This video is meant to be a jumping off point on your journey to learn video game graphics! It also took me almost a year to make😅, so consider subscribing and sharing the video
Amazing summary of everything 3D! We’ve been working on a 2D game for 6 years now and we have plans to go 3D for our next game. It’s just one more dimension. How hard can it be.. 😂 looking forward to Unity and it’s future versions and hope it improves and simplified many of these things. Thanks for the video and we can’t wait to see your next game! 😅
Definitely one of the best videos I've ever seen (not just on graphics), I can see the insane amount of effort that went into making this, really excellent job!
Your ability to break down complex things into a super fun but jam packed with value video is uncanny. Forgetting just the game dev side, which obviously I'm also interested in, this is a masterclass in video editing, story telling, the subtle background using "triangles filling in and moving" and everything else related to content creation. The amount of time that must have gone into this is wild. Much appreciated on ALL fronts.
This video is so fucking helpful, im making a game and i want the optimization to be key, and this video is litterally the key for it. Thank you so much!
Small note, normal maps don't control bumpiness, they might make things *look* bumpy, but that's just a by-product. Normal maps contain the information about the "normal" direction of the surface at that point. Essentially which way the surface is facing. This direction is used when calculating lighting, reflections, etc. Something that *does* control bumpiness however are bump maps. These contain a linear grayscale value representing the displacement each vertex should have. Edit: The video is really good and you should be really proud :D
some creators really deserve the world, they open up the doors for you,he didn't even try to sell any course or x,he just gave us gold lessons this is what UA-cam needs more, authenticity
19:53 You have Mixed Lighting: Subtractive and Mixed Lighting: Shadowmask reversed. Subtractive is the most performant mixed lighting, but isn't that realistic. Shadowmask is the most realistic mixed lighting, but is the most resource intensive.
Best gamedev video I've seen in a while!!! It really ties together a lot of concepts I only sort of understood and is entertaining throughout. It will be super valuable the next time I try to make a 3d game!
This was a wonderful experience!!!! Thank you for the effort to chew everything and spit out in such an interesting and insanely high quality way!!!! Thanks!!
Wow, this is one of the best, if not THE best video I have ever seen on this subject! Thank you, you have broken everything down so well and saved me weeks of thought
I just watched the video and I'm happy to see my Unity scene included at 13:30! Great video! Although some credit or atleast asking would have been great.
Do you know if light probes can move in runtime with the scene? The biggest limitation on Unity is the world size. We must do origin shifting to "solve" it. But in older versions this totally breaks the lights. It was missing a true realtime GI last time I tried it. In my proejcts I never use probes, just the direcional light and runtime spotlights without any baking. But they don't provide a good looking.
You might not see this comment, but all im sayin is this is a great video, ive been a devloper for videogames for a bout 2-3 years, though i do just make them and delete them, but you have done a great job editing, and the best part this all makes sense, and your funny, Great video, thats a sub for you my guy
The export materials thing is really easy in blender... just go hit file...external resources....check automatically pack.... then uncheck it. Then file...external resources...unpack resources...then write to current directory...they all go in a folder in the same location as the blend file.
A bit basic for me but that is excatly why I am leaving this comment: I do wish that I had seen a video like this few years ago as it is REALLY EXCELLENT on the basics/basis of graphics! Thank you.
1:30 are you sure you have enabled optix in preferences > system, then selected cycles & gpu on the scene's render properties? it shouldn't take nearly as much
gonna do an 🤓aktually moment rn sorry ._. 13:10 Unreal has 2 pipelines, deffered and forward shading Deffered is the default, has more features and uses render buffers to render the final image but forward shading is more optimized and renders the light sources directly to the screen without buffers so it can run on VR and on mobile But great video! Very well made. i like how you explained the different texture sets that specific software uses and how some engines use packed texture maps it could be quite confusing to beginners.
