Damn, your productivity is overwhelming. Thanks for sharing your knowledge. I barely stand the pace of your courses- 30 hours of awesomeness is not an easy task, but I am going to watch-’em all. Thanks again!
This is the content I needed. Looking into getting back into Unreal (the last I worked with it was Unreal 2), and there's a lot of modular building packs that look very interesting to me, but none have interiors. That kindly upsets me! This tells me all hope is not lost! Thanks kindly for the tutorial, very useful indeed.
This scene does have a skylight? but if you mean the interior lighting, the lumen GI can not go that far in the room while still keeping the exterior lighting the way it is now in this specific scene
@@FastTrackTutorials oh, well, sorry and thanks for your answer. I haven‘t purchased the Tutorial yet, so I just assumed there wasn’t a skylight, because in my scene I created, the skylight was capeable to illuminate the whole interior. Anyway, thanks for sharing your knowlegde!
Do people ever make the modular pieces two sided? I’m working on something right now and I’m wondering if I should make the interior and exterior separately or as two-sided modular pieces.
sure you can make them 2 sided if that fits what you need. jut make sure they are atleast 25cm thick else you get light bleeding. personally i try 30cm to be sure
Thank you for sharing this knowledge with us! I have a question indirectly related to the topic of this video. Let's imagine the situation that I want to make a building for a game engine, and for the walls I will use tiles or atlases. In this case, is it possible to add decals (drips, dirt, etc.) using plains with an alpha channel already at the stage of 3D software (Blender) or does this have to be done in the engine? Will decals added in Blender be displayed correctly in the engine?
Damn, your productivity is overwhelming. Thanks for sharing your knowledge. I barely stand the pace of your courses- 30 hours of awesomeness is not an easy task, but I am going to watch-’em all.
Thanks again!
oh it would be great to see a sequel where you finish the second floor
I love this guy. What he teaches is a Gem
This is the content I needed. Looking into getting back into Unreal (the last I worked with it was Unreal 2), and there's a lot of modular building packs that look very interesting to me, but none have interiors. That kindly upsets me! This tells me all hope is not lost! Thanks kindly for the tutorial, very useful indeed.
Well, thanks for the Tutorial, but why don‘t you just use a skylight in Ue5 and let lumen do the work? Any reason?
This scene does have a skylight? but if you mean the interior lighting, the lumen GI can not go that far in the room while still keeping the exterior lighting the way it is now in this specific scene
@@FastTrackTutorials oh, well, sorry and thanks for your answer. I haven‘t purchased the Tutorial yet, so I just assumed there wasn’t a skylight, because in my scene I created, the skylight was capeable to illuminate the whole interior. Anyway, thanks for sharing your knowlegde!
Do people ever make the modular pieces two sided? I’m working on something right now and I’m wondering if I should make the interior and exterior separately or as two-sided modular pieces.
sure you can make them 2 sided if that fits what you need. jut make sure they are atleast 25cm thick else you get light bleeding. personally i try 30cm to be sure
Thank you for sharing this knowledge with us!
I have a question indirectly related to the topic of this video.
Let's imagine the situation that I want to make a building for a game engine, and for the walls I will use tiles or atlases. In this case, is it possible to add decals (drips, dirt, etc.) using plains with an alpha channel already at the stage of 3D software (Blender) or does this have to be done in the engine? Will decals added in Blender be displayed correctly in the engine?
sure you can add the decals with places. we sometimes also do that
cool stufff