Constructing Destroyed Assets: Creating ‘Ninety Days’ in Unreal Engine 5

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  • čas přidán 2. 06. 2024
  • Quixel's Jakob Keudel shows his approach to constructing the destroyed buildings and the larger environment for his featured scene in the Ninety Days showcase video.
    All pieces for the collapsed and blown-apart structures were built using Unreal Engine 5's geometry and fracturing tools, leveraging Megascans surface scans. Jakob takes you on a step by step process on how he created broken floors modules in particular, in addition to the destroyed building pieces and the various other assets - without ever leaving the engine.
    Watch the full Ninety Days showcase video: • Ninety Days in Unreal ...
    Full playlist of Creating ‘Ninety Days’ in Unreal Engine 5 tutorials: • Creating ‘Ninety Days’...
    Read all about the Ninety Days project on our blog: quixel.com/blog/2022/5/12/nin...
    For more art from the Ninety Days project check out our Art Blast on ArtStation: magazine.artstation.com/2022/...
    --------Links and references mentioned in this video ------
    Livestream by Arran Langmead “Blockout and Asset Production in Unreal Engine 5”
    • Blockout and Asset Pro...
    Geometry Script live stream “Exploring Geometry Tools in UE5 | Inside Unreal”
    • Exploring Geometry Too...
    World Partition documentation
    docs.unrealengine.com/5.0/en-...
    Level Instancing documentation
    docs.unrealengine.com/5.0/en-...
    ---------------
    Creating ‘Ninety Days’ in Unreal Engine 5 Series
    Part 1: An Overview - • Overview: Creating ‘Ni...
    Part 2: Displacing Geometry - • Displacing Geometry: C...
    Part 3: Destroying Buildings - • Constructing Destroyed...
    Part 4: Animating in Sequencer - • Animating in Sequencer...
    ---------------
    #quixel
    #megascans
    #ninetydays
    #unrealengine
    #UE5
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Komentáře • 251

  • @quixeltools
    @quixeltools  Před 2 lety +17

    Creating ‘Ninety Days’ in Unreal Engine 5 | Complete Playlist:
    czcams.com/play/PL5uQePynMSiJ687OW13gNSN5JEShvs72Z.html
    Watch the full Ninety Days showcase video: czcams.com/video/ca2ME4Wy0eM/video.html

    • @ZZZXYZ
      @ZZZXYZ Před rokem +1

      is there a much longer version of this tutorial? I feel like this is target towards pros.

  • @johnmannp7158
    @johnmannp7158 Před 2 lety +191

    The things you guys do at quixel is mind blowing!

    • @ody7850
      @ody7850 Před rokem +2

      more truth has never been spoken, man

    • @aspizak
      @aspizak Před rokem

      u mean at unreal team ;-)

  • @tolgakaranlik
    @tolgakaranlik Před 6 měsíci +3

    I may have watched thousands of tutorials in my life, if not tens of thousands. This could be the most useful one I have ever watched!

  • @RwanLink
    @RwanLink Před 2 lety +76

    You can also use the fracture tool with the new niagarra fluid system and have dynamic smoke/fire reacting and colliding with your meshes. For exemple if you want a building to collaps or destroy a wall during your cinematics.

    • @ArthurBaum
      @ArthurBaum Před rokem +1

      Can you please elaborate? Like, is there a specific tutorial for that use case? Would love my Niagara fluid system to react more with the environment.

    • @jonathanwennstromm1578
      @jonathanwennstromm1578 Před rokem

      I'll second the comment below and do you have any examples/personal references?

    • @jonathanwennstromm1578
      @jonathanwennstromm1578 Před rokem

      Hey RwanLink, still alive? :)

    • @itsan4rchy
      @itsan4rchy Před 9 měsíci +3

      @@jonathanwennstromm1578 Don't know if you're still searching for the tutorial, but there's a guy named "sumours" that made a tutorial about it. The video is called "UE5 - Destruction Part 1 (Chaos niagara & fluid setup)" and part 2 is where he sets niagara fluid system for the explosion, you find both tutorials on his channel

    • @RictorScale
      @RictorScale Před 3 měsíci

      Sweeet!!! Ty!!

