Unreal Engine Stylized Environment | GETTING STARTED [Marketplace]

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  • Опубліковано 21 вер 2024

КОМЕНТАРІ • 83

  • @saifullahakram5972
    @saifullahakram5972 6 місяців тому +18

    If only more UE store creators posted tutorials on how to use their products! Many have videos of their products but I am yet to find anyone else who took the time to show us how to implement - very thankful for this as a newbie - I bought volume 2 bundle but will likely buy your other stuff too!

    • @So_Stylized
      @So_Stylized  6 місяців тому +1

      Glad it helped! If you've been enjoying the assets, please consider leaving a review on the marketplace page!

  • @jeroan01
    @jeroan01 9 місяців тому +23

    You just made a Mihoyo Engine

  • @TheNorthernHeroes
    @TheNorthernHeroes 11 місяців тому +6

    One subject I almost never see anyone covering when creating stylized scenes in UE5 is lighting. Would you be willing to create a tutorial on how to achieve, for example, a Ghibli-style lighting?

    • @So_Stylized
      @So_Stylized  10 місяців тому +4

      Hmm, I've only ever really been able to match the Genshin style lighting. I tried some Ghibli experiments years ago but they didn't turn out that great. The difficulty with stylized is... there are so many ways to achieve stylized looks, unlike photorealism which tends to follow a pretty rigid PBR workflow~

    • @TheNorthernHeroes
      @TheNorthernHeroes 10 місяців тому

      @@So_Stylized thanks for the answer. Ghibli was just an example and even a tutorial of how you made lighting for this video would be interesting to see

    • @SachaSilva-is6kn
      @SachaSilva-is6kn 7 місяців тому

      i've also came to this video to see the lighting set up. do you know where i can get some info about stylized lighting? thanks!

  • @Intranduan
    @Intranduan 2 місяці тому

    omg I love this, will use this for my open world game I'm working on :D

  • @sonic55193
    @sonic55193 8 місяців тому +2

    The Genshin music + the Genshin art style.

  • @KabeloRammidi
    @KabeloRammidi 9 місяців тому +1

    Best product I've bought on the marketplace by far!

    • @So_Stylized
      @So_Stylized  9 місяців тому +1

      Glad to hear! I'd love it if you could leave a Review on the asset and let others know what you like or dislike about it!

  • @HyewonAn-q7r
    @HyewonAn-q7r 17 днів тому

    well done !

  • @Chara_99999...
    @Chara_99999... 7 місяців тому

    I hope you keep posting tutorials like this🔥🔥

  • @daffadamara
    @daffadamara Місяць тому

    Great product. I'll definitely buy it when it's 30% off or something 😂 right now, I can't afford it..😂😂.

  • @DailyPaily
    @DailyPaily 11 місяців тому

    Interesting. To the Environment List !

  • @tritium0728
    @tritium0728 8 місяців тому

    Awesome video, its nice to see a UE asset with an actual video tutorial on all the features in the pack! Do you also have any packs with stylized buildings to add to this one?

    • @So_Stylized
      @So_Stylized  8 місяців тому

      I don't unfortunately! I saw there were already a lot of good stylized medieval/fantasy village packs out there, and I really don't think I could do those any better.

  • @crxnk69
    @crxnk69 8 місяців тому

    This is actually amazing, I'm for sure buying it

  • @swrcPATCH
    @swrcPATCH 9 місяців тому

    very cool video, would like to see more tbh

  • @Hunt4Glory
    @Hunt4Glory 2 місяці тому

    Man this is amazing...
    Now ill need to save up 😂
    But before i spend all my money, will you be having a sale in the near future?

    • @So_Stylized
      @So_Stylized  Місяць тому +1

      I'm not able to control the sales, but we had one a few months back, so I think we're due for one in another month or so.

  • @sarangsharma1324
    @sarangsharma1324 2 місяці тому

    Glad to watch your amazing tutorial, But just wanted to ask you that this project settings and landscape will work efficiently on MOBILE DEVICES?
    or I need to make any changes in the process?

    • @So_Stylized
      @So_Stylized  2 місяці тому

      It COULD work, but you'll probably want to disable some of the features depending on which devices you're targeting. It's currently targeting PCs, but I have many material switches and options you can disable with a single click to make things better performance :) You may also need to do a bit of your own optimizing to fit your game needs, like reducing LOD distance, project settings, etc.

  • @Nasty1512
    @Nasty1512 4 місяці тому

    Amazing tutorial, btw Assets links?

  • @blendergame
    @blendergame 8 місяців тому

    great job! 😆

  • @kershiveryt1816
    @kershiveryt1816 10 місяців тому +1

    Hello! First of all it's really a beautifull environment you created there! I really like it! I also would like to ask, if you don't mind, how did you make the interactible water (the ring when character walk in the water ?) because I can make it more or less in materials but idk if you used niagara particles or materials and how you link it to character ? did you put the niagara (if it's this one) in the character bp ? and code it ?

