Creating an Environment in Unreal Engine 5 - Pro Tips

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all right welcome welcome every every body to this streaming we continue the creation of this environment in our real Engine 5 last time we worked on this modular pieces that we can put in the background because if we remove them you know it looks a little bit weird we talk about the fundamentals we talk about the uh the design M Matrix which we're going to talk about it again because repetition is the matter of the matter of a skill so you see it looks a little bit weird especially without those here so as soon as you put them uh it starts getting you know uh a little bit of a punch there in the composition so last time we we work on the big ones we're going to work on the small ones now or let's just say the medium ones so let's let's just start we can start here because we're going to use them to decorate faster this area otherwise we're just going to drag and drop this assets and it's just going to take a long time so let's just start um I will go to the Rocks assets I have and I will I will select a bunch that I can use remember this rock material is free to use it's available on on our website can take a look at that so you can scale this up and the texture will scale with it and also will change based on the distance the tying will change so you don't really notice it there a pretty pretty cool material that you can use and it also save a lot of memory which will be handy in the future so I will start with this let me just hide this for now and in order to show you better I'm going to go to the buffer visualization here a little trick I do go to specular and hide everything what I see here is the silhouette and the silhouette is something like this right now this silhouette is pretty interesting but we may need more shapes to create like a group composite position for our asset so when I see this asset I will see everything in in terms of shapes and not actually like my logical brain will think like oh this is a rock and therefore I'm just going to put more rocks there that's the logical brain but the let's just say like the arst side of the brain will think in terms of shapes in in terms of forms in terms of color balance and a lot of this is stuff that it's not really common to use in your day-to-day life so it's something you need to train so for example if I put a rock here I instantly have my composition more let's you say plain let's just go back to uh let's go back to buffer specular we're going to hide those and you see what happens here is that by putting this here we are removing this negative shape here so essentially when I put this here I just say I put it there it's like it's much much more boring so when I remove it you have something like this so every time I add an asset is to think I need to think about those things for example I can make this one bigger and I can put it here now it will be a good idea to to place your maning press contrl P if you don't know this shortcut you can just press contrl P to open the quick browser I don't I really know what's the name of this but it's like a it's a search window where you can use good mannequin and we can just put our skeleton mesh we can put money here drag and drop the asset there you go so this is definitely not you know uh big enough so we're going to we're going to go for something like this I'm remember because our asset is actually ping appropriately depending on the size of the object it will be very easy for us to just okay so maybe maybe a little bit bigger yeah something something like that we don't want to make it too big anyway we we can always adjust the size if we want but doesn't make sense to create a shape like this one and then don't use it in the right way so what else we can do uh we can start to create some assets to blend this one and we will add some virtual Textures in the future um just keep in mind that as you progress your environment it will become better and better let's just go back here and uh this one is a little bit big for my taste I can just go back for something like this there you go we can go for something like this and what I'm doing here is basically selling the scale let me just show you what what I'm doing if I hide this basically you have this size of the rock but you don't have any comparison I mean you have the human but but what if we remove the human we put it like here then you cannot really tell how big this rock is you can look at the ground and think okay this rock may be the size but you always need something to compare with like is this Castle big not as big as this rock is this Castle big well it is big but I don't have any comparison maybe I can compare it compare it with this assets here so you always need some assets to compare the size and the proportion of the things will actually give you the illusion that you want because in games we always play with the illusion of things we always play with scale we always fake the distances and it's a good skill to have so whenever you add this asset it's not only because it will look more realistic because when you have big shapes you also have smaller shapes right like you have uh this big shape here and then you have a smaller shapes here so we need we need both now let's go back to take a look at our environment so we can understand the same logic we use to create these props when we have this we have a size comparison so let's just say um I look from this and I have M shapes medium shapes here all this will be the small shapes the small small and then you have the big ones big medium small so when we create these modular pieces that we want to use we want to apply the same principles so everything we put in our world