  • @JamesPero
    @JamesPero Před 2 lety +21

    This blew me away. I hadn't realized the modelling workflow in UE5 had progressed this far. Amazing!

    • @99.googolplex.percent
      @99.googolplex.percent Před rokem

      Without nanite, it'd not be this useful btw.

    • @jonathanwennstromm1578
      @jonathanwennstromm1578 Před rokem +1

      @@99.googolplex.percent and? there is nanite, therefore it is powerful. Not sure how your comment carries any value here^^

    • @99.googolplex.percent
      @99.googolplex.percent Před rokem

      ​@@jonathanwennstromm1578 In other words, with this comment, you prove that you can't even understand the clearly written interpretation that can be understood without requiring a logical operation. He said the modeling workflow has gone too far. In response, I said it wouldn't be that useful without the Nanite technology. So, good thing they created the nanite technology.

    • @quartermaster2809
      @quartermaster2809 Před 7 měsíci

      ​@@jonathanwennstromm1578I think it's one of those people who comment just for the sake of commenting 😂
      But yeah the modeling tools in UE5 are awesome even if not as powerful as other options available

  • @chupitolepame5357
    @chupitolepame5357 Před dnem

    This is just what I was looking for, so great!

  • @rausch_music
    @rausch_music Před 2 lety +40

    Absolutely loved this. Would love to learn more about how you set up the lighting, camera and rendered everything out. It's so good.

  • @PIPOXO
    @PIPOXO Před 2 lety +1

    I love that you're uploading Breakdowns/tutorials!! this is so helpful thank you

  • @musicdudem6673
    @musicdudem6673 Před rokem +6

    i have to say this is one of the most intense and information packed 13 minutes ive seen in a long time, like dang. ive watched this multiple times since it came out and im still learning new things evey time

  • @borakian
    @borakian Před 2 lety +1

    Fantastic workflow.

  • @aligfx
    @aligfx Před rokem

    You're stretching the creativity to the maximum with new tools .. Many thanks

  • @ErikWerlin
    @ErikWerlin Před 2 lety +4

    This was so informative. Ill have to watch this a few time and give this a try.

  • @allenburtt6821
    @allenburtt6821 Před 2 lety +1

    What is there to add - amazing work and great tips! Thanks for sharing Quixel.

  • @mwlbrt4239
    @mwlbrt4239 Před 2 lety +1

    Everytime i watch one of your videos i have a smile on my face, you guys are on top !!

  • @orangehunter6987
    @orangehunter6987 Před 2 lety +1

    Thank you for teaching , amazing work !!

  • @rubberdog
    @rubberdog Před měsícem

    OMG, just been blown away by the true power of unreal, for want of a better word this is EPIC.....

  • @vineetkumar5081
    @vineetkumar5081 Před rokem +1

    Great tutorial Jacob.
    Really looking forward to the full series.
    I just want to request that at some point pls tuch on the lighting and the post processing part of the environment, I'm desperate to learn how to make scenes so cinematic

  • @GameMusicSmash
    @GameMusicSmash Před 7 měsíci

    This is by far one of the best ive seen .. Bravo

  • @antoniosuarez7881
    @antoniosuarez7881 Před rokem

    really really cool, tnks x sharing

  • @almostnerd8499
    @almostnerd8499 Před 2 lety

    Thank you Quixel. This is amazing

  • @Ryan28PL
    @Ryan28PL Před rokem

    You have amazing voice Jakob! Thanks Quixels's for tutorials, assets, textures, decals, and more 🥰

  • @bradicalmusic
    @bradicalmusic Před 2 lety

    Incredible! So much to learn

  • @Carlos-gf9sz
    @Carlos-gf9sz Před 2 lety

    This is what i needed! Thank you so much guys! I love you all

  • @niccolotemperanza1780
    @niccolotemperanza1780 Před 2 lety

    I love this workflow.

  • @agonhazrollaj9642
    @agonhazrollaj9642 Před 2 lety +1

    You guys are awesome , please do more of those kind of videos.

  • @DeeOdzta
    @DeeOdzta Před rokem

    Amazing talk and chalk from Jakob Keudel - thanks!

