Creating Detailed Floors for Games Using Trim Sheets + Tiling Textures (UE5)

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this tutorial is sponsored by ryzem uv a cutting-edge uv focused software designed to get you the best uvs possible quickly and easily if you're looking to step up your uv game and would like an all-in-one uv software package ryzem uv has it all for 20 off your very own copy of rhizome uv use coupon code thanks dillon at checkout during the first month of this video's release for additional learning resources and information on ryzen uv check out their discord server filled with hundreds of 3d artists link in the description below finally stick around until later in this video to hear my first impressions and see a quick demo of rhizome uv in action thanks verizon for sponsoring this video [Music] how's it going everyone my name is dylan abernathy and i'm an environment artist working in the games industry and thanks for taking the time to come check out this video for those of you who have watched my content before this is probably already something a little bit new i decided to throw up the webcam here and show you guys what i look like i think other than my twitter and art station profile i don't really have any pictures of me out there anywhere or any videos so i think at the start of tutorials it could be cool to do a quick little intro like this with the video turned on so with that said what is this video that we're going to be doing today i thought what i could do is make a tutorial on game floors and interiors so think broken tiles or broken concrete or something like that on the interior of a game environment how exactly we could go about doing that and we're going to be using tiling textures and trim sheets to get the job done i also wanted to do something cool and use a game that i really like as an example and we can sort of go through breaking down how they might have done it in their game and how we can recreate it on our end now the funny thing about that is is though even though i work in games and i really like playing games i feel like over the past couple of years i really haven't had a lot of time to do that i always make some time to play some multiplayer games with friends whenever i can things like league of legends and i always put aside some time as well to play arcade games whenever i can but big aaa experiences i've kind of been few and far between for me over the past couple of years with that said though the series we're going to be talking about today has been a pretty big exception to that rule the nearest series of games have always been an unexpected treat for me ever since 2017 when i first came across automata the music story and gameplay are all 10 out of 10 in my opinion and because of so i really wanted to use the series as kind of an example for my new tutorial i think for those of you just getting into game art there's no better example of what the hypothetical quality bar to aim for is other than actual games themselves so i really wanted to use one in this tutorial now i'll be the first to admit that the near series has never been leading the charge as far as graphics go its strength in that sense comes more from immersion how the art style the music and the narrative blend together to make things feel very real the graphics themselves are a bit lackluster but they still have quite a lot of charm to them so with that in mind i thought we could use their simpler visuals for a really great learning exercise and an easy jumping off point for beginners in this tutorial i thought what we could do is take a look at the village library from near replicant and go over how we can recreate this patterned tile floor for this process we're going to be going over just how powerful trim sheets and tiling textures truly are if this is something that you want to learn more about i actually just released a full free tutorial series covering this topic on my channel so i'll have a link to that in the description below for you guys for this video however we're going to be just going over how to create custom interior floors for our environments one clean version and one damaged version so with that said let's go ahead and hop over to maya and get started all right so here we are inside of maya now as you guys can see i've gone ahead and done quite a bit of the ground work here for us i just pretty much wanted to get rid of all the tedious stuff the stuff that was just going to be a lot of tinkering and measurements and all that i'm still going to go over exactly what this is i'd imagine for some of you guys who are watching this tutorial you might be a little bit new to things and you might not um fully understand this and also this is just very much like my method right so not everyone is going to look at this and know exactly how i came to my conclusions here so um yeah i just got rid of this stuff at the start just to sort of speed things up a little bit but i i will be going over exactly what's going on here um so let's start off with how i thought that they've gone ahead and made this floor so here's the pattern here i just sort of have some screenshots inside of pureref for us and the first time i was looking at this i assumed that it was going to be something along the lines of one tiling material for these sort of wider square tiles here and then one trim material to make these sort of rounded parts but after looking into it a little bit more i figured it's probably all of this on just one material and the reason i came to that conclusion is because there's like weird cuts and stuff going on everywhere like you can see here for example that we clearly cut um the material and it's not perfectly lined up so we're not getting this great line here so it gives away where we've caught cut part of the floor we also have parts of the tile here where it's just um repeating a little too close like if this was a normal tiling material there'd be no reason to have two identical tiles right next to each other and you see that all over the place like there it is again there this tile and this tile are the same um you can pretty much go anywhere on here and you're going to find things that are just a little bit too close like this tile um sorry this tile on this tile here this tile on this tile here like if this was a proper 2k tiling texture that'd be spread out way more so things are clearly being cut up uh you can kind of tell like this is a cut line here this is a cut line here this is a cut line here just because of like how perfectly straight things are and since there's so many cuts i was led to believe that we probably have this tiling material here in this tiling trim on the same material so i set it up like so i've divided things up into fifths and just by looking at this we can see that these two mini ones take up the spot of one of these standard tiles so i just sort of have one two three four of these guys and for the final tile spot i have these two miniature ones and it's set up in a way where if i start tiling this i guess i should put the pivot there [Music] let's turn off the grid these are going to tile perfectly right the downside to this though as a trim is if we want to tile things like this we're not going to be able to get these white tiles tiling vertically only horizontally so if we look at this sort of mock uh placement here you can see things are going great horizontally but vertically we're starting to get this like weird um you know trim double tile thing here right in the middle where we don't really want it um but if we cut things up we can lay it our uvs to sort of get rid of that effect and that's how i think they sort of got away with it here but anyways before we go too far let's talk about how exactly i went ahead and made this to begin with i'm not a huge material guy i'm never diving into designer unless i have to so how exactly did i make this pretty much as simple as it gets i use substance alchemist and i started with a standard tile all i did was change some of these values here bump up the normals with an adjustment and then warp it just to get rid of some of these perfectly straight lines and then i made two other accompanying materials that are just twice as many segments in height so that they fit into that bottom tile spot perfectly right from there all i had to do was bring it into substance painter and mask things out so if i go to this tool it might be a little bit hard to see but you can faintly see those red lines and all i did was mask out um pretty much exactly where i want these these little ones to go just like so so pretty simple stuff let me get that out of here and i just use this plane to do so um so yeah from there all i did was recreate the basic shape of this and what i assumed to be the size i got the conclusion of the size just by how big the character is and a couple other characters around here it's a little bit tricky to know for sure just because the characters are all either elderly or or younger children characters so what i did was i made uh one two meter tall um sort of character stand-in and two meters was roughly the size of most game characters and then one that's a little bit shorter than that and i used this shorter one as kind of a guide to match images like this for example where there's two children talking um and just sort of block things out obviously we're never gonna get this perfect but it's just sort of