use the principle of big medium and small pieces you got small pieces here you got medium pieces here we may need some big bigger ones so let's just put this ones here and also duplicate this [Music] one try to put it in position here okay and we could potentially leave this ones but let's just try to look for another thing like for example this asset we can go here and don't don't scale it too much I mean you do have like um a big Advantage because you're using a nice material here and the the texture increases the tiling depending on how big your asset is so but do not scale things too much just want to make things rotate a little bit just so that we don't see this gaps here you see this Gap you can easily solve it by just duplicate in another one and put it like here and then we will we will put the same asset duplicate it and put it here all right now this area is a little bit exposed so we're going to rotate it a little bit and move it inwards and look at that now our asset is looking much better let's just remove this uh just to check if we have like a nice spot looks looks okay to me look looks okay so let's let's keep adding more stuff here um for example we can can try this one so we can add more medium assets here and what I want to do when when I add these assets I I want to take a look at the shapes and the shapes are you know I'm not the biggest fan of this shapes so basically if we take a look at this we have one square one square one square I can mix all of those into one and we can leave those as one shape one noisy shape so I want to add a little bit of variation here let me just try something not this one this a little bit too much I felt like my computer was crashing so just be aware of it by the way if you have any questions put them in the comments and I will take a look as soon as we finish finish explaining this stuff another thing you can do is to sell the idea of a scale we're going to put those rocks and we're going to put them here we're going to make it smaller there you go going to grab another one probably this one this one is a good one so what this will do is actually give us some smaller shape we can use here let's do the same by the way I'm pressing control space bar just to open the content drawer now be careful when putting these shapes you don't want to expose like this is a mesh you always want to take care of those little details and because they're using the same material it looks like it Blends quite nicely uh in reality like it does blend is because we're using the same colors and the same world position offset like if you move this material and you will see the texture also actually it's not a word align texture it's only based on the size so let's just find another thing um maybe we can put some small rocks here now that's not small but that that can actually give me an interesting shape I'm going to put it here and I'm going to just mix this one here I make it a smaller because the idea is that you want different shapes for for different angles because this asset let me see if I can draw like a 3D view of this think of it as a square where you can have the front plane here and then you have have the top here and then you have this side and on the back you have like this side here and then you have this side so each side like one two three and four it's like a different asset because if I use this asset in this angle and I rotate it I should see something different so this is what I will try to achieve I will try to make this part a little bit different so in order to do that I will just maybe put something like this to break it even further so what I'm doing is actually adding the variation for my meesh remember like if you have meshes here forget uh don't forget to delete them if you having a mesh that is hiding them uh let's see what else we can use um you could potentially use this one but let's just leave it like that actually let's just leave it there and let's see and also I don't like it in the middle because when you do something as you say this is your composition and you divide this in/ thir you don't want this to be in the middle that's the that's not a good thing you either want it like a three quarter in one stream or the other so let's just go back here and move this one just like this okay so that's better so from this angle we have something like this from this angle we got something like this from this angle uh we could potentially do something here let's see which asset we can use let put this one actually let's try this one this one is it's a big one but let's let's see if it can fit no I don't think this one can fit here let's see another one okay let's just leave it like this I think like this is pretty good enough I'm just going to add some small elements into my composition like here and just put them here it's always a a nice idea to add this smaller elements in in your groups just so that you can have a little bit of nice if you remove them you will see that nice here and in the next session we're we're going to add more more assets here so like right now looks a little bit strange because we're using the Rock and we're going to change it we're going we're going to change it so go here and select all of those let's move it to see which ones are missing this one for sure this one this one this one this one let's let's move it like there's something there but we're not using yeah we're not using it so we just leave it there and group this mesh save it and we're going to right click go to level create Pack level actor just click okay here we're going to call it l Rock it's not going to be the large version is going to be the medium one let's call it save here when I go to the blueprint save this one okay so now that we have our asset