemed a bit overwhelming, starting with the giant download 😅 Also very time-consuming and I don't have that kind of free time 🙄
I have started to have a brief look at it a few times in the past, but now I got a Udemy course on sale, UE5 C++, it is 54 hours long, but I am only 2 hours in to it yet and I now alter it with importing my own assets to try to test out things I've done in Unity in the past. I like taking small steps learning on my own most of the time, e.g. trying to create a material that I made in Unity in the past to get it to work in UE.
Me again. You should make a tutorial on how you set up the whole scene in this tutorial, with the lights, water, camera and objects. It should be pretty basic, which would be a great intro for Unreal.
I just started with a UE5 C++ Udemy course to get started, and I aim to complete that (it's 54 hours long, and I am only 2 hours in) - but when I've learned a few things, I tend to create my own project and bring my own assets in and learn from there. I try to replicate some of the things I've done (or been wanting to do in Unity) in the scene in this video and I take small steps at a time to connect the dots. At first, I felt totally lost, and now I feel that I am picking up the speed as I go along.
@@Imphenzia seems like a solid plan! I have been debating between unreal and unity for a little over a year now. I still do not know which to go with. I enjoy both, but do not know which to commit to. Any suggestions for me? I would really appreciate any advice.
Fab, the new Unreal market place replacement (merging Artstation, Sketchfab, Marketplace) is coming so maybe it would be worth updating both the Unity version (to support all render pipelines) and make an UE version of it. Good idea!
Yeah, that would be nice! The lighting and number of polygons (even if I incorrectly call it "low poly") would drain the battery even if it did work I think :)
Instead of Scale the face down to Zero and Install the Plugin, cant you Just Scale the face to Just 0.01or slightly bigger? But besides that, thank you for your Work and the effort to understand your unreal fellows better
Hi, yes, you can do that - it's just that I do a lot of stuff with shortcuts and pressing S0 is faster than pressing S0.001 - especially when you do it maybe 100 times for a single model sometimes. But it definitely works of course!
Finally you discovered (one of the reasons) why scaling UVs to 0 is a bad idea. Please dig a bit into that more and you'll discover why having very small circle with most of the UV space cramped in there is bad idea as well.
The way I see it: Pros: Super-fast workflow, quick way to colorize faces of models, you can have a texture that is super small, e.g. 8x8 pixels for 64 colors - and memory bandwidth is therefore never an issue Cons: Does not support shadow mapping (but Unity generates shadowmap UVs with the tick of a box), and breaking all flat-shaded UVs into their own faces duplicates all the verts for the GPU Shadow-mapping is not an issue for me because I do the stuff "simple" enough to always have realtime shadows. And of course pixel density is not an issue with a small UV islands since don't have any details at all to try to maximize the pixel use.
I haven't messed with Unreal in a while, but in the past it felt like Epic just bodged together quick and dirty surface level "fixes" for Blender import issues. It could get annoying as Epic always seemed to miss something. The last time I did mess with UE, they'd finally gotten it to automatically scale a rigged model, but were still using the "wrong" scale when deciding how many colliders were necessary for the automatic physics/collision creation, and it borked the scale for imported sockets. (Heck, an Epic guy responding to me didn't even realize Unreal allowed you to import sockets.)
Love your 10min modeling challenge! Inspires me everytime to do 3D-challanges! Keep going!
Awesome! Thank you!
Very happy to see you're back! I've caught up on your videos from the last few months and am excited to see more. Congrats on the move to Australia, and keep up the great work :)
Been following since the very first 10 minute modeling challenge you did glad to see another one hit the channel and even more so a UE5 video! Loving working with Unreal and I'm stoked to see more of your workflow in the engine in the future!
Hey, thanks for being a long time follower and glad you like the content. Having fun with UE5 so more to follow - I am working on another video as I type this :;) Take care!
Looks so beautiful in Unreal
Please use more Unreal Engine and blender challenge videos, i love this
Yes, I will do!! =) Thanks
Nice to see you use Unreal as a long time follower of your blender stuff but an Unreal Dev. It's such a fun engine.
Your guides helped me to start my second carreer as 3D Model creator for mobile gaming industry. Thank you 🙏
Hey, that is great to hear - thanks for sharing!
this was fun, would love to see a Unreal5 tutorial series i enjoy your way to show and teach :D
Learning Unreal! Would love to work along side you! This weekend I was able to make my own car and made it move! Simple but an amazing feeling after banging my head against the Unreal wall for days 😂
Nice job!! I have had brief looks at Unreal a few times before, but never had the time/determination to really see if I can learn it. It took a few days of frustration not knowing where things are, but I am starting to get familiar with the concepts, the settings, the materials now and it's snowballing and starts to make sense. I still have not done any game-play stuff yet, mostly getting assets and materials in, but I am excited to finally be getting into it! Keep at it, and I wish you the best of luck :)
I'm always impressed by your work
Thanks :)
Amazing! I'm learning unreal engine too. Hoping that you will show more about bringing models of blender into UE. character stuffs anything.
Cool, I will do!
to get rid of the smoothing grp error, select smothing face when exporting to fbx.
looks amazing! I would love to see more tutorials on unreal engine
Thanks, more to come!