shimmy the the uvs a little bit and adjust the size to kind of match um having this like kid standing in the corner here as best as i could and then from there i wanted to make sure i matched the pattern as much as i could and this is where i could start to get things a little bit more exact so if we look at these guys for example we can see exactly how wide it is so if we're taking into account that these miniature split tiles are the same as one normal they're about eight wide so one two three four five six seven eight uh and knowing that i can essentially recreate this whole thing so i have these blue guys representing these thin um trim outlines and i just have them going eight across the same amount of times as there are um patterns here and with that done things have pretty much all been masked out and ready to sort of be adjusted i then have this green one going across that's the same width just because we have this guy here and this is also really important because it's going to show us how long that this has to be here if we know where this guy is gonna be um so yeah pretty useful stuff um essentially i just took everything that i could from the scene and dissected it uh what what do i think makes sense um and i figured yeah the one material probably makes the most sense it's going to be saving some memory as well it's just going to be easier for the artist to work with and then just dissecting things based on scale and how many tiles across is going to let us know exactly how this thing is laid out i did have to sort of blow up the uvs a little bit larger than i'd like to for this uh so if i wanted to go back and make it perfect maybe i would adjust how many tiles are are on here um but for now it's definitely something we can work with and that's just kind of my process getting up to this stage here this is just the the layout essentially from here what we can do is start going in and actually cutting out these shapes and the really nice thing about this is that it's all symmetrical so essentially once we have a quarter of this done um we can just mirror it over and then shimmy some of the uv so it's not repeating too too much and we're pretty much golden at that point so with that being said with everything laid out and everything explained up until this point uh we can go ahead dive in and start uh cutting this guy up and getting those patterns in there okay so one quick thing before we dive into actually making the pattern itself i made a really really quick change here um all i ended up doing was taking this from a five by five pattern to a four by four uh and the reason i did that was after doing a little bit of thinking i'm like why do i have to to blow up these uvs so much like where we're losing some resolution by doing so and i figured if i just want the tiles to be bigger i could just have less of them in the 2k texture and that way they'll naturally be bigger and also just by looking around here i noticed that it is about every four that these guys repeat right so we have this guy here and this guy here which are the same and uh it goes one two three four repeat so just by looking into it a little bit more i thought i thought um yeah it just makes sense to to make the tiles bigger have less of them then we can cut them up a bit more to to break up the repetition so yeah with that change we are good to start making this pattern so the kind of main thing we're going to start with is making one of these big loops here and once you guys see exactly how we're going to be doing that i think everything else is just going to make a lot more sense so let's go through a detailed explanation of this first one and then from there it's just going to be a lot of repeating if this looks intimidating right now just remember that this is mirrored both horizontally horizontally and vertically so once we have little bits done uh it's going to be a much a much larger part of the actual floor than it appears to be so let's start with one of these and um yeah it'll only get quicker and quicker so i have this divided up already and we're going to start with this one here and as we can see we have the guides for the outside trim already lined up and we know where it's going to be reaching to because we have this guy here that's going horizontal so essentially it's going to be this blue curving and stopping at the screen and curving back into this blue so now that we know that and we have all that set up it's going to be really easy to sort of get this all in place and i'm going to be doing this by just cutting this up and i'm going to be using booleans to do so so i'm going to start with a cube just something that gives us a lot of control and scaling this guy up and i'm just going to essentially make that rounded shape which we're going to then use to cut out of the floor so i'm just going to snap this here i'm going to snap it to the other end here with vertex snapping just holding v um i probably should have mentioned this before but this is just something you can follow along with any software this is more of a fundamentals tutorial than a specific how to use all these different features in maya kind of tutorial so if you're using blender or max you can follow along as well but i'm just snapping these to the sides here filling up the the correct amount of space that i want to and then just to get that round shape i'm just going to be beveling it so ctrl b cranking it up so it's a full point and rounding it out now how round we have it here does matter the rounder this is the smoother um essentially the smoother that this turn is going to be because these guys are straight on our trim sheet right and what's making them round is that we're manipulating the uv so that they wrap in a curved way and the more polygons we have the smoother that wrap is going to be right so if you want to save on your budget you can make this lower but it's going to look worse and the uh the transition between the bricks so you can crank it up and also considering like how large of a mesh this is and how uh there's no real depth to it um i'm not too concerned with polygon count or anything like that with this um just because if this is the size of a human this is a gigantic mesh and like i said like it's it's very two-dimensional like it's not like um there's any like everything you see is everything that you get essentially so it's like we're loading in a lot of stuff that we're not using at any given time so i'm i'm not feeling too bad about cranking this up maybe 12 or so like a little bit uh yeah you can still see the faceting but um nothing too crazy let's go with 12. i think that should be pretty appropriate um i know sometimes with maya that these guys don't get welded so i'm going to weld these tips here just to make sure it's all good to go and now we just need to make sure that we have it set up in a way where instead of just being this round shape it has the actual um second edge ring following this shape where we can map our bricks to so in order to do that i'm going to select the top and bottom faces here i'm going to go into my top view here and hit ctrl e to extrude and we're just going to offset this so as you can see this is where we're actually going to be laying the brick pattern into right and i'm just going to offset it until it's in line with these guides that we set out here it doesn't have to be perfect but obviously the the closer it is the more accurate it's going to be in our uvs probably going to have to do some tweaking anyways i'm just going to get that pretty close you can even go in and grab these guys on the end and snap them to exactly where they're supposed to be nice um we now have this sort of awkward end flap here which i want to get rid of so i'm just going to grab these faces here and delete them and i guess we don't need this middle part either but we do want to complete the shape so i'm going to flatten this out and bring it to the end here so as you can see if i go just isolate these two the idea is to boolean this down and then fill in this area that's exactly one tile uh wide with these guys here which is um one tile wide as well essentially so that's kind of how i came to the conclusion here and then we'll we'll cut things up in here to change how this is filled up later on i'm just mostly concerned about this shape here um so i'm going to be bullying this in and in order to do a proper boolean i'm going to have to close everything off here or maya will not like that so i'm just bridging this off and then bridge this as well so now we have a closed off shape um we can start doing our boolean process one thing about maya or 3d softwares in general is that when you're sort of using a big n-gone like this and doing booleans it's not going to like it too much so just to keep things really clean i'm going to add a cut um along here just so that when we're bullying doing our boolean operation it's just affecting this one square rather than this whole complex shape it's just gonna make maya a little bit happier so let's grab all these guys i'm going to turn preserve uvs on make sure it's super straight and just snap it to the end here so we're only cutting into this one specific square and with that done we can go ahead and start our boolean operation so we can grab this guy first this guy and for booleans i use dc bool manager it's a free plugin for maya but you can go ahead and just go to mesh booleans and difference if