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Ryan Z
Registrace 25. 08. 2012
Video
Stylized Game Asset Timelapse
zhlédnutí 66Před rokem
I make a stylized mimic from a blank screen to rigged, textured, game ready model.
Fantasy DaggerTimelapse
zhlédnutí 48Před rokem
Start to finish creation of a fantasy dagger in Blender, Zbrush, and Substance.
Johnstone 900-001 3d breakdown, to scale.
zhlédnutí 103Před rokem
Making the most of ID maps and masks in Blender and Substance Painter
zhlédnutí 1,8KPřed rokem
This is a look into using vertex colors on spearate pieces of high poly geometry to bake ID maps, which can in turn be used for masking out layers in Substance Painter. This is an incredibly useful tool, and can save you a ton of time. I had used ID maps in the past, but not to their full extent or capability. This has changed the way I texture things, particularly hard surface models. Generall...
Getting a basic lineart effect with freestyle in Blender, and basic toon shader.
zhlédnutí 583Před 2 lety
How to set up sketchy line art and a basic toon shader in blender.
Space Marine Discussion
zhlédnutí 42Před 2 lety
Just a quick test shot for a client. Model, rigged and UV unwrapped in Blender. Textured in Substance Painter. Got into Unreal and set up with all the materials. 8 UDIM tiles all 2k each. Basic dialog animations.
Waveform made in blender 3.0 with spacey beat
zhlédnutí 53Před 2 lety
I was experimenting with baking out waveforms in Blender 3.0, and made a quick beat specifically for the test.
Use AutoRig pro in Blender for Unreal Engine
zhlédnutí 10KPřed 2 lety
A quick video I recorded for a friend to show them how to use the basic functions in the AutoRig Pro add-on for Blender to get a humanoid mesh rigged to the unreal skeleton.
Shards of Arvendon Prototype
zhlédnutí 46Před 3 lety
A basic framework for a 2D game. All assets created by me. Here I show the basic functionality of some game mechanics in which I lay the groundwork to make a metroidvania style platformer.
Evil puppet dances
zhlédnutí 40Před 3 lety
A puppet I made for our MMO in development. will be used as a caster weapon. he decided to dance! Modelled in #blender, textured in #substancepainter. Dance from Mixamo, music from Passion HiFi.
Unknown species of Mandridae
zhlédnutí 63Před 3 lety
A creature is made this morning for upcoming Hope Game MMORPG. It lives in the swamp zone, spending most of its time at the bottom of slow moving channels of water, luring in small prey with its pink, fleshy tongue.
Un-Named fire Dragon
zhlédnutí 35Před 3 lety
A model done in #Blender, #Zbrush,# Substance painter of a dragon I made for upcoming #HopeGames MMORPG.
The Kinixys walks!
zhlédnutí 140Před 3 lety
A creature I created last night for Hope Games upcoming MMORPG. I rigged and animated this morning and thought I'd share!
"It works"? Where is the control rig created in Auto-Rig Pro that should be imported to Unreal for animating the character in the sequencer? I've watched tons of tutorials and all of them simply forget that the meaning of having Auto-Rig Pro is to have a control rig in Unreal that can be used in the sequencer for cinematics. Not in a game.
This has been very valuable to me. I couldn't figure out why my texture looked so bad. All I had to do was scale the unwrapped uv so that it matches the texture nicely! Of course! Thanks!
An oldie but a goodie! Glad it helped, thanks!
Felt kinda cool to be able to sing along to this song. Love and miss you man.
Been a long time since I've heard ya play Z. Great stuff, keep it up man!
SAMESIES
any reason Tangram goes white when zooming in?
does the high poly doesnt need uv map? only low poly right? thanks for this vid
Correct, only the low poly.
thump up for affinity user!!. Really nice explained
Thanks! Glad to help
Now it's 2024, and this is still the most useful method in my opinion
Thanks! Glad it still helps
BUYERS BEWARE RIG WILL BREAK IN UE SQUISHY SHOULDERS
In UE5, yes, you have to make some changes.
thank you so much for this. keeping things simple - great starting point. sold me on autorig pro tbh. hope your projects are going well
each person on youtube dowing this it shows diffrent settings :)))))
Lol that's because this is an old version of the addon and UE4. The settings are mostly the same, just a few more options.