let's try to try to use it uh because that's the only way we can really check if let's me turn off the real time for a moment here so I believe we we have a lot of room to put them in this area so let's just put them here like I can put it here and like if you find like doesn't really blend you can either do this but it it it really mess up our our assets here so what we can do is just go to the landscape go to the sculp mode go to layer one let's start sculpting here just little by little also increase the strength here there you go and here you can of course increase the size of this this's let's go to this mode so we can take a look better increase the size we can always flatten this ones flatten this area and then sculpt you don't want to show those planes uh make shift click to undo your sculpting there you go you click here keep sculpting and looks like here we will need to sculp down just so we can see the assets that we put same here called with shift shift click here not too much you don't want to there you go something like like that and also ship click here remember we have some really nice small assets we want to sell we want to make sure we show them and then you can just smooth things out just so that it looks more natural here make sure you you Scope these areas and then smooth them out there you go something like that and when we take a look at this no we have our environment here now there are little things we can take a look later um and this blending may not be the best this is where you go to your assets and there is some assets specifically for this where you can just for example let me see this one is a good one and just go back here can act as a slope so with that you're kind of like blending because you don't want to show your landscape like that right see this one on this one go for another one this one it looks like a like a good one so let's go back here you can scale it down and when you find these things you can always either rotate or sculpt here like for example you can go to the landscape go to sculpt and sculp in this area not the same thing you can do here let's grab one of this now what I what I learned from trying to to use this asset is that I actually need those slopes in my in my mesh so let's add them later because I already see some manual work and I don't like that so we're going to add the SL Lo ourself just so that we don't need to do it manually so I'll go back to check your comments to see if there is uh something uh grber talk love what you guys share thank you have helped me so much thanks to you for watching and for trusting us like I know there are a lot of people you can learn from and it's your time is valuable so we try to give you the the best information possible what are the specs of your computer this kind of old one actually this one I bought like almost four years ago it's a laptop 32 GB of RAM uh graphics card RTX 2070 super one terabyte of memory SSD and Intel processor i7 I believe and the rest I I don't I don't really remember hey there I just start map design on Gaia but I don't know what's better design map on u5 or Gaia what do you suggest I mean you can do both you can import your your landscape made in Gaia because if you want to do level design you just don't want a pretty picture you want something playable I believe it's for a game so first you import your level and then you can still sculpt on top of what you import to you know change some things and you already have a good base to work on so if you want to use Gaia like that's the way I will do it I will just import my landscape and then a sculp on top of it if I want to make some adjustments okay okay I will I will check the the chat more often so this looks like a problem to me let's let's fix it let's go back here go to edit sorry go to level edit and we're going to remove those uh those meshes here just because I'm going to leave this one and I'm going to remove the small details there you go we only have big shape so what I'm going to do is to have a slope here and how I'm going to do it I'm just going to go for my to my assets let's just put it here now this this one don't fit quite well so we're going to we're going to use this one this one I always think it fits but it never fits this one also not fitting quite well let me see which one of those so this one for sure this one for sure is a is always a good candidate so I'm going to go here and just leave leave it there and now we we're going to try to to do the same here and you notice we're starting to having some issues where this asset doesn't really help us that much so we will try to find another one and if we can't uh we're going to have to to make some adjustments to the 3D model so this one for sure I think it's a it's a m so let's go back here and I believe we do have we do have a version for this we do we do let's go for generated and we do have so let's um let's go back can take a look at this one this already bended so what I can do with this is just put it in position and it will just blend quite nicely with the rest because you know I'm I'm having like an envelope so I want to close it and this is this is a good asset to have there you go and also here like if you see like we have some holes here we can always close it later um let's see if we have another one so this one it's on the way around so we don't want that actually I think we can scale this like minus one or minus one here no that's that didn't do what I what I intended so let's go back to our rocks and let's check not this one we're going to check maybe so let's imagine how this one will work as a slope I think it I think it could potentially work so we're going to do something here we're going to do something uh we're going to commit the