you don't have this installed but with the difference option selected i'm going to do new boolean operation it's giving us some troubles very typical maya i think i might need to close off some of these shapes here so i'm just going to make this a not ngon don't know why there's a vert there just because that might be part of the reason it's acting up just closing off some of these shapes and then of course we're gonna get rid of these later it's just for the uh the initial cut let's see if that helped no um i guess we didn't triangulate that fully is that better it is better okay uh i guess we can work with that i guess it just wants it to be triangulated before we do it and then we can just yeah get rid of that later it looks like there's a tiny mesh sliver here i'm just going to correct that by pulling out this edge i'm going to turn off preserve uvs and that should be good i'm going to go to clean up delete history and base objects which is just going to make this our actual mesh now i'm going to get rid of this stuff so it's a little bit easier to see what we're doing and nice looks like we got our shape in there pretty good uh so let's just select these guys make sure everything's lining up which it looks like it is and what we're going to do now is fill this in and then map this to the [Music] smaller tile part of our texture so let's grab this should be pretty straightforward i'm just going to bridge that across um and essentially we could probably just select a bunch of these yep so it looks like it's pretty much the same but we have like geo that we can actually properly map here and then for this last one i'm gonna have to actually extrude it out which is gonna have some wonky uvs um that's fine and then i'll just snap that there or should i snap this here or maybe i'll merge them in the middle and have it be a bit of both okay yeah that seems to be symmetrical on both sides now so with all this done let's go and map this to the trim that we set out just by selecting all of this stuff and heading on over to our uv editor so if we turn on our texture we can take a look at um let's get that out of the way let's turn off the grid we can see we have this strip here and essentially all we're trying to do is grab this and map it to this strip here and to do that i'm just going to grab these and then we also have this guy here which was extruded so it's not mapped the same way and all i'm going to do is hit um gridify uvs yeah so this plug-in's great it just naturally as you can see makes it a perfect grid here i'm then going to unfold by v just to make sure everything's evenly spaced and as you can see we have that totally flattened out um each program is gonna have different align tools and straighten tools like maya can can do this in different ways i just found this to be my my personal favorite just hit straight in here to make sure it's all perfect uh but let's just copy the textual density and paste it so we're very consistent here and we can just lay this along this strip right here i kind of want the ends to be in the grout for all of my seams and have that be as accurate as possible so i'm going to lay it out on there pretty spot-on and now let's take a look at what it looks like here so yeah as you can see it's uh taking on a very similar look let's get rid of the wireframe taking on a very similar look to this where we have these sort of dual tiles um seems like we got it right on the first try it seems these slightly darker ones on the inside and the lighter ones on the outside i'm probably going to go in and tweak these colors i think ours are a little bit off um but it'll be easier to tell once we're in engine i am noticing we're getting some slanted tiles here while these ones seem to be a bit better uh that's of course going to be a uv thing so let's just um see what's going on with this shell here i'm just going to isolate it so it's easier to see and it's probably to do with this funky edge that we have here and i'm just going to try yep that'll do the trick just unfolding it a bit and now it seems a lot straighter cool so now we have our first guide down here the next thing i want to address is kind of the inside because we're going to have to do some work to get rid of these horizontal trims that we have on the outside here and this is going to be pretty simple i'm sure you guys can tell just by how we did this trim how we might be able to get away with doing this one thing i do want to notice or point out though is this seems a little off i'd like to have this grout line perfectly in the middle so all i'm going to do is grab this and pull it until it's in the middle so it's right at the top there and lining up with the rest of these guys cool so that's our first part done um yeah let's move on to this middle part here uh it seems like they're always cut down the middle from what i was able to see in the um reference images and then yeah it's like every three tiles it then switches to this trim so we'll probably just have to do a bit of tweaking here i'm gonna start by grabbing these two and let's let's start where we just sort of have the ends lined up pretty perfectly so we don't have to add a cut for as long as possible so we have the tile ends just poking through where you can see the grout very nice um i'm starting to notice some stuff here i'm noticing that we have some overhang here which i'm not a big fan of i kind of want the grout line to end right at the end there and when you look at this it seems like these tiles match across right let me see if i find a better example yeah it's like these are always level with each other up until we get into these crazy curves um so i'd like to match that as well i think we need to start by lining this up correctly so we might have to do a little bit of tinkering a little bit of faking it but if i pull that back yeah that's not going to be level on both sides is it i might just have to grab these and manipulate them a little bit more let's see let's just tinker with us in real time and see what we can find out so scaling it down does it but now everything's off by a tiny smidgen i'd rather just have it line up because if i move this with it keeping the right textile density it's all going to match up fine the only problem is that we have this here where it's not perfectly lined up and the solution to that is have one side be straight and then one side we're gonna slowly pull away and just sort of have the stretching be done in the middle here because that's not where we're going to have it lining up anyways so let's see we have this and essentially like i can pull this forever and this will always stay the same ratio but one of these tiles is gonna get screwed over like that guy there so what i'm gonna do is pull this until this matches and then just sort of massage out the difference in the middle there we go and then now this is kind of screwed up but i can grab all these guys making sure that the ends are in the same position and then unfold by v and it's just these guys that are going to be slightly stretched out differently but now these guys are going to stay the same and we have these same ratios all the way across these guys are like the tiniest bit stretched but like since it's spread caught across like 10 different divisions you'll never ever notice it um it's the most minute stretching you can probably have cool i'm glad that we found that solution sometimes i like pause the video and have to think about it but i'm glad we figured it out on the spot here so let's get this middle part done [Music] and to do that i'm just going to be adding in these cuts where we need them seems like this is 43 percent i'll try and match that on this side essentially if you want to make sure everything's perfect just make sure you have preserve uvs on and flatten things out just going to make sure it's right on the grout line so when we do it a seam it's barely noticeable because the grout will match up with the grout pretty well so now we can take this and we're going to break it into its own seam and we can just sort of pull this up and just get rid of that entire part right and then the grout lines up with the grout we're still lining up with the tiles on the side uh and we can just sort of repeat that um i'm gonna have to do that one more time about 75 [Music] which will be close to 25. straighten that out make sure it's going along the grout line pretty smoothly and break it into its own shell it doesn't matter if this stuff is overlapping either like that's not really any concern to us but it's just easier to work with if i'm moving it only horizontal so it's it's natural that i will go over a little bit uh unless i pull it this way i think this might be a bit easier and as you can see like if things start to get too repeaty and you can start to notice the repetition a lot you can just add more cuts and start replacing tiles individually i think i will be going in and adjusting the pattern itself at some point to make it less noticeable that it's tiling um but until then i'm just going to try and do what i can here um to trying to eradicate that that look things are a little off i kind of want to [Music] adjust this a little smidgen let me see if i turn off preserve uvs yeah that's going to affect that as well obviously um so what i'm going to do is just nudge the uvs you don't really have to worry with tiling textures and stuff if you're like not having everything be