Amazing tutorial❤.Are you switching to Unreal?
Got sucked in by the pretty colors, left with plans on using that random (de)select and bevel trick. Thanks 😁
Thanks - glad you picked up a few tricks :)
I would love to see how you did your trees, including the wind animations (I'm just moving from Unity to Unreal, so not familiar yet with vertex animating in Unreal).
Why not go to mesh>randomize to create faster variation for the stairs for example ?
Can you showcase how you created your whole scene in unreal engine. I want to see the whole process 😊
I would like to try that. It's difficult to package it in a shorter video - a lot of editing goes into trying to condense it. I wonder if I should do a live stream over a few hours to redo the scene from scratch. It would archive the live stream too for future watching.
Awesome video!👍 Is there any way to make the color looks the same as in blender when it is imported to UE? Thank you
How did you make the tree sway, thats so cool !! amazing !!
In the material, I use the World Position Offset of the material and I use a Sine and Cos nodes driven by time and a noise texture to make the vertices move back and forth in the X and Y axis. To make them sway more at the top compared to the bottom of the tree, I multiply the strength by the vertical Z-component of the vertex position of the tree. I will likely cover this in a video soon.
Hi Imphenzia! Why did you decide to try Unreal Engine? What differences are important to you in relation to Unity?
Hi, I've been wanting to be able to use both Unity and UE to cover more of the differences and help people out through my channel. I also sell game assets and I want to ensure that they work well in both engines. Lastly, the performance and visuals of UE feel superior out of the box, whereas I feel Unity is better for wider platform support, easier programming, and more suitable for games that do not conform to a traditional FPS or 3rd person game. Hopefully I can share a more detailed explenation when I learn a bit more.
Hello Imphenzia will you make a tutorial on modeling, rigging, and animating characters with different weapons in Blender. For example making a character swing a sword?
I can try. Single-handed animations are easier because you can just parent the sword to one of the hands and animate it. Two-handed weapons are trickier because you need to do IK for the arms to get good animations and switching between FK and IK for arms is painful still I think.
@@Imphenzia Ok. I think you make good tutorials but maybe you are lacking a bit when it comes to animations. However, I am unsure how deep I should go into becoming a proficient animator as a solo game developer. Perhaps most solo developers make a few simpler animations themselves and for more advanced animations they turn to places like Mixamo. You could even fully rely on ready-made animations and possibly just modify them a bit if necessary
@@johannes4510 for 2-handed weapons I have better success animating IK in the game engine, sor with Unity I use the Animation-rigging package and record animations in the animation keyframe window, and you can also drive animations with world interaction. If you look in my channel history for Ultranova, you can see 2-handed in-game animation with a rifle. I will be going that route for UE too instead of animating the weapons in Blender I think.
@@Imphenzia Ok thank you! I think I will need to look into the Animation Rigging package in Unity a bit more
there is an addon that allows you to export directly to unreal, pipeline by epic game, it works well and fast once you figure it out, so you cound potentilly add importing to unreal within the 10 min.
Thanks for the tip, I will set that up!
Question, how do you make those uv so small so quickly ? I tried to follow it ... but it goes to fast :-)
My wife every time I watch @imphenzia : why the hell is he saying " vitlöksbröd" all the time!? (E to extrude)😂
Such a fun video to watch. Thank you. Do you recommend Unity or Unreal? Can't unity populate all that grass, trees and more. Seen unity projects have much more in their scenes then this but sounded like you're saying unity can't?
Glad you like it! Both Unity and Unreal are fantastic so it'll come down to preference and which workflow that suits best for a project. So far (this might change) I recommend Unity for: Wider range of cross-platform projects, mobile games, games that require a lot of custom programming (we're making a RTS with a lot of complicated procedural generation and AI, and I would not know how to do that in UE). I would recommend Unreal Engine if you want beautiful performant graphics on PCs and consoles with minimum amount of worry about rendering pipelines, external packages, or performance for open-world-type of games. You can do very detailed grass,tree, nature scenes in Unity too, but when I've tried it - there is a lot more work and going into setting things up. There seems to be ready-to-go components in UE to get the procedural grass, water, swaying grass, etc. to work well and you just drag in super-detailed objects with millions of polygons in UE and the engine optimizes it in runtime - I have not had that experience in Unity.
@Imphenzia wow what an amazingly detailed response. Thank you very much. As always your videos are just amazing, detailed and fun to watch. Never give up on your dreams and videos as they are just soo good and inspiring to so many. One more question. Have you done a video on unity vs unreal. Maybe after you have done more in UE you should do a compare vs video. There are alot out there that get loads of views. I bet yours would get alot and sure you would give good feedback on both
Low poly looks amazing in unreal! can unreal work with blend files like unity can as well? or is exporting the only option?
FBX is preferred for both Unity and Unreal. I noticed that Unity does not accept .Blend files in the asset store for example - not sure why though. I know Unreal Engine also has a blender plugin/tool that bridges the workflow between the two, but I haven't tried it yet.