  • @egretfx
    @egretfx Před 2 lety

    Mind blowing!!!...that scene is crazy!!!..

  • @carlosagrestani9292
    @carlosagrestani9292 Před 2 lety

    amazing flow!

  • @stanislavkirilov9193
    @stanislavkirilov9193 Před 2 lety

    Amazing! Love you man and UE team!

  • @tylerbeaumont
    @tylerbeaumont Před rokem +4

    As somebody currently struggling to create a destroyed building for a project, this was an incredible resource! Can’t wait to get into unreal and try this method out myself!

    • @Abrahamhamham
      @Abrahamhamham Před rokem

      I'm doing the same thing. I think i'm gonna go bald by the end of this destroyed wall, honestly

    • @quartermaster2809
      @quartermaster2809 Před 7 měsíci

      It actually works pretty well. The fractures created using this method are awesome once finalized

  • @UNKNOWN-kg7nx
    @UNKNOWN-kg7nx Před 2 lety +13

    I am simply speechless, pls keep the amazing tutorials cominggg

  • @bay0r
    @bay0r Před rokem +4

    this video is made with passion. great content, great results

  • @PolygonAcademy
    @PolygonAcademy Před 2 lety +2

    really awesome tutorial. thanks for sharing these techniques!

  • @Unknowable_Void
    @Unknowable_Void Před rokem

    Followed this entire tutorial and understood it fully on the second attempt. I recommend anyone do every method here shown step by step. you'' ll be blown away by the advantages this new modelling and fracturing workflow has in 5.1
    Well done Quixel

  • @nanopixel.studio
    @nanopixel.studio Před rokem +11

    This is amazing. It's so hard to believe we live in a time where this is possible and they are giving us this capability for free. My mind is packed full of so many ideas I don't even know where to start.

  • @Dj3ndo
    @Dj3ndo Před rokem

    Great video. Thank you!

  • @shrysm
    @shrysm Před 2 lety +3

    Looks awesome

  • @icchansan
    @icchansan Před 2 lety

    Amazing! I'll definitely try it :D

  • @jvad3d725
    @jvad3d725 Před 2 lety

    Thanks for this amazing video

  • @ljutasljiva
    @ljutasljiva Před rokem

    this is one of the best videos i have ever seen

  • @threedai
    @threedai Před 2 lety +1

    You guys are insane, teams are so powerfull.

  • @JoshFryer
    @JoshFryer Před 2 lety +3

    I have to do EXACTLY this in a new project! Thank you for the overview, you've saved me a lot of hassle out of engine! 🙏

  • @mikeohc
    @mikeohc Před rokem +2

    I learned a lot from this! Definitely techniques that can be applied to other tools like Blender as well.