perfect um you're always going to be adjusting things a little bit uh i guess in this case though that is not what we're going for because that's not going to keep it tiling properly i didn't think about that um i guess with the line off you really don't even notice i think that's a bit overkill to be concerned about that so i'm just not going to worry about that um it's probably the easiest solution and then with this i'm just going to repeat the same thing over again grab these guys break the shell and then finish this off nice and it turns out pretty good so yeah there is some noticeable pattern repetition here so one thing we can do is grab these guys and since they're a different half we can probably split them into their own uvs and i'm just going to try this i don't know how perfectly this is gonna work but uh if i just grab this and maybe rotate it 180 degrees or maybe what if i take a shell i'm just trying to find ways to like manipulate the shell so they don't repeat as much like if i take this one shell in the middle and i um flip it flip along v yeah it's gonna break up that and if i take this one and rotate it it's going to break up that pattern as well and so on like you can see where i'm going with this so just by breaking it up as long as everything is laid out properly we can start rotating these things and even though this tile is the same as this tile it's a bit harder to tell now just because the layout is uh slightly different and the angle is off and they're further away from each other so i think that works pretty good um for those of you wondering about the whole ngon situation like oh these are all these exposed um you know this space has so many sides right it has like 10 sides or whatever um we don't need to worry about that it should actually be totally fine if we import this into a game engine it's going to automatically triangulate it and this entire surface is completely flat so there's kind of no way it can triangulate it that's gonna super break things it's obviously ideal to go in and maybe we'll do this at the end and uh you know manually close this stuff off um but if you do bring this into a game engine as is like this is probably pretty fine the way it is already um so i'm not too worried about that we'll give it a shot if it's broken i'll i'll clean it up for sure but as you can see that's how we got the first of this pattern in if we go back to our main image here this guy is complete uh i could literally take this and you know delete this half delete this half move the pivot in the middle and do like boom let's mirror x boom let's mirror it zed and now we have four of these done right so as you can see we're just gonna have to do one two three four four more for this corner um and then some of the middle things and we're essentially done of course we're gonna shimmy up some uvs here and there um but it's a relatively quick process so the rest of this is actually going to be pretty similar to what i just showed you here so i might go through it a little bit faster so yeah i think i'll speed over it and then if there's anything to note i'll either slow down or do some commentary on it but i still want to show off everything that i'm doing here so for now i'm going to go ahead and continue on with this and hopefully that was pretty clear at any point you guys can leave some comments i'm always active in there as well so let me know but uh yeah that's the basic gist of this pattern so let's go ahead and finish it off and i'll see you guys in just a moment all right so i've gone ahead and sped up this portion of the video this might have been about two hours of footage and i've condensed it down to about 10 minutes it's still something you can follow along with i didn't want to be going too too fast but yeah i figured that this is just a lot of repetition and going over the exact same techniques i just went over but i did want to break down some of these things that are a little bit more noteworthy so the first thing that's going on right here is um i guess i did this early in the morning i i counted exactly how many tiles there was left to right um but i was counting the wrong part and i totally didn't even count the amount of tiles vertically so here i am just adjusting things um i missed an entire one of these bumps going horizontally on each side so i just extended that to the left and then i extended how tall they were as well so i was on the right track i just didn't fully count things it didn't incorporate everything i needed to but the nice thing about having one of these complete is that as you can see i can go ahead and use that and cut it up and move it around everywhere and as i mentioned before um with with the way this pattern naturally is i can just sort of cut things uh and mirror it on the x and z axis and we're gonna get through this pretty quickly so just adding in these extra humps where i need them to be getting in the base patterns and then um the only slightly more complicated part will be when i have to overlay one of the humps over the the sort of three that are already laying there so uh all i'm going to be doing for that is cutting it out as you'll see but um yeah i'm just going to be popping in and out here commenting on a couple things that i think need a little bit more clarification but for now i'll just let this play through for those of you who do want a slightly slower version of this i'm going to be including all of the unreal project files in the description below and with that i'll be including this part of the video not sped up in case you wanted to watch it a lot slower and and get a much better idea of my thought process but like i said um i think this should be fine i just thought that'd be a nice bonus to throw in there but anyways i'm gonna let this play out and like i said if anything is super noteworthy i'll jump back in and explain what's going on so this is the part i was mentioning just a second ago uh probably the only somewhat complicated part is where i i take this um pattern and i need to put it on top and sort of blend it into itself and to do this all i did was line it up with exactly where it had to be and as you can see i just grabbed the cut tool and uh just essentially traced over it um this way i can snap the vertices to be in line pretty much perfectly as long as i preserve uv on i can just sort of snap things in place and sometimes you have to switch between turning it on and off depending on how close things are and if you um are going to be essentially moving vertices past where the grout line is for example i i sometimes just keep preservies off which stretches things a tiny bit but it's really not the biggest deal in the world with a lot of this stuff uh my biggest concern is having no visible seam lines and just having all the seams right in the grout there so if things are slightly bigger by like a centimeter or so i i'm really not too concerned about that but as you can see now that i have sort of half of this done i can cut it and move it over and get it into place the only thing that i think might trip people up with this process is you can kind of see it here is there are some times where i line things up that i duplicated and i have two edges sort of snapped beside each other and they're totally flush but one edge will have a vertice where another edge doesn't have a vertices um even though it's totally fine to have n-gons and faces with more than four sides there should never just be like a vertices floating on a different edge like everything should be closed off so if there's a vertice overlapping with an edge of another mesh i'll go to that mesh and i'll make sure i add a vertices right there and merge them just so there's no like open flaps of geometry i want everything to be watertight and sealed so i don't care if there's a 20-sided face but i just want to make sure every face is properly sealed uh just so we're not having any any kind of weird issues um and i want the uvs to be just sort of one solid um chunk essentially i don't want things to be um in a position where if i grab a vertice and lift it up like a hole appears that's that's a big no-no um but yeah as you can see here what i'm doing now is really just starting to fill in some of these extra spaces this is very similar to uh filling in the the rounder shape the rounder pattern that we did earlier where i'm essentially just filling it up as much as i can and then where that sort of darker thinner trim comes in i'll just add a cut and i'll shimmy the uvs a little bit as you can see i'm just sort of doing that wherever it needs to be done and i think for some people who are a little bit more new to this they might be wondering like oh um i always thought like you should only ever add geometry or only ever add edges uh wherever we're changing the silhouette of a pattern or something like aren't we are we adding a lot of extra geo that we don't necessarily need with this uh and to that i say yes you're right um but when you're modeling to a pre-existing texture like a trim sheet or a tiling texture sometimes the only way to get things to be represented the way you want is to add a texture seam somewhere and to cut the texture of the uh the pattern that you're working off of so in this case if it's necessary i think it's totally fine um yeah the next thing that's going on here and you might have saw it for a second is i have the whole pattern in place but the center