Hey, @Imphenzia! What are you using to learn Unreal Engine? Whenever I tried it seemed a bit overwhelming, starting with the giant download 😅 Also very time-consuming and I don't have that kind of free time 🙄
I have started to have a brief look at it a few times in the past, but now I got a Udemy course on sale, UE5 C++, it is 54 hours long, but I am only 2 hours in to it yet and I now alter it with importing my own assets to try to test out things I've done in Unity in the past. I like taking small steps learning on my own most of the time, e.g. trying to create a material that I made in Unity in the past to get it to work in UE.
Imphenzia thanks for your ideas
You're welcome - glad you like them!
I think you will find useful an add-on called SEND2UE that helps exporting assets from blender to Unreal.
Thanks! I've heard about that and I look forward to testing it soon!
What's the material you used?
please make more tutorials about blender nd unreal engine
Will do!
Me again. You should make a tutorial on how you set up the whole scene in this tutorial, with the lights, water, camera and objects. It should be pretty basic, which would be a great intro for Unreal.
Thanks, I will try to do that!
Smoothing group --> Export > FBX > Geometry > Smoothing: change Normals only to Face
Thanks!!
uhh yesssss am i first???
Love you imphenza :D
Is that new music at mins 18 - 19?! 😮
I get the music from Epidemic sound so I try to change it up a bit every now and then.
Nice. I noticed you forgot to unhide the ground around the ruins.
Yes, should have painted mud under it :)
What’s your process for learning unreal?
I just started with a UE5 C++ Udemy course to get started, and I aim to complete that (it's 54 hours long, and I am only 2 hours in) - but when I've learned a few things, I tend to create my own project and bring my own assets in and learn from there. I try to replicate some of the things I've done (or been wanting to do in Unity) in the scene in this video and I take small steps at a time to connect the dots. At first, I felt totally lost, and now I feel that I am picking up the speed as I go along.
@@Imphenzia seems like a solid plan! I have been debating between unreal and unity for a little over a year now. I still do not know which to go with. I enjoy both, but do not know which to commit to.
Any suggestions for me? I would really appreciate any advice.
Yay Unreal! Lets port Space for Unity to Unreal now.... may have to rename it I guess. 🤔
Fab, the new Unreal market place replacement (merging Artstation, Sketchfab, Marketplace) is coming so maybe it would be worth updating both the Unity version (to support all render pipelines) and make an UE version of it. Good idea!
@@Imphenzia was my favorite unity asset of all time. Years of fun
@@Imphenzia im in discord so if you do end up doing it and need debugging help in unreal let me know 😀
Why do my low poly charakters look round and smooth in Unreal?
Wish I could achieve the look for mobiles
Yeah, that would be nice! The lighting and number of polygons (even if I incorrectly call it "low poly") would drain the battery even if it did work I think :)
@@Imphenzia I don't think unreal would allow this lighting on mobile in any way
hello and welcome
Instead of Scale the face down to Zero and Install the Plugin, cant you Just Scale the face to Just 0.01or slightly bigger? But besides that, thank you for your Work and the effort to understand your unreal fellows better
Hi, yes, you can do that - it's just that I do a lot of stuff with shortcuts and pressing S0 is faster than pressing S0.001 - especially when you do it maybe 100 times for a single model sometimes. But it definitely works of course!
Im starting to think we are never getting an Endless Runner Part 2...
Finally you discovered (one of the reasons) why scaling UVs to 0 is a bad idea. Please dig a bit into that more and you'll discover why having very small circle with most of the UV space cramped in there is bad idea as well.
The way I see it:
Pros: Super-fast workflow, quick way to colorize faces of models, you can have a texture that is super small, e.g. 8x8 pixels for 64 colors - and memory bandwidth is therefore never an issue
Cons: Does not support shadow mapping (but Unity generates shadowmap UVs with the tick of a box), and breaking all flat-shaded UVs into their own faces duplicates all the verts for the GPU
Shadow-mapping is not an issue for me because I do the stuff "simple" enough to always have realtime shadows. And of course pixel density is not an issue with a small UV islands since don't have any details at all to try to maximize the pixel use.
tldr: is not a bad idea, is just something that can not work in things that are not: 10 minutes speed modeling
Make a sanok map
When importing a model into Unreal, you must always rename the Armature, to anything else as the models will always come out tiny.
Thanks for the tip, I am soon about to get my characters in and animate them in UE so tips like these are useful!
I haven't messed with Unreal in a while, but in the past it felt like Epic just bodged together quick and dirty surface level "fixes" for Blender import issues. It could get annoying as Epic always seemed to miss something. The last time I did mess with UE, they'd finally gotten it to automatically scale a rigged model, but were still using the "wrong" scale when deciding how many colliders were necessary for the automatic physics/collision creation, and it borked the scale for imported sockets. (Heck, an Epic guy responding to me didn't even realize Unreal allowed you to import sockets.)
Try exporting using USD instead
Like Fortnite and Roblox had a baby 🤩
Haha, what a good comment. Hope you don't mind if I borrow that for a title of a video for this scene - I will credit you :D
@@Imphenzia go ahead 😊
In the next video you should ruin models in 10 minutes
Haha, I do that in every episode already :D