changes okay and we still have some things to fix but we're going to we're going to grab this one we're going to go to modeling and this is going to take a while but we will duplicate it let me see if yeah we will duplicate it we will accept and this will take a while so if you want to ask questions uh now is a now it's a good time so can can you give me simple tips how works with layers and Landscapes I canot really show you um now because it's uh it's loading so and it's going to take a while so I will get back to you later okay so this is a new mesh how do I know that because when I control B here this is in another folder so first things first we're going to go here and because this is complex let's go to Project default we don't want any Collision here okay and now what we're going to do it's go here to the bent modifier we're going to put it up just like this and we're actually going to rotate it let's just rotate it like this okay now we're going to we're going to bend it so we will go to to some deform here there you go deform go to wrap now it's wrapping in the opposite direction so I'm going to go for minus 90 sorry not not this one uh we're going to change the handle go I I don't know why I put minus 90 and still so I'm deforming this mesh here uh you can show the original let's remove it so now I have something like this uh which is good I'm going to accept I it's just going to take a while but with this method you can I mean if a megaan asset doesn't fit your needs you can always change it so let's go back and now let's go to the lce and let's do uh 3 by 3 by three let's put the interpolation type to cubic so it's like more smooth now what I'm going to do is to select the points that are here pressing shift and I'm going to move them just like this just so that I have something to blend and also I can select these points in the back and I can move them if I want it just so that I can have like a slope like this you see the profile of this this is more or less what I want so I'm going to I'm going to grab these points make sure you don't have press control to remove it you don't want to make you want to make sure you only have the ones that you want to use and move it and go and now I can go for this and I can move them like this and this is good enough for me I will click accept no it's funny because uh a lot of time when you're making your game will will go into this kind of waiting waiting time that's that's pretty normal so uh we got a issue with the normal so I think we can just go for attributes go to normals let's generate the normals again I just leave it like that you saw that the lining itself it's fine okay and last thing we will do is to go for nanite click apply by the way how is the streaming because these operations are quite heavy so I'm afraid the stream will get like a little bit slow especially because I'm streaming um you know after un real loads it's just going to I yes yes I will save everything like let me know like in my case of course I don't see the screen moving that's not because of the streaming it's because it's like that but that that's that's a downside of making of making games really is really it's really a that site so let's go back here and delete this one go to level edit and now we can try to place our new assd now you see that uh we need to rotate it we can definitely do that if we if we want uh we can change the original transform on on the asset we can go for something like this let's change the to local coordinates and you see just by doing that I'm having an asset that I can use seamlessly with the rest of the parts of my environment so for example here I can just I can just close this very easily by using this asset here and you will notice the difference like this asset is uh it's a little bit uh hard to use so we're going to I'm going to put it like this and then we're going to we're going to use the same one to blend the acid now there is a hole here it's easy fix we we can just grab a rock here for example this one we can rotate it and put it in position here now when I do this uh I want to make sure my lining is fine go lining only be careful with this part so applicate mesh and put it in position here but also use some more interesting shapes by rotating this mesh just so that we can have you know this Shadow here that you see here it's being created just because I rotate the mesh so if I if I do this and I put it in position then I don't have the shadow because it's a flat plane but as soon as you do I do this then my asset starts becoming more interesting all right so it's like we we got something going on here let's go go ahead and go to level commit and there you go my asset is updated it so now when I go here uh let me let me just delete those I don't I don't need them anymore just because I realize the manual work that I will need just by trying this asset and now I can just use this one and I don't need to use the landscape you don't want to use a landscape for for many things I mean it's uh the landscape is a necessary evil let's just say it's very it's it's very important it's very it's very useful but at the same time it won't solve all your visual Pro problems so what I can do with this well I can just rotate it and I can start closing here for example I I can make it bigger even and I feel this helps it does help because what it does it it creates a line here for my composition that points towards this direction which which is what I want so let's see where where else we can use this asset so for example we can we can use it to find areas of our environment that are not really polish such as this one and we can just put it here something like that and of course this area of of course uh well for this one we're not really