wasn't actually a proper square so what i had to do was go in and shimmy this this section just one tile down so that the middle is a proper symmetrical shape because we're going to be putting a circle in the middle not an oval i was a little bit confused as to what was going on there so nothing too crazy it's just when there's so much going on it's uh easy to overlook some things and then right here is probably one of the more i guess quote unquote complicated parts still pretty simple but uh there were some smaller tiles as you could see in the scene and um to get those all i did was cut these mini guys in half and uh essentially just replace one of these quarter shell pieces uh with a different color just to sort of get those um inner tiles to have a proper turn to them um which is simple enough here i am now adding just the the circle in the middle i uh just brought a cylinder in and roughly brought it to the same size as the pattern we made earlier just to keep everything super consistent um and uh essentially just yeah same as before all i'm gonna have to do now is is merge these guys and uh turning preserve uvs on i can shimmy some things forward add some extra edges where i have to vert snap them together one thing you probably notice is there's a lot of mirroring especially anything that's close to one of those um vertical or horizontal axes where i'm flipping on like there's just things that are mirrored right beside each other um obviously i'm not happy with that so after this video recording i went in and i did move some things around but that's just one thing to note with this um yeah you're not going to want everything to look like it's it's been purposefully mirrored especially like in the middle or along any of these axis points but essentially i'm going to be doing that off camera and here all i'm really doing is um adjusting that border that we made at the very very start i was quite a bit off in the scale like i said i wasn't fully taking into account everything and then the very final thing here is there's a bit of a trim around the edges which is kind of cool i wanted to include that but it's just this uh these two thin tiles around the border just to sort of um frame everything which i found pretty nice and then for this i'm also going to be having to do that little technique where i cut a a quarter stone out of there just to sort of have the pattern stay consistent all the way around but that's pretty much it uh if you guys have any questions like i said you can leave them in the comments and if you also want to see this slower i'll have that in the gumroad download in the description below um but once we're getting past this part i'm going to show you what the scene looks like all set up inside of maya so we can see a proper comparison to how this actually looks to the in-game scene as well i think it turned out pretty cool and uh yeah once we're done this we can start working on a bit of a damaged version and see how we can add even more detail to this so uh hopefully you guys enjoyed watching this part and i'll catch you guys inside the engine alright so really quickly before we dive into any destruction techniques or move this into a place even further uh what i wanted to do is show you how this all comes together inside of unreal so here's the reference image the main one that we were going off of just to sort of see how the scene is all set up in your replicant and this is how i have put it together inside of unreal engine 5. but to be honest i just wanted any excuse to get inside of unreal engine 5 and start playing around with some of the lighting this is a really really basic setup i just use some default cubes and line them up and not very good at that but i just wanted to get some of that cool bounce light and see how things turn out but as you can see it's pretty much one to one um the material is obviously a little bit different and this is uh quite a bit more saturated um but i'm happy with how this turned out uh if we go ahead and hit play we can go see how this looks in game um we're running around things are pretty much the same scale as they were inside a replicant uh we're getting some nice sort of reflections off the ground here and uh more or less the main reason i wanted to make this tutorial to begin with was just to show you how much you can get away with tiling uh textures and trim sheets is pretty much just that i found that when you're learning this stuff there's such a heavy heavy emphasis on making unique props and everything gets their own textures and all that and i find that stuff like this isn't really explained as well and i would have really appreciated to learn this kind of stuff a long time ago because i had no idea how you'd make something this big i didn't know if it was like you would just give it like an ak texture or exactly how it'd be done but as you can see we're getting some really really good resolution uh using only just one 2k texture for this gigantic space right and if we want the floor to sort of remain clean this is fine but we're going to be adding some changes as well but you could do a lot with just vert painting this or adding some decals on the floor or anything like that but uh yeah i just really wanted to hop in here before we do anything else to show that hey you can get some really good quality over a large area of space using just one 2k texture and i'm really happy with um kind of this part and how it's turned out i did keep in a couple things to show you some errors that i had so as you can see some of these parts along the seam line are mirrored over and it looks pretty bad so i'm going to go in and fix that stuff up i don't want any patterns like that to sort of have a sort of hot dog or butterfly wing effect [Music] on these these lines here it looks pretty bad same here same here it doesn't help that they're all the same pattern i'm pretty sure so i'm going to go in and clean that up but uh all in all i think we've done a pretty good job matching the uh the village library from near replicant really love the new lighting setup obviously this isn't a lighting tutorial and uh i could probably tweak some settings to get this a little less blotchy uh but it's been a lot of fun getting this in here so with that said let's go ahead and take this a step further and see how we can do a bit of a destruction pass on this guy cool so now that we have our uh pretty much main floor pattern all set up everything's in unreal engine i thought what we could do now is just a damage pass and show how we can sort of take this a little bit further and make some cool interesting um sort of bumps up in quality and just tell a bit more of a story sometimes you have an environment where you want something it's a little bit more damaged and maybe you might be wondering how we can go about doing that so i thought we could go over a couple techniques um as to how we can sort of bring this up quite a bit i'm going to be focusing on just the circle area for the damage obviously all these techniques apply to any floor pattern or anything that sort of follows these rules but i figured if we did it for the whole thing it would take quite a while um and i think the circle is just a really good opportunity to sort of isolate some damage the first technique that i want to go over is something really really basic but it does add quite a bit of punch to the scene and that's just going to be if we extrude some of these tiles a little bit now this isn't like super damage heavy but if you have a damaged area and you i just want to quickly get some variation in there even if it's not necessarily damaged maybe if it's more of like a cobblestone floor or something i just doing this really pushes it a little bit further so i thought we would just do that really simply and what i mean by that is pretty much just sort of taking our cut tool finding these tiles that we want to have a little bit more 3d definition and uh let's see here sort of cutting them out and then like just straight up extruding them a little bit so they have something where the light can sort of catch on it obviously for something like this it doesn't make too much sense that's why i'm saying i would probably isolate this to more of a um a damaged area or a different type of material altogether but if we extrude this and scale it in a little bit so light hits off a bit nicer we'll definitely notice that in the engine you can even see here like it pops out a little bit and obviously just having one it looks a little bit silly but if we do it for a couple um it'll start to sell this effect that maybe i don't know there was an earthquake or something caused this to be a little ruffled and um cause some irregularities i guess in the the tiles let's do that for a few more scale this guy in um maybe we'll do one more right here you can do as many as like as little as you want there's really no specific rule to this and it's just one of those things where i think the more you commit to it the more appealing it's going to look also of course you can scale things in a little bit as you can see the uv um the uvs don't get adjusted to the edge here which is fine for something like this in the third person scenario when you're this far away you'll never really notice it but ideally you would map this to either the side of the tile or the grout or something like that for this case just because it's so hard to see i'm not super concerned