You forgot the opengl es 3.1 preview renderer that allowed laptops with atom processors to run UE4, the mobile desktop renderer, the forward desktop renderer was mentioned but there's also the mobile forward renderer (which is being improved and will replace the forward renderer), and the mobile deferred renderer. The fun part? None of them hold a candle to Unity with regard to performance. So much testing and adjusting. At peak optimization and max pain-in-my-rear-to-make-a-game-if-I-did-this Unreal still wasn't outperforming Unity on a mid-range Android.. when UE5 5.5 was running on an RTX 3090 and Ryzen 7 7700. .-. And the Android version looked better. That's not a joke. And if you want to make a game that runs on mobile uh.. trust me, it's unusable. Epic has Fortnite and uh.. well, it's nowhere near as nice looking as other mobile games to say the least, and it performs far worse than they do.
you forgot post processing, but this is epic anyway, also how do you set custom smoothness maps or roughness maps or metallic maps in hdrp, do i always need to set it in mask map, it's hard to always combine all the maps into a mask map????
He is jenius, and this video is feat for beginner or just not Art Student to learn. it good from the very begin first frame of this video.but if you want to study the key point(advanced),start from 12:49
Me, wanting to start gamedev for years: It really doesn't seem that complicated.. Brain: may be it is because he explained it well? Me: may be it is because he explained it well.
6:45 "... but luckily for you, I figured it out. There are two tools that convert everything for you." Well that doesn't explain anything. "Just add the images and it works", sure, but what about when it doesn't? What if drag and drop fails? How will people know how to fix it, if they don't know what each does, or how to add the images manually? You also added the tiniest text about why there's two different normal maps (DirectX inverts the green channel, whereas OpenGL doesn't), but it's not explained beyond that.
@ItzVic yeah but the sudden "if you want answers, here's some tools that do everything for you" doesn't explain everything, when this video is meant to help explain what things do. They even said that no video explained things, so they'll explain it, and then proceeded to not explain jt
I used to not believe in god or angels but this guy is proof they exist, the heavens have greated a angel sent here to earth to make tutorials for us smooth brain and actually break things down in a digestible manner.
yes finnaly unity with unreal engine 5 graphics unity you can actualy copy n paste scripts n write them but unreal engine you just place blocks down and hope it works thats for the unskilled people
thanks for this but why to even bother to use unity for that? that slow garbage engine is good for trash mobile games, for beautiful looking console/pc ones Unreal is just easier and blazingly fast if you compare
This video is meant to be a jumping off point on your journey to learn video game graphics!
It also took me almost a year to make😅, so consider subscribing and sharing the video
Here before the algorithm picks the view count up. Nice work, have a like. (Been subbed since Atrio)
Already subscribed
Amazing summary of everything 3D! We’ve been working on a 2D game for 6 years now and we have plans to go 3D for our next game. It’s just one more dimension. How hard can it be.. 😂 looking forward to Unity and it’s future versions and hope it improves and simplified many of these things. Thanks for the video and we can’t wait to see your next game! 😅
Hi Isto, please hire me, im Senior 3D generalist and in need of work.
Definitely one of the best videos I've ever seen (not just on graphics), I can see the insane amount of effort that went into making this, really excellent job!
Your ability to break down complex things into a super fun but jam packed with value video is uncanny. Forgetting just the game dev side, which obviously I'm also interested in, this is a masterclass in video editing, story telling, the subtle background using "triangles filling in and moving" and everything else related to content creation. The amount of time that must have gone into this is wild. Much appreciated on ALL fronts.
This video is an absolute gold standard for beginner game devs who want to create realistic games, so thankful i found the video.
Great vid! I love how you were able to do those transitions where it happened within the scene and not just cut to the next topic
By far one of the best breakdowns of complex concepts I've ever seen, great video!
This video is so fucking helpful, im making a game and i want the optimization to be key, and this video is litterally the key for it. Thank you so much!
Probably my favorite video about development techniques I've seen in years, just the way you make it so clear *and* entertaining. Wonderful job dude!
Small note, normal maps don't control bumpiness, they might make things *look* bumpy, but that's just a by-product. Normal maps contain the information about the "normal" direction of the surface at that point. Essentially which way the surface is facing. This direction is used when calculating lighting, reflections, etc.
Something that *does* control bumpiness however are bump maps. These contain a linear grayscale value representing the displacement each vertex should have.