  • @virtualcircle285
    @virtualcircle285 Před 2 lety

    Very insightful thank you

  • @d3tach3d
    @d3tach3d Před rokem

    Epic acquiring Quixel was such a great business decision and gift for Artist/Devs. A Massive Leap in level design in countless ways. Building Maps, Environments, etc.) with detail that's damn near Photoreal in a flash with Great Tools and a MASSIVE Library of 3D Assets for any Environment already scanned and ready to drop in if your not savvy in Modelling. When Quixel first Launched before Epic Acquired them, I was so excited to see a company who Truly saw The Future of how 3D assets for Gaming/TV/Movies/etc) and going all out on providing their users with these High Res Object/Terrain Scans all in one place and for cheap. At the time, Photogrammetry, Laser, and Lidar scanned Assets was something generally Developer Studios, Indie Artists/Devs were still dipping their toes into. Quixel was and is truly a Gift. Watching artists Speed Run Environment Design first hand just shows the Power, Speed, Visual Fidelity, and Versatility of what Quixels service capable of when used with Unreal of course but with other Game Engines and 3D Packeges as well. I cant ramble and praise Epic and Quixel enough about how great there Products are for for Artists, Game Devs, Architects, Cinematographers, Designers, etc), especially right now. We are Spoiled Rotten!
    My Day Job is in Product Design, so I do Design work for all sorts of Industries. I first tried Unreal 4 to help with my Product Concept and Designs about 3 years ago as another Creative Tool/Software in my arrenal and this "Game Engines" capabilities for "Non-Game" related work took me by Surprise and I quickly added it in my arsenal of 3D Packages like 3DSMAX, Blender, ZBrush, Inventor, Fusion 360, CAD, Photoshop, etc). My Discovery of Quixel was shortly after and I use it alot with Unreal to quickly create and environments for testing/staging products and also as a hobby.
    Now, because of the UE5's Effortless and mostly free Quixel Libraries, the last 8 months I've got back into pursuing Game Design. I'm finally getting back to being serious and motivated to achieving my Dream of being a full time Game Developer. Again, EU5's major jump in tech "Lumen, Nanite, IK animation, Physics, etc), has made it possible for me to do so because of what was mentioned earlier. I can make more progress in an hour than I used to make in 2-3 days or more. Their Store, The Community, The UI, Its Workflow, and The 1000s of Tutorials have has never made it more achievable. After Modelling for most my life I tried Game Development a long time ago but I didnt have enough free time and life was moving so fast. But, I'm back on the pursuit and I love it. Sure, I run into a lot of problems that need solving but It will always be a part of Game Development and with everything, once you find the solution, you've just gained more experience/skill/knowledge to take with you for the next hurdle.
    I mentioned it a bit before but my Interest in wanting to learn 3D and Design started in my early high school days from the Modding community for games like Fallout, Skyrim, The Witcher 3, etc) Before then I even remember the Quake and Half-Life Mods that started it all. Aww, Great Times. Anyways, Once I discovered I could make Mods as well, The passion started. All I had to do was Invest some of my free time into watching Tutorials/Guides and Learning those Skills instead of watching TV or wasting time fruitless passtime (even though others thought what I was doing was a waste of time). I also played Guitar and was in a Heavy Metal Band and I life was awesome. It was cool playing Slayer, Megadeth, Opeth, with my friends, especially being young in High School and being those "guys" in a band. Lots of Live shows at House parties when parents were gone. Geez, those were some Crazy times.
    Anywho, about 6 months jumping into the Modding Hobby at that age, I was making Maps, Characters, Assets, doing Animating, Texturing, and a little Scripting to get my Mods to work. I wanted to be a jack of all trades when it came to Modding but I slowly narrowed my focus into Concept/Asset Design, Modelling/Texturing, and Environments. I continued to do it all as a Hobby for well over 10+ years off and on. I did quite a bit of Freelance Design, Artwork, and Mods over during that time while working my Day Job in Construction. Why? I wanted to learn the Skills/Knowledge and have the Capability to build my own house someday so I worked in Construction for 6 years while making a good living and something I can always fall back on. Later, another opportunity came along working at a Machine Shop that dealt mainly with Custom Fabricationing and Building Machines/Parts for Mills,Factories,Plants,Hospitals, etc). Since I was still doing 3D on the side I was quickly promoted to the "3D Guy" who Modelled all the parts needed to be created by the Water Jet table or CNC Machine. That was the first time I got to see Objects I Modelled/Created become something Tangible and it through Fuel on the Fire in the pursuit to be a Proffesional Artist/Designer.
    After 3 years at the Machine Shop, I hunted down and sent my Portfolio, Demo Reel, Resume to at least 50 companies. I got alot of attention but got extremely lucky and decided to go with a Product Design Firm that was too good to be true for where I was at in life. No Degree Needed, No Obnoxious Trial Period, and no weird office politics. Again, Im extremely fortunate and I appreciate every bit of it. Its a great work environment with great co-workers (My Fellow Degenerate Artists) and a really relaxed vibe for a 100+ employee company. Just a Portfolio of 3D Modelling/CAD/Engineering work I did when it was my hobby. Over the last 3+ years there Ive probably Concepted and Designed 1000+ Products for Customers/Companies that have taken them to market or put on hold for the future. I head my own Team now and we strictly get to do The Concepts, Design, Asset Creation/Engineering, Rendering, to the Final Product and everything in between. No Marketing and other boring stuff. We get to just Design and Play all day. Of course there is Challenges, Problems, Bad Customers, etc) but Its few and far between.
    Holy crap, This whole comment is long as hell and I went off on a huge tangent. Hopefully not making me out to be a douchebag. I just love 3D Design, Engineering, Modelling, Game Engine Tech and to get back to my original thought process, again! Because EU5, Quixel, Plugins, and other modern tech, Ive been learning like crazy and making a ton of Progress in UE5. Ive already got a few concepts thrown together in Engine with mechanics and a ton a logic. At first I was just creating environments with Quixel Scan , the 1000+ Assets/Models Ive made over my life (also Models taken from my work), and still modelling new thing all the time with mainly Blender/ZBrush/Substance Painter. I wont stop learning more and pushing more until I can become a full time Developer and eventually start a Game Studio. Wish me Luck!
    For Those Interested if oyu made it this far. Here are some Products I Have Designed/Modelled for My Job
    :Literally anything and Everything. I can sit here and type it all. Ive already rambled way too long.
    - Appliances (Microwaves/Toasters/Benders/Refrigerators/Dish Wear/etc)
    - Home Decor (Couches, Chairs, Tables, Bed Frames, Lamps/etc)
    - Renovation (Lavatories/Toilets/Showers/etc)
    - Tools (Toolboxes/Wrenches/Pliers/Sockets/Hammers)
    - Power Tools (Lathes/CNC Machines/Cutting Tables/etc)
    - Automotive/Racing Parts (Body Panels-Kits/Roof-Racks/Bash Bars/Suspension Components/Engine Component's/Wheels/etc)
    - Phones Accessories (Cases Mainly)
    - PC/Computers Parts (Cases, Motherboards, Heatsinks, Fans, GPU Covers)
    - Electronics is 50% of my work load. Again, If its been almost any type of Product, Ive had to least brain storm a concept to a multiple iteration of a final design in 2D or 3D
    - Okay I feel like im coming off as bragging but I just love Designing and I get the chance to get paid while creating something from nothing and being a "Corporate" Artist I guess if thats the term.
    QUIXEL ROCKS! I Would have love'd to have been part of your team, especially in the early days. Also, Thank you Quixel for all your hard work, setting the bar higher across the multiple industries with your companies idea, and of course making it easy fr us artiss to build beautiful environments in a single hour or night.