@@ryanz2814 not that ...the real problem are the characters we chose to do ....because each one is diffrent (on the examples youtube chose one simpliest character posible ,,a bald 1 piece mesh) but when we chose a character there a tone of difrences on them ...like milion meshes splitted ,or sketchfab not equal with mixamo characters diffrent types , or no A or T pose characters , or clothes on wich give more problems .... or other things that differs from the videos .....so we get stuck mostly event at starting :)))))) ...(mentioning we= noob blender users like me) so any tutorial i chose not propper for my chosen characters :))))) ......i done a few from mixamo wich are better to do because they come with T pose and just drag them intoo blender and do those steps ....but mixamo char are ugly mostly :)))) ....so external ones are more complicated etc ...so for example today the hole day i have imposting .blendering and exporting to fbx ,,,, (sketchfab) not even one i got to work properly inside unreal .... :)))) the result is always funny as fk :))))
@MaxStudioCG2023 ahhh I got you. Yeah, I could go into depth about that. If rigging a mesh with lots of parts is giving you fits, let me know and I can offer you some pointers.
@@ryanz2814 yeah .thnks ...i usualy try remove some unnecesary parts from it ,then i join other parts to 1 entire mesh :))))) so i can do the rig haha ... (then only left you dont get A or T pose on all characters ...i noticed some of sketchfab chars (free ones) the ones with bones already those can remove the bones and able to redoo A or T pose and from there rigg as normal ....the ones that are twistted in diffrent posses with no bones those kinda canot do rig on them ...i gues require more blender skills wich i dont have haha ....but i just playing around and test diffrent ones to see wich i can grab for now .
Hello, is there a way to export the AutoRig face as bones into UE5? Looking for a way to export the Eyelid bones, Cheek bones, Lip bones and brow bones into UE5.
Yes, just select the "full facial" option when you export. If you import this rig as the ue skeleton, it will add the bones (since they are outside of the main hierarchy like IK bones). If you're doing facial mocap, however, you'll want to use shapekeys/blend shapes/morph targets instead of a rig.
Thank you@@ryanz2814
How do I download a full world map with the max detail, without stitching together?
What does someone do if they're heightmap is 16 bit grayscale but the terrain still looks voxelized?
Export settings: 1) Unreal Engine and Humanoid 2) Check Rig 3) Selected Objects only 4) Check: Rename bones for UE, Mannnequin Axes, Add IK Bones 5) Misc: Face smoothing 6) Export!
This is the tutorial I was searching for
2 years later still absolute gold dude! Awesome thx a lot!
Hey thanks man glad it helped!
Legit, Wish I could afford Zbrush, whats the sculpting like in Blender for comparison?
It's getting better for real. it still can't handle near the vert count that zbrush can, but they've added vdm support in the latest blender version and that helps a ton.
Thank you, so much. This saved me so much time and headache over a problem I've been battling for several months. More Blender>Substance>Unreal5 workflow videos PLEASE!!!!!
Glad to help! Also, it should be noted, you can use materials instead of vertex colors to do this as well!
@@ryanz2814 Yeah that's what I might have to end up doing again. I was trying to avoid it because I need it all to be one material when imported to Unreal. However, now I'm dealing with too many of those nasty artifacts all over my model. Not sure the cleanup time would be worth it.
I followed your tutorial exactly, and when I imported him, it just gave me a failed to merge error...
Are you importing to ue4 or ue5?
How can I find Brush08
I honestly don't remember where I got those alphas at all, but shoot me an email and I will dig around for some for you on my hard drive
How do you open a bil file?
As far as I know, you need a dedicated GIS software, like arcgis to do this. The other option would be to convert it to a .png or other color file. This can help. kanae.net/secondlife/bil2bmp.html
How can i add custom bones to this rid and export it to unrral, like if i want to add bones to the hair and cloths how would that work??
