I have been waiting for a video of yours and I just wanted to rewatch your barrel creating video and what do I see? A new video :) I love your tutorials good Sir, wish you the best from Austria!
your tutorials always show interesting tips and technics! and i like how you show how easy it is to make something yourself while more often people just tell "go find ready and just use it", which can take even more time than doing that myself xwx i started in 3d from zero with your barrel tutorial this july and im still learning it, and it goes very well while watching your videos or by someone who can also shows like you that i can do something good quality even at first time if i will take one step at a time
Thank you for this amazing tutorial. I always wanted to properly learn how to properly use the vertex painting techniques but in my tests, it always felt off and the maps don't blend as good as in this tutorial. Thank you again.
Really nice video, I already know this technique but I never found a good video explaining how to work with that, thank you very much for the explanation!
17:28 in that outro example, are those 3 materials (painted wall, plaster, wood)? If so, anyone know how he got that automatic gradient between the 3 as he painted with 1 vertex color? It seems like 1-.66 = paint, .66-.33 = plaster, .33-0 = wood.
Hey, Ive been asked this a few times, its an old experiment, ill try to find the file and link you the node setup. But if I recall, it was taking the vertex blend gradient and stacking the height maps so one would appear first on the lightest areas, then the gradient mid grey would show the crumbled plaster and then the wood would be the darkest areas. I think that's it. Ill check when I get a moment.
Hmm, I hadn't noticed that, you could possibly put it into one of the other channels i guess and then split the blended result back out into the second height lerp, but if you don't need more than one height texture just use the one height lerp.
I'm a little lost what you mean by this, I do only need one height texture but it's giving me a little odd results when I just try to use it at the end@@RobotArmy3D
I have a question. Why do I need to do that when I can use rgb masks instead created in Substance Painter instead? Sorry im confused, I'm fairly new to Unreal.
If by that, you mean vertex painting? It's so you can have full customization within the engine, you can have 100 copies of the same wall side by side and paint directly in UE till your heart's content so that not a single one looks like a repeat.
Hi, Great Tutorial. just want to ask you one thing, i am using UE5 and i don't see the world displacement in the break material attributes . can you help me.
Yes, someone else mentioned this - I hadn't noticed that, you could possibly put it into one of the other channels and then split the blended result back out into the second height lerp, but if you don't need more than one height texture just use the one height lerp.
I've never tried, you could select and export the models and see if it stores the vertex information... otherwise look up transferring assets/layouts/assets groups from level to level.
Could you make a tutorial about how to light/render a prop in UE5, please????? It’s really a struggle for me and theres no tutorial about it on youtube. They are all about environment but not a single prop
You'd need to take the asset into substance painter and create multiple texture sets (one for each style you want to vertex paint) and then set them up as-per this video. For an existing mesh and without the tools to make your own textures, I guess you could experiment with using the existing baked texture set as one layer, and plug-in tiling textures for other layers, though results may vary
Hi again! I found a fix that worked for me so hopefully it works for you as well. I selected all of my texture samples and changed their 'sampler source' from 'from texture asset' to 'shared:warp' and it immediately worked. Try this and see if it works for you too :)
Finally a tutorial that doest involve quite. Thank you so much.
I have been waiting for a video of yours and I just wanted to rewatch your barrel creating video and what do I see? A new video :)
I love your tutorials good Sir, wish you the best from Austria!
Thanks! I'm so glad you enjoy them, makes it worthwhile.
your tutorials always show interesting tips and technics! and i like how you show how easy it is to make something yourself while more often people just tell "go find ready and just use it", which can take even more time than doing that myself xwx
i started in 3d from zero with your barrel tutorial this july and im still learning it, and it goes very well while watching your videos or by someone who can also shows like you that i can do something good quality even at first time if i will take one step at a time
Thank you 😊 keep up the good work, eith 3d modelling, time spent = improvements
great tutorial, made it alot easier than i thought !
Glad you liked it!
Thank you for this amazing tutorial. I always wanted to properly learn how to properly use the vertex painting techniques but in my tests, it always felt off and the maps don't blend as good as in this tutorial. Thank you again.
Glad it was helpful! Good luck 👍
VERY IMPORTANT: Turn off Nanite before vertex painting. It won't work if nanite is enabled on the mesh.
非常有用的内容 谢谢
Good tutorial! Thank you!
You're welcome!
Really nice video, I already know this technique but I never found a good video explaining how to work with that, thank you very much for the explanation!
Exactly what I needed, thanks a lot
Glad it was helpful!
Hi, please make tutorial for the last clip with the wooden logs
Thank you!
Awesome tutorial 👍
Please make a tutorial on making that wall!
Very nice video
Thanks :)
Nice.
Thanks! You are very help me :)
I'm really curious on how the textures in the final clip work, would you mind making another vid breaking it down?
