💬VIDEO UPDATE: Here is the requested video of sending models from Blender to Unreal Engine! Enjoy! 💥BLENDER TO UNREAL ENGINE WORKFLOW: ua-cam.com/video/Ye2Sb-2DWhY/v-deo.html&ab_channel=PolyPlayground
the fist time i have seen Interior Mapping or whatever the call i wass blowing away is still great effort to give my wrong but i personally thing this effort have more potential than make rooms and to tell the truth i already know how make this rooms system for unity and i have plan to use this system in way more areas that empty rooms in areas such as, sewers and holes on the wall ect and i believe i will work perfectly so fur in my test this already works perfectly i can not wait to fund out how i will look on the end as for Interior Mapping i don't rely use this for empty rooms at least not in close distance because it's easier for the player to figure that something is wrong with the room in many cases.
Nice! I would like the light to “shine” out the window at night. So, I added a “glow” parameter in the instance and connected it to the emmissive map. But this isn’t working since the material is literally “glowing” then and not giving the illusion that the light is shining through the windows. So, how can I achieve that?
Yes, im highly interested in a tutorial for send to ue. Bc the newer version doesn't work like the old one and im struggling in setting it up correctly to make it work again 🤷♂️I feel so stupid sometimes🤦♂️
10:57 This is awesome! Just one question, is there a way to add something to the mat so it will block the light for the shadow rendered doesn't show like there's something missing there?
So you can use two sided material in the material section of your interior mapping, but also, as it will not be a single wall and would ideally have walls and a roof the shadow will not appear as the other walls will create shadows
@@polyplayground Thank you! Yeah, I was thinking of something without the other walls, just like your work there, something like a magical room. And maybe try some material with an animation, like a fish pond, a portal, or something. Thank you again for the answer!
You can add stuff into the rooms but they will appear flat, so its best to for example set the depth of the chair to .1 so it appears flat and place it on the back wall
So this is like.. super cheap and can be used not for interior only but anything what has to have lots of details but only looked in from the outside? A crate, open ammobox ect?
Yes, you're correct. Using cubemaps is a cost-effective method compared to full 3D interiors or real-time rendering. It's great for objects like crates and ammo boxes, where detail is key but only from the outside. Just remember, this approach flattens the interior details against the cube's walls, lacking a true 3D effect of objects within the cubemap! Hope this clarifies!
@@polyplaygroundOh I see, good to know! I have had problems yesterday trying to make a crate fake-filled with content, but it didnt go well. It feels "too deep" sort of FOV or "zoom" is missing, I believe its technically impossible tho? So its good for cuboid and deep volumes like rooms but not rectangular like a first aid kit or a wall hanging 10cm deep compartment :/ I wish there would be a way to assemble a crate-shaped room and then use a rectangular plane to render without making things look too deep. Thanks!
The link works, you need to log into your GitHub account to access the files, if you don’t have a GitHub account you can create one to access the addon 😊 I am going to post a video to set this up tomorrow 👍
Unfortunately not, it works off a cube scene capture so the the output would be shaped like a cube and would not line up with the curvature of the car window
If you go to your data properties in Blender, you may have two UV map layers, normally one called UV map and the other auto map, delete the one that isn’t showing correct when you tap the camera icon
Got it to work now after doing another uv cube projection but the texture scale is bad in ue. too zoomed. This is on the brick wall material, the part with the window cut
That can be fixed by switching on Two Sided in the material details 😊 however, when walls and a roof are added that will stop the light from going through anyway
It is, this is why we don't have it in game, we have this as a tool to be used when building the game, the blueprint will never be placed in the game, only used to generate new interior maps :)
💬VIDEO UPDATE: Here is the requested video of sending models from Blender to Unreal Engine! Enjoy!
💥BLENDER TO UNREAL ENGINE WORKFLOW: ua-cam.com/video/Ye2Sb-2DWhY/v-deo.html&ab_channel=PolyPlayground
Thank you very much, Mr A.I. Great tutorial! Subscribed
No problemo Mr Skeme! Thank you for subscribing!
Fantastic tutorial. Straight to the point while also covering every step. Love it :) Liked and Subbed.