about it [Music] it just really isn't the biggest deal i'm going to go ahead and get maybe one of these rounder pieces as well can bring that up maybe for this specifically i'm going to hit ctrl e offset it in a little bit so it's even everywhere and then raise it up uh and let's let's have one more inset something i guess right here would probably do another rounded one and just get those grout lines and let's offset this a little bit and sync it in okay so just really really basic stuff but if we go ahead and export this to unreal engine export selection floor main and we dive in here so we can see it's just super flat right now um we can reimport this guy and yeah we have a little bit more detail going on i'll play from here and it's nothing groundbreaking for sure but it's just a subtle detail that adds a little bit more like if there was a lot of damage or a lot of rubble around here i think this this would fit in pretty nice you could also just cut tiles out and have the ground underneath but i just wanted to go over this just to explain that like you can model to pre-existing textures like we've been doing that the whole time but you can take it a bit further and add some depth like this it does add a bit this might not be the perfect material for it but it's definitely something um that you can get some benefit out of and as you can see it's like you don't really see these grout lines pretty much at all so i'm not too worried about mapping those or getting that too precise um but yeah that's kind of the foundation of that i do want to take it quite a bit further though i'm going to undo all of this um and i might be adding a bit more in later maybe with a bit more intention something a bit more specific you can also do it for these tiles around the edges here um but what i want to do is actually model out a set of tiles various broken tiles some fully intact tiles that match this pattern perfectly and then what we can do is we can cut out certain tiles like very very similar to what we did before uh something like so and then let's say let's make it the proper depth i'm not exactly sure how deep this tile would be uh maybe like so and then what we could do is with that deleted have then a final tile model let's just pretend for now that this is uh that tile obviously this is super rough let me just snap this into position like so and we could have like a detailed tile model that matches this and then we could say like oh uh a corner is cut off or something or it's like a little misshapen from some damage like so um and then we have some like dirt underneath or something like that and if you start slotting these these new tiles that we made out um we can get a really cool broken effect so if we go back to this guy this is kind of going to give us a hint as to how many we can fit on here with these actual model tiles we know that they're the same as the same size as these tiles here but i guess we do have to accommodate that um since we're uving all this there's sides to the tiles if you want to have it double-sided you can model the bottom of tiles so all those things are something you have to keep in mind but essentially we have room for one two three four five six seven eight yadda yadda tiles that we can fit on here so just if you're wondering like oh how many tiles can i fit on this 2k we can just like reference back to this and be like okay for every tile that's double-sided it's going to take up a little bit more than two of these guys um so when you're you're going through that you can sort of make sure you're not modeling more than you need to and you can get some good variety in there so i'm going to go ahead and make just a really basic kit of broken tiles here i'll probably have a couple square ones and then since all these rounded ones around the edges are pretty much the same size i'll have some rounded ones as well and we can just sort of slot those out [Music] put a dirt material underneath and then i think as well i'll be going over how we can vertex paint maybe some like spilling over dirt or vertex paint some cracks around here as well and i think that'll do it for for this tutorial really showing how we can push this over the edge and add some cool uh destruction to this uh so yeah i'm going to go ahead and make that broken tile kit and i'll catch you guys on the flip side all right talk to you in a second all right so i've gone ahead inside of zbrush and made just a couple really really basic tiles just a set of fives just so we could fit it on 2k texture and make sure our textile density is matching everything but i just want to get a bit of writing here so in the middle we have a just normal tile then slightly more broken a bit more broken uh pretty decently broken and then one that's sort of split up into little pieces that i can go ahead and sort of sprinkle about uh wherever there's a little bit more damage so i made this just added some basic grout lines on the back nothing too crazy uh made a low poly set of this as well pretty much just by decimating this so very quick easy uh surely i could have gone in there and done a little bit more precise work but i really wanted to do this to show you guys uh this new uv tool uh through rhizome so i said at the start of this video that this tutorial is sponsored by ryzen uv uh they've been super nice and they reached out to me and asked if they could sponsor a video and it turned out that this was a pretty good fit so what you're seeing right now is kind of my very first experience in their software uh it's completely 100 dedicated to uving and if you've ever had any issues with uving or wanted to level up your uv game i really recommend looking into them not only just for the software itself but they also have a really good community there's some good tutorials out there and they have a discord as well um that goes over lots of really unique awesome tips so if you've ever been interested i'll have links of course to all those in the description below but even if you just want to join a community with more artists that you can sort of get advice from i think it's worth checking out but i found the software itself to be really easy to use uh i probably only watched maybe like 10 15 minutes of tutorials and then i'm like screw it i'm going to dive in and see how much i can figure out on my own and uh it it pretty much worked out quickly i mean i know these are really easy things to be uving but uh it's unfold tool and this packing tool we're both really really good and um i really just scratched the surface i only used a handful of tools as you can see here but there's a ton of venues a ton of customization and i saw some of the tutorials for just uving using that software like hours long so it goes deep and if you want to really step up your uv game i totally recommend them i found the software pretty great and as someone who's planning on switching to blender soon um i've actually been looking for a a proper uving solution i've tried a blender for a couple things here and there and uh the one thing that's really holding me back is i'm not a big fan of the uving there i know a lot of people end up using plugins or something like that but i figured it might be good to use rhizome because they have bridges between their software so there's a bridge from maya to rhizome and blender to rhizome whatever you need exactly and yeah i figured if i start using it well kind of in maya um it's just gonna transfer over to whatever software i need and it's just gonna be a little bit more intuitive so i think i'm gonna give that a shot uh really cheap for what it offers as well and the people behind it really know what they're doing the guy who um has put together the majority of the software from what i understand is the person who actually wrote the initial code for my uv uh software and maya's uv system is my personal favorite from what i've experienced so far so knowing that and knowing that i can really trust this guy i can't wait to sort of check out what this software has to offer and i'll be using it moving forward quite a bit more but anyways wanted to show you guys how it looks inside of here and i thank you once again ryzen for sponsoring this video all right so we're in the final stretch now guys as you can see we're inside of unreal now um and we just went over that we created some tiles here so i have them imported i give them just some quick textures all of them are sharing one sheet and the material is based off of this ground material here i was able to take the same base material that i was using inside of alchemist bring it inside of substance painter and use that for a texture so you can see it matches really really well if i were to leave this here uh it just looks like a broken tile that is uh coming off of this floor so there's quite a few variations and we're gonna be able to do some cool work with that another thing that i did and this is gonna also help bring it all together is i've turned this into a vertex paint material um so if i go to paint here and just using one of the channels um let's see let's bring this guy way up i can start painting in some damage as you can see so that's going to help uh blend this in quite a bit more i didn't go over this specifically because i think it's a little out of the scope of this tutorial um but if you are interested and how to set up all this verts paint stuff i'll link some resources in the description below