So with the armature selected, in the ARP menu under rig, you'll see a drop-down to add armature. Select the bone group you want to add (arm, head, spine, leg, tail, spline ik, bendy chain, etc.), place where you want. In edit mode, parent the root of that chain/bone group to the root in the armature (or to whatever other bone you want the new bones attached to), then match to rig. Go through all the same export steps for unreal, and when you import into UE, your rig will be fully compatible with the ue skeleton, but still have the added bones attached. Note, if you import directly onto the ue mannequin, those bones will be on the ue mannequin now, which could possible cause issues later down the road
@@ryanz2814 Thank you so much for the details instructions, it will help me out a lot !!!
@@user-not-found. Anytime!
Ah ryan your a wizard and always super on point! KEEP IT UP MAN! Always love learning from you !
Hey thanks Zick I'm always glad to help when I can
Thanks
Hope it helps!!
Wanted to hit the chest video with a comment but comments are disabled. Love the style man! Everything looks great!
Thanks a bunch man. I was uploading the ID Mask tutorial and noticed some timelapses were marked as unlisted. Thought I'd share them.
BRO THIS IS AWSOME!! Can't believe it ! I've never seen a tut where they use it like this. They always the id map on the low poly and it feels useless. Amazing bro. This put so many pieces together and connected so many dots !
Thanks Vizzi! Yeah in the past, I had just used the ID maps to mask out individual high poly meshes that had equivalent low poly geometry, and it just felt like an unnecessary step, as I could fill mask layers by mesh piece or by uv island instead. Driving home from work last week I was thinking about it had an epiphany. When I got home and tried it they way I showed in the video, and it worked so well, I had to share hah.
Love it ❤ Thanks buddy!
Glad to help!
Hey thanks heaps for this, very helpful :)
Hey man glad to have helped!
Thanks Ryan!
It's always just blank :( Idk what to do I've gone over this so many times but clearly I am missing something
The image you bake always comes out blank?
@@ryanz2814 yea but I think I know why (sort of). First of all I haven't been following your tutorial from the beginning. Instead I am trying to do something slightly different. I was trying to find a tutorial for baking a texture onto a plane. Essentially I have a texture atlas of leaves/branches I've put together..then in blender I cut them out individually and make larger branches with them. From there I try to print the object onto a plane. The issue I think has to do with trying to print the diffuse while it contains an alpha channel. I tried messing with the shader settings and when I turned the emissive to 0 I was able to bake the texture...HOWEVER where there is opacity it does not properly transfer the color and you can see the outline of the meshes
Subscribed, liked and commented!!! really great tut.
Glad you like it!
I have literally never hated anything more than trying to rig a fbx and make it work in Unreal lol... Nothing I do works
I've noticed that's just Unreal in a nutshell. Nothing works as advertised, and their documentation is laughable at best.
Thank you very much for this. Best guide on CZcams.
Hey thanks man! I record these for guys on discord or in our studio, and just started sharing on CZcams. I've been getting the bug to do something else. Anything you want to learn?
Bro here i am like man i love this dude i understand him, LMFAO little did i know its you! Great tutorial and exactly what i needed
Does this work for example if I wanna rig an armor (Which I use and apply on a character in unreal as skeletal mesh, to make them work with the same animation) ?
Absolutely
how do you the UE rig first?
Sorry I just saw this!!! I use uefy to pose my rig for unreal if I need it. As for the ue rig, it is just the built in ue4 mannequin (sk_mannequin_skeleton in ue5).
hey do you got a discord or a discord server
Audio is a little low
I'm looking to get several pieces of tangram heightmap data into unreal (i.e. I'm trying to create an environment though just one 127x127 level isn't enough). how would you recommend doing this? I tried piecing bits of heightmap together via the level system in unreal though it wasn't too precise.. p.s. great video!
I set the grid system in 3ds max to unreal grid settings. its just cm instead of inches. And scaled it by eye based on the building an average car size block as reference. its not perfect. but I was able to round it off to a certain percentage that it connects an snaps together in unreal. I think the real size scalling in games looks smaller, or maybe we are so used to seeing worlds more expanded. For example in GTA building doors are nearly 3 meters tall and 1.5 meters wide.