Thank you! Appreciate it
What the heck!!!? This is worth gold!!! THANKS for this Indepth free tutorial! Subbed! :)
Thank you! Glad it helped!!
@@polyplayground :) Quick question, how did you merge the brickwall and cube.002. When I use cntrl+j, weird stuff happens lol
Forgot to apply modifier, haha thanks
Really awasome, this is tje same technique they used for spiderman games, i think they added other things but this looks really amazing in it self
Thank you! Appreciate the feedback
Excellent! Well done on the tutorial. Very clear.
Thank you! Really appreciate the comment 👍
the fist time i have seen Interior Mapping or whatever the call i wass blowing away is still great effort to give my wrong
but i personally thing this effort have more potential than make rooms and to tell the truth i already know how make this rooms system for unity
and i have plan to use this system in way more areas that empty rooms in areas such as, sewers and holes on the wall ect and i believe i will work perfectly so fur in my test this already works perfectly i can not wait to fund out how i will look on the end as for Interior Mapping i don't rely use this for empty rooms at least not in close distance because it's easier for the player to figure that something is wrong with the room in many cases.
One of the best tutorials I've ever seen. Keep at it mate, this channel will blow up in popularity!
Thank you so much! Means a lot to get this type of feedback on my videos!
You deserve it. Great job! @@polyplayground
Very cool, I never knew how to author the texture or the the material for this effect.
Glad it helped! Thank you 👍
Oh wow so simple and clearly explained!!! Amazing thank you for sharing :D
Thank you for the feedback, means a lot!
I remembered seeing this effect in Sim City 2013 and thought how the hell they did that it looks so alive.
Very cool tutorial! thank you!
You're very welcome!
Great tutorial subscribed
Thank you!!
Awesome tutorial right to the point! Subbed
Awesome, thank you!
Keep it up great tutorial
Thanks you!
This is quality content, thanks 🙏
Thank you! Glad it helped!
great tutorial !!
Glad you liked it!
please make tutorial on unreal engine materials... i can use blender confidently for materials, but i get confused by blueprints
Great content!
Thank you so much! Glad you enjoyed it!!
Thank you so much for this!
No worries! Glad it helped!
Can you please explain what adjustments should be made so it would work with non-square rooms? 🙏🙏🙏
Hey! This only works with cube rooms unfortunately
Nice! I would like the light to “shine” out the window at night. So, I added a “glow” parameter in the instance and connected it to the emmissive map. But this isn’t working since the material is literally “glowing” then and not giving the illusion that the light is shining through the windows. So, how can I achieve that?
Hi please can u tell me which transcription software u use pleaaase
We use CapCut for the desktop! 👍 has automatic caption generator
THHHHXXX🥰🥰@@polyplayground
Thank you for the great tutorial :)
Thank you!
Yes, im highly interested in a tutorial for send to ue. Bc the newer version doesn't work like the old one and im struggling in setting it up correctly to make it work again 🤷♂️I feel so stupid sometimes🤦♂️
No problem! Ill get one of those sorted!
thats really cool
Thank you!
Great Tutorial
Thank you!
10:57 This is awesome! Just one question, is there a way to add something to the mat so it will block the light for the shadow rendered doesn't show like there's something missing there?
So you can use two sided material in the material section of your interior mapping, but also, as it will not be a single wall and would ideally have walls and a roof the shadow will not appear as the other walls will create shadows
@@polyplayground Thank you! Yeah, I was thinking of something without the other walls, just like your work there, something like a magical room. And maybe try some material with an animation, like a fish pond, a portal, or something. Thank you again for the answer!
Please do a tutorial on this add on
Awesome stuff
That's an amazing technology over there, great job
btw what is the voice you are using ? thank's
Thank you! We use eleven labs 👍
perfect thank's :)@@polyplayground
Great Video
Glad you enjoyed it!
Great video! How do you fix the problem with the shadow? Do you just make it a double sided geometry?