using this uh we can use something like this much more efficient and I believe we we can use the bended version will be better for us well that's that's not the bended version actually of the same asset is another one so let's use just grab this one yeah let's grab this one here we put it here in position there you go we can make it smaller just like that we can duplicate it and we can always multiply by - one to have the mirror version you may or may not realize it's the same asset so let's go back to this and we can always scale it nonuniformly if we want it not too much not too much just a little bit and you see there are some parts here that uh they they need a little bit of lock but we're going to deal with those uh in another streaming we're going to keep putting this asset here it's quite nice actually especially with the material it Blends quite nicely with our environment there you go much better um okay let's go for some questions so uh how to work with layers so I have layers here basically because I have my water layer which is this one so if I remove it you will see I don't I don't have the water here I have some like rivers or whatever but um that's my water layer that's my base layer and that's my top layer so basically I put everything in the top because in my layer one uh let me try to sculpt something here it's already being affected by the water sorry this already being affected by the water so if I for example try to sculpt something like this you see that nothing changes so but if I go to layer one and scul now I can change things um so keep in mind it's just a it's just a matter of organization for painting uh I personally that I don't suggest uh you do the same but I find it works for me I put all my paintings in the same layer and layer one may have some by yeah I don't have any painting layer here I put everything on one layer just because it gets really messy when I start painting on top of each other because this system are it's already layering right so when you paint here you're going to have troubles when you paint in another layer because they don't let you and you cannot paint and you don't know what it is just painting the base layer and avoid this kind of TR bues you don't really like it's very easy to fix like oh I don't like this texture like it's okay just paint something like this right that's like easy fix uh you don't need layers for this personally that's what I think do you find more satisfying doing this one by one or will you use PCG plug-in for faster progress so what we're doing is not really one by one uh we are we are investing our time into creating the modular pieces which are this ones these ones are my modular pieces so what I will do with the procedural pluging is to instead of using meshes I will use this ones to just uh you know propagate this environment and I will use the proc procedural stuff uh later to to do some finishing touches and actually just to populate some parts of the environment that I don't really want to want to create I can use splines I can I can just use a bunch of stuff but in order to use the procedural stuff I need an input and these are my inputs if it works you know by hand it will work also by in the procedural Stu I don't want to grab individual measures and scatter them because it will increase uh much more memory um not only that it's actually you got less less control so you can actually spawn whatever with with PCG we're going to we're going to deal with that don't worry so let's talk about other types of assets that we need apparently uh we need some slope assets so we're already we already have something if you if you think about it so what I can do is just grab one of this grab whatever I generated from this this thing I can just put it here I can just create like a slope from one angle uh normally you want your environment to be uh you know this kind of modular pieces to be used in a way that um you can use it from different angles but that won't always be the case uh let's save this for a for a second safe level that was very there you go so it it's not always the case where where you have like assets that you can use in any scenario there are some assets that have very specific uses and it's normal it's it's normal let's go back to this one we can put this frog here now let's try to duplicate this one we can put it like this um this one we may need uh another verion so just do it let's go modeling mode now you already know how to do this we will just duplicate this to not affect the original one and we will just bend it that's all we will do we will just bend it just so that it's easier to blend with other assets that are also bended and this doesn't only apply to Nature this kind of cases is actually very common with architecture you have the straight wall you have the 45 degree angle wall you have the 90° angle wall you have the uh the concave wall the convex wall you know going out going in and with very precise angles right just because its architecture it needs to fit quite well otherwise it will look organic but it also applies for nature this is what we're doing here we're creating different types of assets that we can reuse in different situations because not all the situations require us to have a straight wall of rock right some of them may require us to have 45 degree angle wall and this is what we're doing here so let's just go to work let's see what what is this oh my God it looks like we're wrapping into yeah let's just rotate this actually it's it's hard to see here so I'm going to I'm going to go move it and go to w there you go so now let's actually before doing that is with the rotation like this much easier okay now we can start doing it because if the rotation is is not on zero it's just