How I Recreated The World of Attack On Titan Using Unreal Engine 5

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Attack on Titan is finally over after a Whole Decade full of mysteries hopes and fighting for freedom but what all of us can agree on is that it was a visual Masterpiece today we're stepping beyond the pites of the manga and the frames of the eneme to see how can we bring the world of Attack on Titan to real life using the power of unreal en [Music] [Music] [Music] before starting any project there's a step that you should always keep in mind and that is referencing and for this job I use the software called Pure ref your references will determine how accurate your Recreation will be I tried to get as many angles and Camera views as possible to figure out the dimensions and the scales of the city only to remember that it's a fictional work this isn't real life the artist had the freedom to modify the scale of things based on the artistic needs of the story so things might get different scales from a shot to shot to imply specific feelings so I started modeling in blender without thinking much about the scales as long as it's visually similar to the the original one it should be fine I made a cube and used the array modifier to duplicate it and that would be our 15 M reference after modeling one piece of the walls create the rest of them using the array modifier I also added a skeletal Armature to use it as another scale reference for the human size create a curve adjusted to make the shape of the distric then add a curve modifier to the walls targeting the Curve [Music] I added a mirror modifier and left a gab in the walls to keep some space for the gate which will be modeled separately following the references I modeled the gate using basic editing Tools in blender extruding beveling duplicating Etc you can watch my previous video for some blender tips and tricks to make a hole in the wall for the river I created a cylinder and us the Boolean modifier to subtract it from the walls then I added some details to the gates I found this statue photo scan on sketch FB so I thought I could use it on the gate I downloaded it added a Remish modifier and modified it in sculpt mode I added the original logo and used it in the background to figure out the correct angle more booleans more refinement adjust the scale so it almost looks flat and make sure to Remish [Music] again I I duplicated the gates as instances by hitting alt D instead of shift d which means wherever I want to adjust one of them the others will be affected as well I made another scale reference to make sure that each floor is almost 3 m High to keep it a bit realistic then I started modeling some basic elements like windows with different shapes inspired by the references I had [Music] I modeled a roof tile and used a simple set of geometry notes to array them with a slight rotation for each tile I continued modeling the roofs and started adding some details that nobody beside me will notice the rooftops can be empty so it was time to make some ceilings windows and chimneys even though we'll be texturing in unreal it's very important to separate your multiple objects using different materials speaking of materials it's also important to UV unwrap your models before exporting you can use Cube projection unwrap for cube shaped objects but for the roof tiles I went to the top view hit you project from view then I scaled each UV Island to a very small scale this way we'll have a separate place for each tile in the UV space you can visualize it by using a noise texture mixing it with the color of the tiles and that allows us to make some color variations in the roofs because in 3D repetition is the Real Enemy after modeling some houses I made some low poly objects that are similar in scale to the houses so we can safely go to our next step which is scattering make a collection for the low poly objects add a grid subdivided a bunch of times and in the geometry nodes tab hit new add a mesh to points node add an instance on points then use the collection we've just created as the instance we have the mes we needed but all of them are pointing to the same direction so I'll take this Arrow as an example to visualize it better add a combine XYZ node to the rotation so we can control only the Z axis we want our buildings to be rotated in four different directions in other words we aim to randomly rotate them by these angles but in Geon notes they use radians for angles not degrees and fortunately it's possible to just write pi and blender will recognize its value add a map range node and connect two directions to it then control it using a random value node with the data type set to an integer from 0 to one which means you'll get one of each directions randomly do the same thing for the other two directions and now we can consider their outputs as two separate directions so do the same thing again add a random value for the seed and we're done if you wanted to exclude places from scattering add an object to be the Boolean reference and make sure the Boolean modifier goes before the the geometry nodes modifier now we can leave some empty spaces for the roads and the river and you know what instead of making rotations exactly in these values let's tweak them a bit replacing the value notes with map range notes with the same values slightly less slightly more and we'll have some random yet organized rotations I'll leave you a blend file in the description if you want to try it yourself good be useful we can also randomize the scale a little bit the origin points of the buildings should be always at the bottom of them because that's where they are going to be scattered from I tried replacing mes to points with distribute points on faces followed by merge by distance and it gave some variations for the location of the houses you might be wondering why bother using the low poly houses at all can we just use the actual buildings well you can try it if you feel brave enough and when I did blender started running in second spare frame instead of frames per second don't do that I modeled a place for the river and its pavement with some other details then I started modeling the district building based on an image from the official Studio then it was finally the time to try exporting everything to Unreal Engine for the first [Music] time before exporting make sure you apply all modifiers and for the houses I wanted them to be recognized as instances hit F3 make instances real and and we're good to go this way we'll be able to replace them easily in unreal export selected as a USD format and enable instancing which is underere experimental but what could go wrong create a new project in Unreal Engine and enable the USD import plugin which is in beta but what could go wrong quick Unreal Engine guide navigate by holding the right Mouse button and using the W ASD buttons scroll up or down while moving to change the speed F to focus on selected objects and control space bar to open content browser now let's import our project go to window virtual production open your USD file and import it I started noticing some problems in the scene so I started documenting my tests I wanted to replace my meshes so I selected the