Thank you! Yeah that will be a quick fix, however, if you have walls and roofs surrounding the wall the shadow issue will not appear 😊
@@polyplayground good point! Hope to see more ue5 tutorials in the future :-)
We have a lot more planned in :)
Hi, is this your voice? If not then would you be comfortable in telling what software/site you use for the voice, thanks
We use eleven labs 👍😊
Bro, the narrator sounds like hes in a CoD tutorial mission. Definite voice acting potential.
um actually 🤓 its an ai voice lol
an basis to non euclidean space such as antichamber, superliminal
Thank you!!!!!!
can this be added with mesh like chair etc not an empty room, or how to build 2d layer insaide
You can add stuff into the rooms but they will appear flat, so its best to for example set the depth of the chair to .1 so it appears flat and place it on the back wall
awesome
That AI intonation is pretty savage...
Does the room need to be cube? Or can it be for example a long hallway?
It creates a HDR texture, so you can capture anything you want
that's siiickkk
Hey ! Anybody know why my texture is very pixelize ? Maybe increse resolution but how ? Thanks !
So this is like.. super cheap and can be used not for interior only but anything what has to have lots of details but only looked in from the outside? A crate, open ammobox ect?
Yes, you're correct. Using cubemaps is a cost-effective method compared to full 3D interiors or real-time rendering. It's great for objects like crates and ammo boxes, where detail is key but only from the outside. Just remember, this approach flattens the interior details against the cube's walls, lacking a true 3D effect of objects within the cubemap! Hope this clarifies!
@@polyplaygroundOh I see, good to know! I have had problems yesterday trying to make a crate fake-filled with content, but it didnt go well.
It feels "too deep" sort of FOV or "zoom" is missing, I believe its technically impossible tho? So its good for cuboid and deep volumes like rooms but not rectangular like a first aid kit or a wall hanging 10cm deep compartment :/ I wish there would be a way to assemble a crate-shaped room and then use a rectangular plane to render without making things look too deep. Thanks!
The Blender to Unreal Engine addon link doesn't work, can you post a different link for it?
The link works, you need to log into your GitHub account to access the files, if you don’t have a GitHub account you can create one to access the addon 😊 I am going to post a video to set this up tomorrow 👍
I have a problem when I create the texture target my image stays green no matter how I position the camera
Hey, did you disable capture every frame?
Yes i have disable it
Same thing happened to me, since my meshes, camera and light were below the grid, I moved them above the grid and it worked for me
can this work on car window?
Unfortunately not, it works off a cube scene capture so the the output would be shaped like a cube and would not line up with the curvature of the car window
Not sure why but when exporting to UE, my textures are scaled wrong,,,
I'm re-starting from the beginning. Dunno why but the textures just don't want to work lol
If you go to your data properties in Blender, you may have two UV map layers, normally one called UV map and the other auto map, delete the one that isn’t showing correct when you tap the camera icon
@@polyplayground Damn... thanks for the help. The auto map seems fine, and the other one (UVMap) is all messed up.
@@polyplayground Dude, youre a legend! Thanks! Fixed it for the floor/ceiling but unfortunately the brickwall material seems still broken.
Got it to work now after doing another uv cube projection but the texture scale is bad in ue. too zoomed. This is on the brick wall material, the part with the window cut
What's the name of this AI voice you're using?
the light coming through on the ground is a bit odd
That can be fixed by switching on Two Sided in the material details 😊 however, when walls and a roof are added that will stop the light from going through anyway
Or add a flipped polygon with transparency but casting shadows and voila. Problem solve and lest resources consumption by twoside
thx
Same AI voice as the GTA 6 leaks channel
Isn't scene capture expensive to use?
It is, this is why we don't have it in game, we have this as a tool to be used when building the game, the blueprint will never be placed in the game, only used to generate new interior maps :)
@@polyplayground okay so you are using it to generate the texture just once.
Correct, once used the texture is no more than a material. Then you can continue to use it as many times as you like to create more
All the fancy stuff completely killed by the amount of draw calls :(
Don't use 12 materials per SM. Please.
One con of this video, the voice over. Default Eleven Labs audio voice over is so annoying (that is Antony's voice).
It's clear at least but carries a distracting amount of intensity.
I hate robo narration.
Agreed. Couldn't watch it. That voice grinds me.
Money!
Waooovv
why do you sound like a character from a futuristic fps ps1 video game?
No... no Parallax windows... real accessible interior rooms better 😂
Ue5 sucks. Games don’t work 😂