It needs some clean up but yeah I think that might be an interesting vid 👍
@@RobotArmy3D thank you so much I love your videos
@@RobotArmy3Dwas just about to ask the same thing! It’s very hard to find any info on how to do it.
@@RobotArmy3D any updates on a potential vid? I'm still pretty curious :)
Awesome! you saved my day!!
Glad to hear it!
nice tutorial , thank you :)
17:28 in that outro example, are those 3 materials (painted wall, plaster, wood)?
If so, anyone know how he got that automatic gradient between the 3 as he painted with 1 vertex color? It seems like 1-.66 = paint, .66-.33 = plaster, .33-0 = wood.
Hey, Ive been asked this a few times, its an old experiment, ill try to find the file and link you the node setup. But if I recall, it was taking the vertex blend gradient and stacking the height maps so one would appear first on the lightest areas, then the gradient mid grey would show the crumbled plaster and then the wood would be the darkest areas. I think that's it. Ill check when I get a moment.
I've been scouring the web to find out how to do this, so if you find that I would also greatly appreciate it! @@RobotArmy3D
@@RobotArmy3D Please, that would be amazing. Or even better that with a dedicated tutorial! Love that effect so much!!!
@@RobotArmy3DI would love to know how to do that please
For the section starting at 13:31, there is no 'World Displacement' for the node in UE5. How do you get that to show up?
Hmm, I hadn't noticed that, you could possibly put it into one of the other channels i guess and then split the blended result back out into the second height lerp, but if you don't need more than one height texture just use the one height lerp.
I'm a little lost what you mean by this, I do only need one height texture but it's giving me a little odd results when I just try to use it at the end@@RobotArmy3D
Hi, would like to know if it's possible to apply height lerp with POM? Thank!
Nice tutorial but can u make a second tutorial how you can make such advanced stuff like the begining and end of the Tutorial
Can I ask where you got those wallboard patterns from? They look great!
Hi, thank you! I made them with Maya + Sub Painter, the same way i make the tiling pattern in this video - ua-cam.com/video/xPhYxPsQ6gA/v-deo.html 👍
I have a question. Why do I need to do that when I can use rgb masks instead created in Substance Painter instead? Sorry im confused, I'm fairly new to Unreal.
If by that, you mean vertex painting? It's so you can have full customization within the engine, you can have 100 copies of the same wall side by side and paint directly in UE till your heart's content so that not a single one looks like a repeat.
Hi, Great Tutorial.
just want to ask you one thing, i am using UE5 and i don't see the world displacement
in the break material attributes . can you help me.
Yes, someone else mentioned this - I hadn't noticed that, you could possibly put it into one of the other channels and then split the blended result back out into the second height lerp, but if you don't need more than one height texture just use the one height lerp.
@@RobotArmy3D I want to use multiple map for texturing
@@RobotArmy3D thanks man, I will check it
Hi there is it still possible to adjust height in Substance Sampler ?
How the uvs of that wall are set up so it can tile so nicely without being a square?
Hi, I have an image here that should explain it - tinyurl.com/UVtiling
@@RobotArmy3D Ohh really nice, I was wondering if they tiled vertically too, that explains a lot
How do you know what I was learning this week?
Magic 😁
How can I save the model with painted vertex colors? To place already painted model in other level...
I've never tried, you could select and export the models and see if it stores the vertex information... otherwise look up transferring assets/layouts/assets groups from level to level.
@@RobotArmy3D I have found the answer. There is a button "apply to model" in painting mode.
Brilliant, thanks for posting how! 😀
Could you make a tutorial about how to light/render a prop in UE5, please????? It’s really a struggle for me and theres no tutorial about it on youtube. They are all about environment but not a single prop
This is a good idea and something I have been thinking about too. I'll see what I can do.
@@RobotArmy3D thank you! Congrats on the great content! Happy Holidays :D
how would i go about doing this with 3 materials insteadof 2?
The same technique, but add the other channels for R G B and also the Alpha.
how would i make 4 textures instead of 3
You can also use the Alpha channel of the RGBA - and you can also have a base texture. So 5(ish) layers should be achievable with this technique.
Can we do this on assets with unique , non tiling textures?
You'd need to take the asset into substance painter and create multiple texture sets (one for each style you want to vertex paint) and then set them up as-per this video. For an existing mesh and without the tools to make your own textures, I guess you could experiment with using the existing baked texture set as one layer, and plug-in tiling textures for other layers, though results may vary
When I do the third vertex paint part, I get the SM5 Error
same here, did you ever find a solution?
Hi again! I found a fix that worked for me so hopefully it works for you as well. I selected all of my texture samples and changed their 'sampler source' from 'from texture asset' to 'shared:warp' and it immediately worked. Try this and see if it works for you too :)
Is there a way to do vertex paint but not based on vertices? Maybe based on the surface rather than thr vertices
Yes, then it's not vertex paint, it's splat map painting. Search for that: splat map texture blending.
when i turn it to rgb my entire viewport gets white
bb FPS!!!! not variant for game...