Where can you download it?
blendermarket.com/products/auto-rig-pro
And how do you know where and which roads will pass? Where will the settlements be located? In addition to this, I also apply the texture of google map in Photoshop, and then create material with it in unreal engine. This is a very painstaking work.😅
I'd love to see you do a ue5 tutorial, your videos are easy to listen to
while importing in ue 4 ...i am getting no option in the skeleton tap!!!
Are you pulling into a project that has the ue skeleton in it?
@@ryanz2814 actually I have created a rig in blender and want to check the working in ue 4 .....so I am importing the blender fbx file into new ue project
@@himanshupalsingh1366 yeah so there is no skeleton in the project, just import your model without choosing the rig and it will crate its own. Later, if you add animations, you can either retarget or just assigne the skeleton.
Can you guide about UE5 export setting from auto rig pro?
Just so I don't have to double up, look at the comment from Sam Kostos, I answer this at length in that thread, so go there for the long answer. Short answer? no, I can't get it to work and I feel like I'm missing something silly.
Hey, I got an error when importing saying : "FAILED TO MERGE BONES: This could happen if significant hierarchical changes have been made e.g. inserting a bone between nodes. Would you like to regenerate the Skeleton from this mesh? ***WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.***" Any idea why ?
Ok if anyone encounter this you have to choose the UE5 skeleton preset to get rif of this error
Often this can be from a scale issue, or there a multiple meshes, or bones way outside a mesh. generally, the scale fix option in the skinning usually fixes this. Otherwise, what's the topology look like? is it clean and even or is it say, a decimated sculpt?
@@aabb6116 I choose the UE5 preset and i still get this error. Did you have to rename any bones?
@@thesomantics normally no, just make sure that the number of spine bones (5 if i remeber correctly) is correct and you should be good to go
I still get this error even though I changed the number of spine bones to 5. I have no idea what the problem is, or what bones it thinks it's missing. I also have no idea where the "UE5 preset" is he's referring to.
Was not FK mode
I can't remember exactly where it is but if you dog around there is a switch for ik/fk
@@ryanz2814 Thank you very much ( i already find it by my self ) Is in ,, tool ,, ( right side of the window , after you push N key if you r in skinning mod . Like you see ... I am ready to teach , teachers ..... Hi,hi,hi,hi
@@UNKNOWN-kb4hh Thanks for sharing! I wasn't at my computer when I replied and couldn't remember exactly where it was. I appreciate you helping the rigging community!
Everything works perfect exceot when I import into Unreal5 and test the idle animation my characters limbs are not in the correct location and it looks like its squished.
This tutorial is for ue4. So I've tried with ue5 (you need 6 spine bones and two neck bones, there is a preset for it), I haven't been able to get this to work. I reached out to the creator and he told me it was a pose issue, so I pulled out the ue5 manny in the exact pose, rigged, reimported, and still get weird deformations. I will keep playing with it and when I figure it out I'll reply, might even make a follow up video
@@ryanz2814 You're amazing.
@@samkostos4520 I still haven't gotten this to work right. I can tweak the poses and such in engine and make things look right, but having to do that for every animation isn't really a viable long term solution. I've tried placing and rotating bones a million different ways, messed with scale, removed certain bone groups from the mesh, with twist, without twist, extra twist bones, all the different control bones turned on and off, pretty much everything, and I feel like i'm missing something stupid simple. I got on their Discord, and for the most part, pretty useless, so I'm still at a loss. If you have figured this out and want to make me look like an idiot I am 100% prepared for the knowledge lol.
I have the same issue. My characters shoulders are scrunched in, the middle of his torso bulges out, and even his eyebrows (wtf?) are disconnected from his face and spin around as he runs.
I've got the same issue with my characters mid section. Squished, looks like she's pregnant haha. Any fix yet?
I am getting multiple skeleton after go, one side left color , another side orange color instead of single grey skeleton, any idea what's the issue with mine?
Likely a version issue. This happens to me when I am using a version of ARP that doesn't match my blender version.
@@ryanz2814 what version u used for blender and tool, i am not able to follow in video after pressing go
@@ashwinj9879 I am currently using Blender 3.1.2 and ARP 3.65.24. I just used last night and worked flawlessly.