    • @So_Stylized
      @So_Stylized  10 місяців тому +3

      Here's the way I handled it, by no means is the "right" way, but it works great for me and maybe you too~
      I have the water as a blueprint, which has a box collider wrapping around the surface of the water. This collider only overlaps with pawns or physics actors. When paws and physics objects overlap, they get added or removed from an array. Then there's a timer that runs every 0.1-0.15 seconds that spawns a niagara particle system on every overlapping actor. This system is an extremely simple system that spawns a single water ripple particle.
      I chose this method because I don't have to worry about setting up any additional code or logic in the future. All pawns and physics props being knocked around in the water will create ripples. I even made a multiplayer test project using these asset awhile back, and was happy to see my friends were also creating ripples as they ran around!
      Hope this helps~

    • @kershiveryt1816
      @kershiveryt1816 10 місяців тому

      @@So_Stylized Thank you, that's so nice of you! I was stuck on how to make the niagara follow the player on the water BP! I'll try it! Thank you very much again :) !!

    • @kershiveryt1816
      @kershiveryt1816 10 місяців тому

      @@So_Stylized if you don't mind still helping, where i need to make an array ? On the character BP or the water plane BP, and if i put in the array, the character in it ? and is the timer, "set timer by custom name" ?

    • @So_Stylized
      @So_Stylized  10 місяців тому +2

      ​@@kershiveryt1816I make the code/array in the water. If you think about it without code for a second, the water is essentially needing to know "what are all the things disrupting my surface." So the water blueprint needs to keep track of those things.
      You can use one of those built in timers, yeah. The downside is those timers always run on a steady interval. For me it made the ripples look a little too artificial happening at a perfectly consistent rate. I created a custom even which has a delay, and then I can put a random float into the delay time, and the custom event just calls itself when it finishes, thus looping as a timer.
      Hope this helps~

    • @kershiveryt1816
      @kershiveryt1816 10 місяців тому

      @@So_Stylized Thank you so much!

  • @sjeezy1019
    @sjeezy1019 10 місяців тому

    really amazing.

  • @johnjennings3245
    @johnjennings3245 2 місяці тому

    Newb needing some help here.
    I cant seem to get the 3d grass to show up when I paint. Its simply green with some 2d grass lines.
    Did you use the foliage Mode?

    • @johnjennings3245
      @johnjennings3245 2 місяці тому

      Nevermind got it to work, I was using the Master Material for the Landscape and not the MI and it fixed it. Not sure how but it did. I'm super impressed with your Environment build will def get the Second one when its time.

  • @AhriCRose
    @AhriCRose Рік тому +2

    Its stunning
    Could I ask if you could make the old school Runescape inspired bank interiors? I'd love that!

    • @So_Stylized
      @So_Stylized  Рік тому +2

      My next asset is going to be similar to this one, just with different biomes and rock varieties.
      After that, I've considered looking into things like that. Medeival buildings, interiors, wood, props, etc.

    • @AhriCRose
      @AhriCRose Рік тому

      That would be cool, I've been looking for something similar to the Runescape banks for sometime, but nothing really on the marketplace at the moment :(@@So_Stylized

    • @testchannel4690
      @testchannel4690 11 місяців тому

      ​@@So_Stylized What Bioms are you considering to make?

    • @So_Stylized
      @So_Stylized  11 місяців тому

      I got a big list, but here are some of the top@@testchannel4690
      Tropical (already started working on)
      Pine (different style than the fir)
      Dark forest
      Savannah
      Mangrove
      Jungle
      Mega trees
      Fantasy (imaginary foliage, like Avatar)
      Desert

  • @TheChaosQueeenYT
    @TheChaosQueeenYT 8 місяців тому

    Hello! This is a wonderful tutorial! I was wondering, how did you get your gets not to blow as much?? I can't seem to turn down the "wind" or whatever is causing it. Thank you!

    • @So_Stylized
      @So_Stylized  8 місяців тому +1

      If you're using these assets specifically, I have a MPC (material parameter collection) that has a global wind speed and intensity. That lets you turn down wind on all assets.
      If you're creating your own assets and materials in this style and using the SimpleWind node that comes in Unreal, there should be inputs for controlling speed and intensity there as well.

    • @TheChaosQueeenYT
      @TheChaosQueeenYT 8 місяців тому

      @@So_Stylized Ah, thank you. I will look for that. I'm using these assets specifically.