or if you want to reverse engineer the material i made here like i said i'll have the project files on my gumroad link in the description if you want to check that out but just a really really basic thing here i took the same material added uh some dirt on one and some cracks on the other and uh just for blending with some stuff but um we're now going to be putting everything together so we have all that let's go back over to uh maya what we're going to do is that same technique from earlier and just sort of cut things out but now we're going to have other tiles to fill inside and we're going to be able to paint a little bit so let's go ahead and get that started um i have some tiles that are a little bit more broken so i think they're going to work good for these kind of rounded pieces of course if i were to be trying to make this uh as efficient as possible i probably would have made some tiles that fit these rounded ones as well and these straight ones here but like i said for the sake of this tutorial i just want to keep it all contained here so what i'm going to do is um just go ahead and delete that for now i uh i think what i'm going to end up doing is just um deleting these and then replacing them inside of unreal with those new tiles that we have so i'm not too worried about um exactly what's going to be missing here get rid of a couple there maybe maybe one over here i'm just trying to think of some interesting patterns um something like this and uh obviously this is one of those things now where it's like all the pieces are in place the more time and effort you want to put into this the better is going to end up looking and this is like a pretty self-contained area right so it's not like this is going to have a huge impact on the entire floor just because it's kind of small but if you wanted to go in and [Music] do an entire pass on everything like that's going to have a pretty big wow factor at the end of the day uh and let's do a couple more here cut this here now you might be noticing that um like stuff like this like these edges are tiny i would probably take this vert and move it over here and snap it and just uh pretend it was always that way but for now i'm gonna leave it just to see how things turn out and then yeah let's just do one more might as well we made quite a few tiles so we might as well get our use out of them this is also helpful because with vertex painting the more vertices we have here the more detailed the blend is going to be so doing extra cuts like this is actually helping quite a bit at the end of the day uh what i'm going to do then is now extrude this down i want this to be roughly the depth of the size of our tiles here so i have these tiles and i'm just going to sort of use them as our scale to see how deep we should make these um this doesn't have to be exact or anything it's uh pretty loose but i'm just going to extrude that down and just like snap it to the height there and um set these guys back to where they were so now we have some missing tiles here which is looking pretty good let's go ahead and hide these tiles from here what i'm going to do is just fill these holes [Music] just so we have space to put something underneath of it i'm going to project this from y so if i go grab my uv tools project this from y very good this doesn't really have to be anywhere specific but um just want to make sure that they have the same textile density as everything else so paste that in there these guys are going to be getting a totally different material that i made that is just for like some kind of exposed concrete or grout or something like that and then if you wanted to you could of course go in and remap this stuff which is probably a good idea i'm gonna see how much i can get away with just automatically doing this because they're going to be getting the same material so i'm really not like super worried about how these look obviously you want to spend a bit more attention to this but i'm just going to go ahead and hit um let's see it's been a while since i've done automatic uvs it's usually a pretty bad practice but uh take that and all i did off camera was pace the same textile density but essentially now i'm just going to make sure these guys have a different material so that in unreal engine we can assign our separate material so have all that selected i'm going to assign let's just give it something red so we remember it's different and uh i'm gonna go ahead and export this over to unreal and i'll go catch you guys once we're over there all right so i've gone and re-imported this now and we have our missing tiles in here which is already adding like a kind of a cool look but obviously we want to take this a lot further so the first thing i'm going to do is open up our mesh here and as you can see we have a second spot now since we added a second material in maya to import a uh material for this guy um i went ahead and made this kind of exposed concrete material and i'm just going to go ahead and browse for it and slot that in there so now we have this kind of exposed concrete underneath uh we can change some of the parameters on that but like as you can see in here i'm not really expecting it to be anything too crazy i just kind of wanted to get a very basic job done but from here what we can do is now take these individual tiles and start slotting them in so this is seven different tiles i'm just going to lay them out here i don't know if we're actually going to end up using all of them but the cool thing about this is that we can kind of put some on top of each other if we need to i wanted to make some smaller chunks as well so we can get a lot of reuse out of them but uh for example like this corner piece here even though it's rounded i didn't have to make a specific round tile i could just reuse this so i'm going to hold alt and drag out which is going to make a duplicate and let's see if this guy fits in here hopefully i'm gonna turn rotation snap on since everything's uh on a grid here but i can just kind of plop this guy down so he fits in there position him to be a little bit more snug maybe rotate him a little so it looks like a little out of place and then maybe grab this small chunk which i feel like we're going to get quite a bit of use out of and see if we can slot that in there as well so now we have like a broken towel in there i feel like this ground material isn't exactly what i want i'm gonna see if i can change the color to something that matches a bit better i feel like it should be something a bit warmer not totally colored but uh i feel like it was popping a little bit too much [Music] color contrast see maybe i want it to be less noticeable that's the problem maybe a bit darker yeah i just want the tiles to be popping a little more i can always adjust that later but there's like one piece um let's have one that's maybe a little bit more noticeable i'm going to turn my camera speed down a little bit so it's easier to work with even okay with shrinking it a little bit let's turn off that snap just so i can rotate it a little and have it stand out a little bit more this one feels like it'd be a little bit more appropriate to have like a corner piece kind of broken off and then for this one i could even scale it up a tiny bit do something like so uh and as you can see like as we fill this in it's starting to um take shape a little bit more tell a bit of the story so let me go ahead and fast forward adding all these guys in you can kind of do this any way you want to and like i said this is just one of those things where the more you contribute to it the better it's going to look so this is just all contained to this one circle in the middle but as you can imagine if we did it all the way across something or had it uh kind of fading in or just like one part broken maybe near the entrance or something you could tell a pretty cool story with it um but it's definitely nice to kind of have this uh breakup and variation and something that's otherwise just the same tiling pattern over and over again so let me go ahead and do this and uh i'll catch you guys on the flip side in just a second all right so as you can see just by having all that stuff set up we can really quickly just start adding uh tiles in here and breaking it up i think it works the best in situations like this and this here um also having some of this stuff overflowing i feel like i'd want to spend quite a bit more time actually laying this out and i'd probably want to cut out more specific shapes and stuff like that but we can start to just get details in here pretty quickly once things are set up um yeah stuff like this i'd probably rather have an actual tile cut out or something but uh yeah it really doesn't take too long to really fill this up another thing that i wanted to go over is like these tiles here i always think it's cool to have like a full tile made that's what or that way um even for like undamaged areas just to add some kind of break up or variation uh just like we kind of went over before i can just have this guy here and if i line it up properly ideally i'd still have some of the grout around the bottom showing so maybe i'd want to shrink that down a tiny bit but just by having that there and then say i have like another one i'm just going to do this very quickly over here and uh i don't know one over here maybe not that extreme but just having them sort of pop out a little bit you can see like