  • @mauriceshapero7200
    @mauriceshapero7200 Před 2 lety

    absolutely amazing.

  • @KhaosKeith
    @KhaosKeith Před rokem

    Jesus! This technique blew my frigging mind!

  • @MoonChildInSky
    @MoonChildInSky Před 2 lety

    So useful, thanks ~

  • @acabtitano4631
    @acabtitano4631 Před rokem

    You took the words right outta my mouth.

  • @therealbusking
    @therealbusking Před rokem

    BROTHER, YOU ARE THE BEST!!! You oooh really helped me!! THANK YOU VERY MUCH!

  • @cloudjonny3d
    @cloudjonny3d Před 4 měsíci

    Wow, i didn't know that modeling tool is that powerfull, i going to give it a try for sure!

  • @marshal487
    @marshal487 Před 2 lety +1

    Wow😍Thank You😊

  • @EMNM66
    @EMNM66 Před 2 lety

    Thank you so much ❤️

  • @therealgunny
    @therealgunny Před 2 lety +6

    this approach to content creation is literally what game development needs

    • @PandaJerk007
      @PandaJerk007 Před 2 lety

      Not really. Seems like a pain to bring content creation into the engine. Means you are locked into their ecosystem, and I don't think their tools will ever catch up to 3ds Max, Zbrush, Blender, Maya, C4D, etc.

    • @therealgunny
      @therealgunny Před 2 lety

      @@PandaJerk007 of course, im sure not even they consider this to be a "one size fits all" solution. i meant that this approach is suited for repetitive and redundant objects which most games have a lot of them.

    • @goatpepperherbaltea7895
      @goatpepperherbaltea7895 Před rokem

      @@PandaJerk007 none of those are game engines though lol and you can use most of them to make stuff to put into your game

  • @nazirullsafrypaijo5694
    @nazirullsafrypaijo5694 Před rokem +1

    Applying the new fracture actor to a 'high quality' megascan model is taking ages...Im going to try on the lower quality ones and see. Great tutorials btw! Thank you!