  • @G3N_5IV3
    @G3N_5IV3 4 місяці тому

    Can you make a pack that works with quest 3

  • @craylixart
    @craylixart 3 місяці тому

    Hi, for some reason, i dont have the lighting in both “overview” and “demonstration” levels. So its all black. The folder name is “completeVol2” btw. Can you help

    • @So_Stylized
      @So_Stylized  3 місяці тому

      Hm, I just tested by adding Vol2 to a new Unreal Project and everything seems ok.
      I've made it easier to get the lighting since making this original setup guide. You can simply go into SoStylized > Demo and bring in the BP_StylizedSky_Lite. That has all my lighting in a single actor.
      However, you should still be able to go into SoStylized > Maps > CompleteVol2 and find the BP_StylizedSky_Lite in both of these.

    • @So_Stylized
      @So_Stylized  3 місяці тому

      Hey craylix, just following up if the problem was resolved or you need ant further~

  • @roukuo
    @roukuo 5 місяців тому

    Im verry interested in the workflows you have used to create those assets. Im an Environment Artist myselfe and i am currently researching on that artstyle for a project.

    • @So_Stylized
      @So_Stylized  4 місяці тому +1

      I followed a lot of Prismatic Dev's tutorials on UA-cam :P

  • @So_Stylized
    @So_Stylized  Рік тому

    Link to asset~~
    www.unrealengine.com/marketplace/en-US/product/bbe4351e01c1450890dd4c2155330b70

  • @sgt.handsome2362
    @sgt.handsome2362 4 місяці тому

    I cried

  • @GoodguyGastly
    @GoodguyGastly Рік тому +1

    Hi. I have a computer with decent specs and a 3080 gpu. I'm making an RTS game so the camera will mostly be from a top-down view. I was wondering about the optional settings and why I should or should not change them.
    I also was wondering if it would be okay to Enable Nanite support on these meshes or why maybe I should consider not doing that. Thanks for educating a noob like me!

    • @So_Stylized
      @So_Stylized  Рік тому

      This artstyle is quite fun from a top-down perspective, I played around with it a bit myself while making these assets!
      About the optional settings~
      1) The Near Clip Plane is only necessary for the underwater transition effect. It helps make the transition less jarring. If you're going to be looking top down, this shouldn't be necessary really.
      2) Anti-aliasing methods are something you definitely should experiment around with in your own project. I think for me I noticed the grass seemed a lot more pixelated or smeared in the other settings, but that was because I was looking at it horizontally from down low. Other methods may work better for you.
      3) The Shadow Map Method is weird... by default nowadays they have it set to some weird (Beta) feature. For me it was causing all sorts of weird shadow glitches on the terrain, which was solved by turning it back to the default shadow method.
      4) Lumen is all about performance. There is a high cost to it, and I've designed the assets to look good without Lumen. Up to you though!
      5) Reflection Method was also just a choice I made that worked for my demo scene, nothing special about it.
      The documentation linked on the asset page has a bit more info on these settings as well.

    • @So_Stylized
      @So_Stylized  Рік тому

      As for nanite~
      Should be just fine! I played around with nanite on these meshes when I first started making them. I'm not sure it'll be a big help to have nanite on, but it shouldn't hurt it really. They're designed to be fairly low poly and well-LOD'd by default to get good performance. I haven't used nanite enough to really know the ins and outs.
      Let me know how it goes!~

    • @GoodguyGastly
      @GoodguyGastly Рік тому +1

      @@So_Stylized Thank you so much for that detailed response! I have learned a lot. I'll definitely let you know how it goes!

  • @redloli6016
    @redloli6016 4 місяці тому

    MF grass is set to not have colour map usage on by default and still has issue, but in video it's set to on and you turn it off and boom issue is gone. Enable and disable does not fix either. I tried using base landscape size and scaled landscape size and blank projects and still had the issue, Assets like trees, rocks foliage are amazing, very well done. But this doesn't work with 5.4 or 5.3 anymore. Please fix

    • @redloli6016
      @redloli6016 4 місяці тому

      for the ugly floor colour issue for reference at 2:46

    • @redloli6016
      @redloli6016 4 місяці тому

      But anyone who has the issue can solve it themselves if they go into Mi landscape and turn grass maps off in there, Great asset none the less, and by MI landscape I mean in the actual details page NOT THE FLOW NODE CHART

    • @So_Stylized
      @So_Stylized  3 місяці тому +1

      Sorry about that, I must have overwritten it in the material instance at some point! I'll leave a note to fix that for the next update so you won't run into that issue again.

    • @redloli6016
      @redloli6016 3 місяці тому

      @@So_Stylized Thank you very much, I posted the temp fix but for context alot of NEW people jumping into unreal 5 use your stuff, we alot of the time lack the basic knowledge needed to set up and change these things to fix them, it's half us lacking the know how and other half file changes as you made the asset better through updates. Thank you very much for being so fast and responsive!