Edit: The video is really good and you should be really proud :D
Summarizes 100 videos I watched and 1 year of experience into 1 video! This is a great overview of summary of lighting!
some creators really deserve the world, they open up the doors for you,he didn't even try to sell any course or x,he just gave us gold lessons this is what UA-cam needs more, authenticity
19:53 You have Mixed Lighting: Subtractive and Mixed Lighting: Shadowmask reversed. Subtractive is the most performant mixed lighting, but isn't that realistic. Shadowmask is the most realistic mixed lighting, but is the most resource intensive.
I'm not just saying this, but this is genuinely the best tutorial I have ever watched
Best gamedev video I've seen in a while!!! It really ties together a lot of concepts I only sort of understood and is entertaining throughout. It will be super valuable the next time I try to make a 3d game!
This was a wonderful experience!!!! Thank you for the effort to chew everything and spit out in such an interesting and insanely high quality way!!!! Thanks!!
This is an insanely well made video. Top to bottom pure class. Great work!
Wow, this is one of the best, if not THE best video I have ever seen on this subject! Thank you, you have broken everything down so well and saved me weeks of thought
I just watched the video and I'm happy to see my Unity scene included at 13:30! Great video! Although some credit or atleast asking would have been great.
This is fantastic. I hope you make more videos like this. Looking forward to Get To Work and your next projects.
What a GREAT video! Funny and well explained, I am used to work with Unity and knew everything you mentioned but it was still a pleasure to watch it.
Thanks man 😊. it was useful and fun to watch. It's a perfect tutorial. Have a great day
As someone very new to graphics and making things look good, this was gold. Thank you!
Very informative video, Exactly what I needed! Thank you!!
This is too good. I learned this stuff myself and it wasn't easy. You did a great overview!
simple bake is amazing.
Great job on this video Steve, learned a few things for sure
Do you know if light probes can move in runtime with the scene?
The biggest limitation on Unity is the world size. We must do origin shifting to "solve" it. But in older versions this totally breaks the lights. It was missing a true realtime GI last time I tried it.
In my proejcts I never use probes, just the direcional light and runtime spotlights without any baking. But they don't provide a good looking.
You might not see this comment, but all im sayin is this is a great video, ive been a devloper for videogames for a bout 2-3 years, though i do just make them and delete them, but you have done a great job editing, and the best part this all makes sense, and your funny, Great video, thats a sub for you my guy
Don't worry. i'm always watching :)
The export materials thing is really easy in blender... just go hit file...external resources....check automatically pack.... then uncheck it. Then file...external resources...unpack resources...then write to current directory...they all go in a folder in the same location as the blend file.
A bit basic for me but that is excatly why I am leaving this comment: I do wish that I had seen a video like this few years ago as it is REALLY EXCELLENT on the basics/basis of graphics! Thank you.
This video is going to be very useful. Thank you for making it!
This was an incredible video! Good job!
This is such a great video. So well explained, thanks
Amazing video! Best video i have seen explaining graphics
Tip: Most important thing is post processing and visual effects. 1k textures can still look hyper realistic with good post processing and effects.
1:30 are you sure you have enabled optix in preferences > system, then selected cycles & gpu on the scene's render properties? it shouldn't take nearly as much
gonna do an 🤓aktually moment rn sorry ._.
13:10
Unreal has 2 pipelines, deffered and forward shading
Deffered is the default, has more features and uses render buffers to render the final image but forward shading is more optimized and renders the light sources directly to the screen without buffers so it can run on VR and on mobile
But great video! Very well made. i like how you explained the different texture sets that specific software uses and how some engines use packed texture maps it could be quite confusing to beginners.
You forgot the opengl es 3.1 preview renderer that allowed laptops with atom processors to run UE4, the mobile desktop renderer, the forward desktop renderer was mentioned but there's also the mobile forward renderer (which is being improved and will replace the forward renderer), and the mobile deferred renderer.
The fun part? None of them hold a candle to Unity with regard to performance. So much testing and adjusting. At peak optimization and max pain-in-my-rear-to-make-a-game-if-I-did-this Unreal still wasn't outperforming Unity on a mid-range Android.. when UE5 5.5 was running on an RTX 3090 and Ryzen 7 7700.
.-. And the Android version looked better. That's not a joke. And if you want to make a game that runs on mobile uh.. trust me, it's unusable. Epic has Fortnite and uh.. well, it's nowhere near as nice looking as other mobile games to say the least, and it performs far worse than they do.