going to harder to to know where is the angle that you need to rotate now it's normal that everything turns let's see let's rotate it 90° or actually I can use this handle here minus 90 there you go and this should be good it should be good enough I believe should be good enough uh let's go go for minus 110 actually let's just do minus 90 and then we're going to minus 9 here huh what happened here 90 minus 90 I I remember I got it okay so minus 90 is like this so 90 should be like this let's just leave it like that and also you can make it a little bit more in works just to be safe click accept and with that we have a new asset so this will be like our 90° wall in case if you're are doing architecture or something like that that will be pretty much the same thing it's just applying the same Concepts it's just that we are not using it with architectural elements okay so last thing we need to do otherwise our computer is going to explode let's remove the collision and enable the Nite support and with that we should getting back our those nice frames per second again I I'm not joking you when most of your time in game development um it will be like this can show you some stories from work um uh at Ubisoft when I used to work for Ubisoft you know there are a lot of times where a lot of the work you do you need to wait for something because there's so many tools and that's very normal by the way it's not like it's you is a fault even in in a real engine you see this kind of issue so you're just waiting you know waiting you need to wait for a lot of things and you know that's that's not cool that's that's definitely not cool uh you want to you want to be productive you want to be you want to finish your work and you need to wait for a lot of the stuff you need to download the data you need to wait for assets to compile there's so many things that you need to do that you cannot do it when when a lot of things need to load and that's part of the job so you need to take into consideration when when you do this kind of when you do this kind of task that it's going to be you know it's it's going to take you longer than than what you think that's very normal very normal and a rookie mistake a lot of people make is untimate how much time it takes to finish a featureing game development because they don't count the fact that you know they will need to wait for something to load and that's just comes with experience right like a lot of maybe half of your project at least is waiting you for something to finish shaders uh compiling stuff um baking things a lot of this stuff is like that time but just keep that in mind whenever you whenever you do something no I'm considering to put like a like you know some kind of floor here I'm tempted to to do that yeah why not we can easily do this let's try to use as little as possible like let's go here and we can scale it like this we don't need to duplicate another time that will just consume more uh more memory let's just say this is my my rock I can just fill in the blanks with some like this rock is really nice because it's like it it covers everything right so I can just duplicate this one and because this rock from different angles it just sees differently you will not notice right I can just keep duplicating this one and also helps that we were using the same material for everything and we will just use the same Rock we don't need to use any more assets the less assets to use you use the better the idea is to uh finish your asine with as little assets as possible you don't really need like 1,000 assets or things like that like for example like you have a little bit of this to cover you can just scale it a little bit no one's going to notice and inate it works quite well let's let's duplicate this one too let's put it here h look like in this area we need one more now this environments can take a long time to make and I was tempted to do it like it takes even more when you're teaching it so I was tempted to just finish it on my own and give you um an overview of what you know what what I did uh but I find that making if you watch them I know they are not super super short like a lot of tips and tricks but I'm not going to lie to you if you want to be good at this you're going to put the hours you're going to you're going to have to sit there and you're going to have to grind a lot like like that's the harsh truth of it and a lot of tutorials in YouTube will give you like a tip or something like in 15 minutes and it won't help you and a lot of these things like at the beginning you need to watch more because you don't know what you're doing but as you progress and you have more experience it will just become more natural to you to know what to do and you will be able to skip some parts or you will prefer shorter types of videos so um that's something to to think about okay so we got this one but I I will check the the comments by the way guys uh would you be interested in seeing the chat in the in the window like in the like in the video will it be helpful I can definitely set something up for next streaming so you can have the the chat here so so okay uh looking forward to see more of your mindset and how you will approach this environment um yes that's the idea the idea of of doing this series is to give you a little little bit more than just oh I just drag and drop here and I finish right that's that's that's very easy to do and I don't really I don't really want that so it's like being inside of of the Mind of a pro so that eventually you will internalize these Concepts and it will become easy to you to make games not only making environments there are a lot of Concepts there are this quicksell rocks yes they are they are quicker rocks but I'm using uh material