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!
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?
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~
@@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
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?
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.
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?
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.
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 ?
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~
@@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 :) !!
@@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" ?
@@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~
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?
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.
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.
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
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
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!
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.
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
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.
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.
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!
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.
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!~
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
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
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.
@@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!
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 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~
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~
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.
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~
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.
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!
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!
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!
Glad it helped! If you've been enjoying the assets, please consider leaving a review on the marketplace page!
You just made a Mihoyo Engine
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?
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~
@@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
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!
omg I love this, will use this for my open world game I'm working on :D
The Genshin music + the Genshin art style.
Best product I've bought on the marketplace by far!
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!
well done !
I hope you keep posting tutorials like this🔥🔥
Great product. I'll definitely buy it when it's 30% off or something 😂 right now, I can't afford it..😂😂.
Interesting. To the Environment List !
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?
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.
This is actually amazing, I'm for sure buying it
very cool video, would like to see more tbh
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?
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.
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?
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.
Amazing tutorial, btw Assets links?
great job! 😆
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 ?
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~
@@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 :) !!
@@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" ?
@@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~
@@So_Stylized Thank you so much!
really amazing.
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?
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.
Its stunning
Could I ask if you could make the old school Runescape inspired bank interiors? I'd love that!
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.
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
@@So_Stylized What Bioms are you considering to make?
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
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!
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.
@@So_Stylized Ah, thank you. I will look for that. I'm using these assets specifically.
Can you make a pack that works with quest 3
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
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.
Hey craylix, just following up if the problem was resolved or you need ant further~
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.
I followed a lot of Prismatic Dev's tutorials on UA-cam :P
Link to asset~~
www.unrealengine.com/marketplace/en-US/product/bbe4351e01c1450890dd4c2155330b70
I cried
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!
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.
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!~
@@So_Stylized Thank you so much for that detailed response! I have learned a lot. I'll definitely let you know how it goes!
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
for the ugly floor colour issue for reference at 2:46
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
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.
@@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!
@@redloli6016 Thanks for your solution. This is still unfixed now. I came to the comment section look for this exact solution, so thank you
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!
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.
@@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~
I have a few errors for me, could I add you on discord?
A can u do more stuff ? stylized assets? buildings or wood style like tree of savior
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~
nice wood and buildings stuff like gehshin impact style wich ur pack already looks like
@@So_Stylized
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.
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~
how this grass handle multiple characters? when i added few als dudes on the map bending breaks and camera stop hiding tree leaves.
My assets don't feature multiplayer support yet, although it's been a request.
@@So_Stylized well it is not for multiplayer, but for adding NPC
my project set vecotr parameter value didnt have player info in collision what shuld i do
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.
牛逼😍😍😍
Do you take on any commission projects?
Potentially, but I'm fairly busy with my current projects at the moment. Maybe down the line~
Why would you turn off lumem?
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!
Its goolike genshin mosthat
Broooo are you a professional??
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!
This is very impressive! If you are ever available I'd love to commission you! Are these models all made by yourself?