Very professional video, straight forward. +1 Subscriber.
Amazing video thank you for breaking it down.
Atrio is soo good Thanks for making it
Wow, the content is awesome! Keep it up!!
watched this for fun and i liked it
Wow what a video, helped a lot thanks!!!
Man this video taught me more about performance for my game wish knew earlier
Awesome video! I think you got Subtractive and Shadowmask lighting on your cheat sheet mixed up, but otherwise a really informative video!
amazing video as always!
Bro You Are On Fire 🔥🔥
Really like the video. Awesome.
you forgot post processing, but this is epic anyway, also how do you set custom smoothness maps or roughness maps or metallic maps in hdrp, do i always need to set it in mask map, it's hard to always combine all the maps into a mask map????
great video! this video made me want to get back into game dev!
Definitely do
Great comprehensive video ngl
He is jenius, and this video is feat for beginner or just not Art Student to learn. it good from the very begin first frame of this video.but if you want to study the key point(advanced),start from 12:49
Me, wanting to start gamedev for years:
It really doesn't seem that complicated..
Brain: may be it is because he explained it well?
Me: may be it is because he explained it well.
"I only made 2D games, so for my first 3D game i went ultra realistic" 😂😂
Instructions unclear, computer now on fire. Also, awesome video ;)
Great so far. But I missed the Part where you give us an example on channels at 12:30. Like how to setup and use
Amazing thank you!
Well Done!
Shaders Next?
THIS VIDEO IS GOLD
i have been thinking and planning a car game i want to build one day, this is a fantastic video
6:45 "... but luckily for you, I figured it out. There are two tools that convert everything for you."
Well that doesn't explain anything. "Just add the images and it works", sure, but what about when it doesn't? What if drag and drop fails? How will people know how to fix it, if they don't know what each does, or how to add the images manually? You also added the tiniest text about why there's two different normal maps (DirectX inverts the green channel, whereas OpenGL doesn't), but it's not explained beyond that.
this video is not a tutorial and neither an in depth guide(can read it in the pinned comment too), doing simple research isn't very hard either
@ItzVic yeah but the sudden "if you want answers, here's some tools that do everything for you" doesn't explain everything, when this video is meant to help explain what things do. They even said that no video explained things, so they'll explain it, and then proceeded to not explain jt
Brilliant
Great video
5:38 That's a height map isn't it? Normal maps are blue, as shown a few seconds later.
I believe it's an untextured white sphere with the normal map actually applied to it
he remembered his youtube password YEY!!!
holy cow. this thing is like a bible. W
What a fkn awesome video is this?
Godly good video
Awesome
Thank you!
great keep making vedios
also on unreal engine
gold
Very good video
im glad nanite doesn't require LOD
I used to not believe in god or angels but this guy is proof they exist, the heavens have greated a angel sent here to earth to make tutorials for us smooth brain and actually break things down in a digestible manner.
Can it be necessary to learn c++ language for making games in unreal engine/unity
PLEASE RESPONSE
c++ for unreal c# for unity
You could also do blueprints in unreal
Good video i also learn game development but I'm stuck in a horror game graphic
I definitely sohuld have paid for this 😭
6:00 lmaooo this is literally me few days ago. Where the hell is the AO going in there
whats that bike game?
@@rohithreddy75 I believe it’s called ride
yes finnaly unity with unreal engine 5 graphics
unity you can actualy copy n paste scripts n write them
but unreal engine you just place blocks down and hope it works thats for the unskilled people
I am distracted by how good the editing is. :D
First?
Man it feels weird to comment that.
Beginners guide to how to not get your computer on fire😂😂
W BLENDERER
You're gonna make me refactor my materials 😢
Maybe you meant intermediate lol. Because I dunno wth you're talking about
How to Creating Realistic Graphics In Unity: Just use unreal engine 🤣🤣🤣🤣🤣🤣
Instructions unclear, should I not have set my computer on fire before installing Unity?
protip: never use jpg for game textures lol
i hate this stop making game look like real life!!!!!
thanks for this but why to even bother to use unity for that? that slow garbage engine is good for trash mobile games, for beautiful looking console/pc ones Unreal is just easier and blazingly fast if you compare