special material that for example if I scale this the texture will scale and also when I get close the Ling will also be there and when I get far you won't see the tiing so it's pretty pretty neat pretty neat uh it's available for free in in our website if you want to if you want to download it uh so they ask uh what about this project it's basically uh it's an environment it's an environment I'm using kbash 3D I'm using cargo their new plug-in so I wanted to know to see how how much I can I can push an environment using cargo and the project went much bigger than than what I thought blending material between landscape and meshes I'm going to do that later um like you have two options you can either work on the tech first and then once the tech is finished it's much easier for you to decorate the environment because like for example this material it's considered Tech stuff so when when I when I have this material it's much easier for me to just grab any kind of rock and put it anywhere I want right so the the reason I didn't do it at the beginning is because I thought this was going to be like a really fast project um that I won't need I I won't need it I will just decorate something and as usual teach you how I will do it but usually in those tutorials you don't see the the end result is not quite good just because the focus is on the tutorial but for this the focus is on the quality so we're going to take we're going to take on time on this one uh I follow you your work is really good I want to ask you something can you show me the landscape painting tool what can we do to make sharp painting it's not about the painting I have some techniques for painting for example here I can just go to landscape go to paint I start painting like for example this part I can just use a little bit of a strength and a little bit of a of the size here and then I can go for this one and I can go here the idea is to basically start painting different areas I can go for for this one and you can see like I have the Rocks here and as I paint the sand the sand starts showing first below the Rocks like here for example that's because I'm using a height l in the material so I can just paint here and start painting some rocks also and just by doing that I'm already having much more variation at least on this area right so and the material I believe uh yeah the material will be shared in the future for this landscape I I'm not sure if I if I share this material I think I I didn't it's just a very simple setup with the tiling from distance different tiling depending on the distance of the camera and it was it was not something that uh it's easily changeable just because I duplicate a lot of a stuff like I said this project was meant to be something that I don't show how how what what is the process but what is the end result but I I I figure out maybe maybe there's something to to show and you know share in the channel so uh if some of you may be interested in it and it's can be a good thing okay are you making the environment without the colliders uh yeah for now but I I add them as I as I play like if I check the Collision some of them has Collision some of them don't have Collision for example this ones have this one don't have basically I play the game and where I see I need to add I add it just because the game play area is not exactly fixed yet I can go here and move this one I believe I can scale this nonuniformly yeah it also it also works it also works um let's see if if I can if I can do that here just a little bit more when you scale like this uh there was a study many years ago to see where can when can people start noticing that you scale an object and the maximum threshold was 1.75 I believe that's too much for this case but in some cases I it's okay if you scale a little bit not too much you know those are all tools to use and you can always like scale down have something like that and this this actually a really really good asset so I'm just going to this rock is supposed to be for for distance but I'm going to use it here I'm going to use it here nobody's going to know this like that's the good thing about having a a good material is that you can just scale your assets and it's just going to work fine not this one we're going to use this one yes and if we scale it you know what you can do in this case you can also grab one of those rocks and for example this one sometimes it works yeah kind of does just because the dialing also is working in your favor this this rock is the MVP here it really is but usually you don't want to use Boulders too big just because the boulder has very specific shapes but in this case it it works just fine and then you can go ahead and use one of these blending assets to actually I'm going to use the ones I generated let's go for this ones can use one of those blending assets to finish it and then you encounter a problem where you also need to close this so can just duplicate this one rotate it let scale it but not scale it too much let scale it a little bit it's fine and the rest you can you can really just uh go here to your rocks and one of this you know this really SS the scale if you want to use it let's just use this on for now now it looks fine here but if I play from here it may not look too fine it's okay and I'm talking about the the size of of this thing like usually it's going to not going to look good now when you do something like this like this in this cases this is very specific because I want to cover this area but anyway I think it it helps it helps because I don't want the player to look at this area so it's a still a good asset to have and for this slopes try to not this one but yeah it it could work it could work but uh still we're going to deal with the with