oh if i was running around like this adds some variation now in the uh the actual height and now there's some geometry involved and go i'm gonna go ahead and get rid of those for now though this is kind of like the main idea as to uh what i'm going after so then once you have this you could then quickly grab your paint tools and now the brush is super big [Music] and just kind of push those details a bit further [Music] i have some cracks kind of around some of the exposed areas where it makes a bit more sense like areas like this would probably have a bit more going on like so and you can start to really see it coming together i think i added i can't remember what all of these are dirt for one of them so maybe yeah that's quite extreme but have some dirt let's turn the strength of that way down some dirt closer to the areas where it's a bit more exposed and then maybe even over here as well as if maybe some of the the dirt or something that was residing underneath sort of spilled through uh you can see we're really starting to get a a nice floor going on like i said i would probably cut this out a little bit differently and maybe i will take it a little bit further for some uh beauty renders but by sort of painting some of this detail in here um and mixing with meshes and stuff you can see this is kind of the method we'd go for for um adding this kind of detail and stuff like that that's how we can get away with using just one texture for the whole floor and still get variation because you look at this and um if we run up to it it doesn't really read like oh this is just one tiling material because there's so much going on now we have a little storytelling bits where something like punch the ground here and it partially exploded and there's tiles slipped over and there's dirt leading out of it and there's cracks spilling over um so if you put a bit more love and attention into this it'll uh go a long way there's definitely some tiles that are a little bit higher than they should be but uh the depth is such a warm welcome to uh to this stuff let me just see if i can get this a little bit tighter and then we'll run over to again run over to it again and see uh how everything's looking didn't realize just how floaty some of these things were this guy of course makes sense but even then i might lower him a bit but it's just tweaks and tweaks from this point on and like i said i'd probably take it back to maya and i might even also want to adjust this material a little bit reduce how intense some of the the coloring is i feel like some parts of this are getting a little bit noisy yeah obviously we don't want it to be like that somewhere around here and then coloring a lot of it has to do with the lighting setup we have so i would probably want to go in and do a whole pass on all this stuff this is obviously very very basic right now but uh this is the point where i'm like okay i kind of just want to start tweaking everything but let's not start doing that that's going to lead to way more fixing and changes and stuff like that maybe do you want to reduce some of these effects here have them be a little bit more targeted just adding some cracks where they should be i also have a layer for cracks and dirt at the same time but that might just be a little bit too intense for most areas maybe around here yeah and it's just gonna be a matter of tweaking a lot of this stuff now um which probably isn't the most entertaining stuff for a tutorial but uh let me quickly go through here i wanna make sure that i have the best settings and stuff make sure i balance everything for example this underneath dirt i still feel like we could probably tent to be a little bit better maybe darker is the way to go to help make it pop yeah i'm already feeling that quite a bit more and uh yeah we could just keep going through and keep tweaking stuff but i think that's probably a good place to leave it i think this is kind of um everything i need to explain to kind of get the ideas in your head as to how we might approach something like this [Music] and you can see we're getting some kind of cool floor depth and stuff just using a few things just using one tiling material a couple variations of it for blending if you want to go ahead and do that and then one set of tiles here so pretty much all comes down to how you lay out your uvs to get cool patterns like this um but i thought i'd throw in the damage pass uh as a little bit of a bonus here near the end of the video i highly recommend when you are playing games go ahead and look at the floors and see how they're put together most of the time it will just be a tiling texture but it's usually laced with some kind of mesh whether it's just like a basic extrusion like we we went over earlier or sometimes a um a bit more intense something like this where they actually go ahead and make additional models and stuff like that but i'm gonna go ahead and keep pushing this a little bit further um and then hopefully we have some nice beauty shots to show at the end of it but uh yeah i'll uh see what i can do to to improve the quality and then catch up with you guys once i have things uh a little bit further so here we are in the final version i've gone ahead and spruced things up a little bit as you can see mostly in the set dressing just to kind of pull it all together um but i also changed some things here as well so let's just kind of ignore all this i kind of went a little crazy with the lighting and the dust and uh trying to get this a little bit closer to the the source material but if we zoom in here all i've really done is i've gone ahead and just adjusted some of the materials on the tiles uh the color of this um kind of dirt or grout underneath and i use the vertex painting a little bit more in in our favor here so i think this is a probably a good place to leave it let's go ahead and run up to it and see how it looks if we're in game and yeah if we're standing here i'm pretty happy with these results i do think if this was like a proper game of course i'd want to spend a bit more time i think especially on these actual tiles themselves i think there's some ways we could make this pop a little bit more but when we're looking at the damage and we're looking at the layout as a whole um i think for the sake of this tutorial we've definitely achieved what we've set out to do here so uh yeah i'm pretty happy with how this turned out if we um remember back to the reference uh everything is matching up with the pattern pretty well we've utilized just a single tiling trim sheet to sort of get this entire thing done and then in the middle here we pulled out a new bag of tricks to sort of add in some meshes add in some vertex painting and um really bring it up to the next level so if you applied this across the entire thing you can imagine that we can get some pretty cool effects um but yeah i really encourage you as you're playing games from now on to look at the floor see how they've done it uh technique like uh techniques like this kind of happen all the time um if it's more of a stylized game you might notice the uh the method we went over earlier where we're just popping out bricks by extruding them i was playing valorum the other day and noticed that all over the place uh but in more detailed games you might see it like this um a really good example that recently came out is uh resident evil 8 has a ton a ton of really detailed floors just like this so if you're watching any gameplay or you're playing that uh yeah look at the floor see how they've done it this is how i'd personally go about it hopefully you guys learned something from this and all in all i'm pretty happy with how things turned out i think we've gone ahead and achieved something pretty cool and yeah hopefully you guys all learned something from this tutorial so with that this tutorial is complete uh thank you guys for checking this out if you guys made it this far into the video i'd love to hear what your thoughts are on this new format i kind of just want to do something a bit more fun a little bit more personal the the past new tutorials have taken quite a bit out of me and they've been stretched out over such a long period of time i kind of wanted to try something a little bit new a little bit more fun and like i said at the start i've been really enjoying the near series and i wanted to do a tutorial like this anyway so i thought combining the two would be pretty cool if you guys want to see more stuff like this that's a little bit more personal or maybe have some games tied into it i'd love to hear about that any specific games you'd like to see covered as well that would be great to hear as well but otherwise i'll probably have some more tutorials coming in the pipeline uh not too far off into the future so if you're interested in this kind of content feel free to hit the like button subscribe do all that kind of stuff and if you're interested in the project files or anything we talked about in this video uh feel free to check out the description below but anyways guys thank you so much for checking out this video once again my name is dylan hopefully you enjoyed and i'll catch you in the next video see ya
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Channel: Tiedie
Views: 4,036
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Length: 85min 5sec (5105 seconds)
Published: Tue Jun 22 2021
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