  • @cosmonaut
    @cosmonaut Před 2 lety

    Very cool!

  • @amerboss99
    @amerboss99 Před 7 měsíci

    this is amazing

  • @mrpunx8002
    @mrpunx8002 Před 2 lety +1

    what a amazing software

  • @akrommt6796
    @akrommt6796 Před 2 lety

    It's graet work. Thank you for tuttorial!!!

  • @IgorFisco
    @IgorFisco Před 2 lety

    Really nice

  • @SICRoosterKido
    @SICRoosterKido Před rokem

    Thank you sir!

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay Před 2 lety

    Absolutely INCREDIBLE!!!! tytytytyty!!!!

  • @acapella0741
    @acapella0741 Před 2 lety

    Perfect tutorial exactly perfect....

  • @RWBKelly
    @RWBKelly Před 2 lety

    Game changer stuff... Just waow!!

  • @dubtube6691
    @dubtube6691 Před 3 měsíci

    Those were the days when Quixel published tutorials

  • @KarmaChoedakAcharya
    @KarmaChoedakAcharya Před 2 lety

    Freaking Awesome!!!

  • @johnronald5960
    @johnronald5960 Před 2 lety

    Super Awesome 🤩

  • @goatpepperherbaltea7895
    @goatpepperherbaltea7895 Před rokem +4

    Quixel and nanite have me ready to learn unreal. I know blender pretty well but a whole new way of doing things is intimidating

    • @musicdudem6673
      @musicdudem6673 Před rokem

      the good news is if you know Blender, all you need to do in unreal is enable nanite. Boom! and then mess with the in engine modeling tools as much as you can before needing to jump back to Blender
      You are in a perfect position!

  • @serdargokhanonder28
    @serdargokhanonder28 Před rokem +1

    A very high level tutorial video! Thanks a lot at first. Is there a place where i can download the concrete textures you used in the tutorial video?

  • @repositorytutorial3d50
    @repositorytutorial3d50 Před 2 lety +3

    how long did it take to make that entire scene? that's incredibly detailed!

  • @ninopreuss2549
    @ninopreuss2549 Před rokem

    joo wtf this modelling and fracturing is completely OP

  • @cgnovice2969
    @cgnovice2969 Před 2 lety

    Holy shit this is absolutely jaw dropping

  • @richardhendrikgilbertvankl5883

    I wish i can do that someday!

  • @lamarhillll
    @lamarhillll Před 2 lety

    Just WOW!

  • @raghavsharma1973
    @raghavsharma1973 Před rokem

    my small brain can not fathom the massive amount of knowledge it took to make something like this possible! blew my mind...

  • @blendr64
    @blendr64 Před rokem

    a lot of UE in-editor modeling tips. Very cool. moves very fast so, absorb and replay.

    • @blendr64
      @blendr64 Před rokem

      thanks so much. this short video is so densely packed with techniques. it will take some time to study and practice.

  • @xD3NN15x
    @xD3NN15x Před 2 lety +5

    Love it!
    so what about to use the stuff created here with nanite?
    we have to activate nanite in every seperate piece/ chunk we created?

    • @robertlarsson241
      @robertlarsson241 Před 2 lety +2

      If you wanna convert to nanite you can just select all meshes in content browser, right click -> Nanite -> Enable. I learned that the hard way :p

    • @matteo4159
      @matteo4159 Před rokem

      @@robertlarsson241 when I enable nanite for the assets I made in blender they get that nasty low poly look. Am I the only one experiencing this issue?

  • @maxlin0000
    @maxlin0000 Před rokem

    Thank you for offering such a good demonstration. Can you please also let us know what's your PC specs for running this buttery smooth. Thx!

  • @cialk
    @cialk Před rokem

    Impressive

  • @xD3NN15x
    @xD3NN15x Před 2 lety

    at 4:28 i see you added some new seams with the "SeamEd" tool - but how did you deleted the "old" ones?