low poly meses deleted them and selected one of the houses as a replacement object which actually works but turns out not to be ideal we'll get back to this later after replacing all mes it's time to select the house of in the content browser and hit the magical button nanite and you can notice the frame rate difference after enabling it this is where the power of Unreal Engine 5 truly lies but that only led us to another problem see when you observe the houses from a close distance everything looks fine but when you start going far the roof tiles start to disappear gradually I tried multiple things but nothing seem to work in fact that sounded like a common problem that happens when you enable Nite for mishes that have low poly object so I had to walk around it how by changing the color of the wood behind the roof tiles and remember what I did for the roof tiles UVS I did the same thing here to keep the color variations and what do you know it worked just fine this is before and after one problem out of the way this is future me and whenever I open the project it crashes so I had to recreate the project repport everything and expect that to give me different [Music] results so the project kept crashing again and again and again and turns out that this is a problem caused by the USD import like come on who thought that using an experimental feature in blender with a beta plug-in could cause some problems not me but I figure out a way to solve it you have to replace the scattered actors by their actual static mes by finding them in the content browser right click assets action select actors using this asset then replace it with the static mes you can notice the icons changing from actor to static mes now just drag and drop the house and replace the static mes do that for all houses and this is the better way to replace your mes another problem out of the way I separated the walls as individual objects in blender and exported them again select the objects hit the end key and they will be snapped automatically the the landscape speaking of the landscape you can hit shift two and there you can adjust the default landscape as you like one problem that you might face in such a project is that the Shadows might disappear from a distance select your directional light and adjust some of these settings basically increasing the distance did the job I started using some of the default textures to see how they turn out and what objects needs to be UV unwrapped again I added a grass material to the landscape then added a landscape layer blend node to mix grass and dirt using the landscape paint tool create a layer info for each layer and start painting I created a material for the roof tiles by multiplying the base color by a noise or a default variations texture and that right here is what we unwrap the tiles for also you can add another noise texture and multiply it with the output of the color just make sure to scale their UVS up by multiplying the texture coordinates with a big number I created a material for the Walls by mixing three different textures to avoid repetition the key here is to use a LARP node to mix textures this is similar to the mixed color node in blender the walls usually have moss on the bottom and I wanted to control that procedurally so add an absolute World position node which is basically a mask addition changes the mask location and division makes it smoother if you change change these values using parameters you'll be able to see the changes in real time grab a mous texture copy everything and paste it in the wall material mix both textures using aurp node using the mask we've just created as Alpha if it looks inverted just switch the mixed materials adjust the tiling of the M until you figure out the right scale if the colors look weird plan the mask value between zero and one now let's mix the mask with variations texture so it becomes more realistic IC I made more materials for the other objects then I did something every Unreal Engine user loves to do import a third person content pack and in the world settings change the game mode to the third person then hit play now we can walk around the scene you've just made just like any third person game and what do you think should we turn this whole scene to an actual game later on leave a comment down below let's improve our landscape there's a default add-on in blender called a ant landscape and it will give you a lot of procedurally generated Landscapes I created basic terrain imported everything to Unreal gave them the same texture and use the same masking technique that we used for the Moss and to be honest the scene looks just fine for now I like to change the Sun's angle to see the scene in various lighting conditions time to add some trees I chose this free pack from the marketplace and started scattering them using the foliage tool if you go to the trees materials you can enable wind which is pretty neat you can enable nanite for the foliage so it doesn't matter how much you scatter at this point you just have to enjoy the [Music] process even though we made our roof tiles look unique we need more color variation for each roof which is possible by just adding a speed tree node to the material and adjusting it using a parameter now each roof looks slightly different in [Music] color okay before we continue you got to see [Applause] this I couldn't resist showing you this scenery it was truly magnificent which brings us to cinematic camera's effects so add a post-processing volume and enable infinite extent so it applies to the whole scene enable Bloom and lens flare and you'll have a cinematic camera effect I downloaded a mountain and used it for the far scenes I wasn't satisfied with how some buildings were scattered so I went to the top view and started adjusting them manually I modeled this small Tower and starting Distributing it around the [Music] district I also distributed some few bigger buildings I downloaded a windmill model and put some as well using quickel Bridge I downloaded a brick wall and made a brick fence around the district building then I realized that the building doesn't have enough details so I went back to blender to add some the default water material wasn't that good so I had to enable the water plug-in in un rail engine and with it comes this realistic water material I even had to increase the depth of the river to make it look good I wanted to make a close shot so I took this iconic image and used the software called fspy to align blender's camera to the scenes camera and that will allow us to recreate this scene in blender from the same angle and the same focal [Music] length after adding some extra details here is the final result for [Music] Fore speech fore fore [Music] foreign [Music] [Music] for for foreign fore fore thank you for watching this video if you found anything useful please consider subscribing stay creative and see you next time
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Channel: Muneer TY
Views: 230,550
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Id: AMCMRhTkNrQ
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Length: 18min 15sec (1095 seconds)
Published: Fri Apr 26 2024
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