    • @Cheezy_UNI
      @Cheezy_UNI Місяць тому +1

      @@redloli6016 Thanks for your solution. This is still unfixed now. I came to the comment section look for this exact solution, so thank you

  • @PoopEaterr_27
    @PoopEaterr_27 Рік тому +1

    Interesting issue. When creating a new landscape and assigning MI_Landscape, I receive an error code "Landscape 1 Actor with physical material needs to be rebuilt. Any ideas on to what could cause this issue? Thanks!

    • @PoopEaterr_27
      @PoopEaterr_27 Рік тому

      This actually is an issue regardless of what I assign to landscape. This isn't an issue with your environment pack. Any pointers would help though.

    • @So_Stylized
      @So_Stylized  Рік тому

      @@PoopEaterr_27 Hm, I've had a similar message about "Landscapes need to be rebuilt." In that case you can just go to Build > All Landscapes I think.
      If you've already tried that I might need to see a bit more on your setup. If you have Discord that's the best way for me to help out~

    • @skittlecornnation4323
      @skittlecornnation4323 7 місяців тому

      I have a few errors for me, could I add you on discord?

  • @ThaimachineFilms
    @ThaimachineFilms 10 місяців тому

    A can u do more stuff ? stylized assets? buildings or wood style like tree of savior

    • @So_Stylized
      @So_Stylized  10 місяців тому +1

      I'm currently working on Vol II which is a few more biomes of foliage and styles of rocks, but I have a few structure type things on my to-do list such as castles and ruins. Perhaps they'll be sometime afterwards~

    • @ThaimachineFilms
      @ThaimachineFilms 10 місяців тому +1

      nice wood and buildings stuff like gehshin impact style wich ur pack already looks like
      @@So_Stylized

  • @dariiatsymbal9812
    @dariiatsymbal9812 9 місяців тому

    Hi, I`m new to UE, starting your tutorial i've already faced a problem that after set up settings I don't have folders "SoStylized", "Starter Content", "Engine". What kind of solution you would recommend. Thanks.

    • @So_Stylized
      @So_Stylized  9 місяців тому

      Sorry, this video is picking up a bit more public traction than expected! This is specifically a getting-started guide for my Stylized Environment pack available on the Unreal Engine marketplace, linked in the description. That's why the SoStylized pack isn't visible.
      You can get the Starter Content by enabling it when creating a new project, and the Engine folder can be made visible by pressing the eyeball near a content browser and enabling Show Engine Content.
      Hope this helps~

  • @SAYRESS
    @SAYRESS 6 місяців тому

    how this grass handle multiple characters? when i added few als dudes on the map bending breaks and camera stop hiding tree leaves.

    • @So_Stylized
      @So_Stylized  4 місяці тому

      My assets don't feature multiplayer support yet, although it's been a request.

    • @SAYRESS
      @SAYRESS 4 місяці тому

      @@So_Stylized well it is not for multiplayer, but for adding NPC

  • @deltaben9356
    @deltaben9356 10 місяців тому

    my project set vecotr parameter value didnt have player info in collision what shuld i do

    • @So_Stylized
      @So_Stylized  10 місяців тому

      Are you sure you imported the full pack? If you check under SoStylized > Materials there should be a "PlayerInfo" Material Parameter Collection. If you open that up you should see a Vector Parameter named "Position"
      If so, you should be able to, in any blueprint, add the node "set vector parameter value" and then choose your "PlayerInfo" collection and finally the "Position" value.

  • @yujack5910
    @yujack5910 6 місяців тому

    牛逼😍😍😍

  • @maxwellbrengle7168
    @maxwellbrengle7168 9 місяців тому

    Do you take on any commission projects?

    • @So_Stylized
      @So_Stylized  9 місяців тому +1

      Potentially, but I'm fairly busy with my current projects at the moment. Maybe down the line~

  • @mrxcs
    @mrxcs 9 місяців тому

    Why would you turn off lumem?

    • @So_Stylized
      @So_Stylized  9 місяців тому +3

      Lumen really isn't optimized for gameplay yet. It will drop your framerate by about half, and doesn't look all that different except in specific places such as caves. I hope they keep improving it!

  • @qamartausif194
    @qamartausif194 7 місяців тому

    Its goolike genshin mosthat

  • @Chara_99999...
    @Chara_99999... 10 місяців тому

    Broooo are you a professional??

    • @So_Stylized
      @So_Stylized  10 місяців тому +1

      Not even close! A few months ago I'd never modeled anything organic in my life, let alone set up the foliage to work in a game engine, but I did have a bit of experience in Blender making hardsurface models. All this stuff was learned through a lot of very helpful free tutorials and a bit of experimentation!

    • @skittlecornnation4323
      @skittlecornnation4323 7 місяців тому

      This is very impressive! If you are ever available I'd love to commission you! Are these models all made by yourself?