a ground later we may add some tation to this some new features for 5.3 which my project is using the 5.21 I'm going to upgrade it to the 5.3 so we can use the new features just going to leave it like that so last questions before we wrap it up do you prefer painting textures over using an auto material um what I prefer is to use a combination of both because the auto material won't solve all your problems the auto material is just a mask and when you need to make some changes you still need to paint on it so I find that painting even in big projects like when I used to work in Ubisoft you still need to paint uh there is not such thing as automatic material that solve your life you need to paint you need to be critical about why you're painting it that way so for example if I went if want if I want to make a pad here for the player I can just go here to my landscape and make some contrast with some of these textures here let's just say something like this and then I will blend it with other textures such as this one here and then maybe some other textures here and then another type of of sand and then keep blending it so now I have like like this path just to like it's a really simple example but um it helps it it does help to to know where the pad is and Pad is a really important thing now if you like if you want to decorate something that not really for it's not really for a game or something like that it's really is uh it will depend on on you normally normally you want to take control of your landscape landscape pting layers yeah it's it work but a lot of things in game development take time but of course if you have an automatic solution that will be the best my unreal crashes if I do rot One X rot 0.2 not sure what he mean about that but maybe you can share a screenshot in on the Discord how can I create a new layer that's very easy go to landscape right click create that's it did you make this all assets no no I don't I don't want to model assets anymore I I've done it a long time ago I did a lot of them and I'm just using some assets from kitbash 3D and I'm just assembling a SC and I don't really like to model that that much but that's because I don't like it like if you have to then there's no no other way right but there are so many resources out there that you can make most of your stuff without model and you can use the modeling tools to make variations to existing models yeah like in a way it's modeling but you don't make it from scratch right uh I'm not using virtual textures for this one I'm going to add it later like I said it was going to be like a fast project that end up looking like something fast to show you guys how to create an environment just you know the typical Dragon drop stuff but I found be quite interesting if we can finish it and we have managed to make some progress here and there let's let's let's play our game let's let's play our game to to see if we have some some progress and and with that we will like take notes and see where we can go to the next session like this part I feel it's it's okay this part needs a little bit of love I think next session we're going to work on the ground Assets Now we have uh I think we have enough enough rcks so we're going to work in the ground assets like this part work uh starting to look better now that we have some rocks there and ground assets here more ground assets this part needs a a little bit of Lo definitely needs uh more we need to do some thought process here like when you see this uh what's the first thing that annoys you like maybe this part maybe you can think about moving this one like this or maybe you want to cover it with some assets here but this thing will be uh much easier when we create more groups like for example here we're going to start creating some group assets just so that we don't use you know one asset for everything and we can go here and can do something like that [Music] um but anyway uh after this we will just walk to this area and we may finish here uh in the future we may change those uh those brick walls definitely we're going to we're going to change those a little bit of a stretching here but we may change the material for this it's going to be quite easy actually we may do some vertex painting to just increase the quality of this asset this asset is quite good already we just uh we just want to to add some variation into it okay thank you so much for watching uh remember if you want to learn more you can go to UNF games.com where we have a lot of resources there if you are considering getting serious about game development you can consider joining our action game course where you create a game from scratch but if not um you can always uh enjoy the free stuff we got in in YouTube more stuff coming more stuff coming soon we got great plans for next tutorials are going to be bigger they're going to be more unique and there will be tutorials that you won't find anywhere else those are going for YouTube so stay tuned uh I we're going to reduce the number of tutorials we release a month just to you know in increase the quality of the of the courses you can get but there are a lot of interesting things coming too okay that's it that's it uh thank you so much for watching if you haven't subscribed already make sure you do and I will see you in the next one bye
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Channel: UNF Games
Views: 4,594
Rating: undefined out of 5
Keywords: unfgames, unreal engine beginner tutorial, unreal engine 5 tutorial, video games, tutorial, unreal engine, unreal engine 5.2, barbie, oppenheimer, UMG, User Interface
Id: l5ekvvOoq4M
Channel Id: undefined
Length: 98min 26sec (5906 seconds)
Published: Sat Nov 04 2023
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