  • @lebombe8342
    @lebombe8342 Před 2 lety

    13 minutes that changed my life ! INSANE ! Thanks

  • @Leeroy712Gaming
    @Leeroy712Gaming Před 2 lety +4

    Our studio is using a lot of the modeling tools + other DCC Tools to bring an entire city 1:1 in UE5 + to create a driving game that takes place across 440KM of road and land.
    Let me know if you wanna find out more :D

  • @tomhaswell6283
    @tomhaswell6283 Před 2 lety +5

    The integrated modelling tools for Unreal really are a game changer. I hope we see a lot of new tools and features added in the next Unreal updates. This really makes content creation that much faster.

    • @armondtanz
      @armondtanz Před 2 lety +1

      Where is the best tutorials to learn these new features. This looked out of this world. I was expecting the narrator to say, 'i imported this in from maya or blender'... As you say total game changer!

  • @crummudge3123
    @crummudge3123 Před rokem

    Great work. amazing! where can I simply buy a scene like this to use and would this also look good from a "fly-over" shot like an establishing shot of a war scene.

  • @quietlyworking
    @quietlyworking Před 2 lety +1

    Beveling the edges with displaced geo is brilliant!

    • @cd_core
      @cd_core Před 2 lety

      see, I have these ideas too, but my PC sucks, so I never dare to try 🤣

  • @ChivalryYok
    @ChivalryYok Před 2 lety

    Look awesome, May I know what is your rig spec?

  • @R-SXX
    @R-SXX Před rokem

    Do you guys have a ressource / tut on how you did the smoke in the background? Really wanna learn Niagara!

  • @armandoroman6070
    @armandoroman6070 Před rokem +1

    Omg thank you! This was an extremely useful and simple tutorial. I'm not sure if I would have been able to install without it

  • @dpredie
    @dpredie Před 2 lety

    Can the X UV tool be used for displace individual faces differently?

  • @KRUSHERITO
    @KRUSHERITO Před 2 lety

    I like this, i like unreal engine and i like quixel

  • @stephanechataignie
    @stephanechataignie Před 2 lety +2

    Is there somewhere a nice and useful full tutorial on Unreal 5 for visualisation and cinematics for beginners ? All I see from you guys drive me crazy, I want to learn all the secrets and techniques to use it perfectly ...

    • @alexanderdimitrov1885
      @alexanderdimitrov1885 Před 2 lety +3

      For Unreal Engine cinematics, check William Faucher channel. You will be amazed by what he does with lighting and cameras!

    • @stephanechataignie
      @stephanechataignie Před 2 lety +1

      @@alexanderdimitrov1885 Thank you Alexander

    • @alexanderdimitrov1885
      @alexanderdimitrov1885 Před 2 lety +1

      @@stephanechataignie Toujours avec plaisir !

  • @christophermott2370
    @christophermott2370 Před 4 měsíci

    Late to the party but holy shit! this is fantastic stuff!

  • @redblack034
    @redblack034 Před rokem

    ground in just 17 minutes, amazing.

  • @5olano
    @5olano Před 2 lety +1

    this stuff a few years ago would be considered an aprils fools joke!

  • @WokZeen
    @WokZeen Před rokem

    Very secure! A lot of anti-scamming features.

  • @And_l_Wonder
    @And_l_Wonder Před 2 lety

    Awesome

  • @thevfxwizard7758
    @thevfxwizard7758 Před 2 lety +16

    Coming from Maya and Blender, this workflow seems like the future.

    • @PandaJerk007
      @PandaJerk007 Před 2 lety

      I'd prefer a button to instantly transfer objects between the game engine and dedicated modeling programs. No reason to lock your modeling skills to UE in particular. And UE modeling will literally never catch up to the efficiency of 3ds Max, Maya, Blender, Zbrush, etc.

    • @thevfxwizard7758
      @thevfxwizard7758 Před 2 lety

      @@PandaJerk007 I actually just started using Blender to UE tools. It’s one button to export your model to Unreal.

    • @PandaJerk007
      @PandaJerk007 Před 2 lety

      @@thevfxwizard7758 Sounds cool. Those are the real advancements we need. New stuff in Blender, Maya, Zbrush, 3ds Max, etc. Modeling inside Unreal is one of the lowest priorities ^_^

    • @thevfxwizard7758
      @thevfxwizard7758 Před 2 lety

      @@PandaJerk007 While pretty rudimentary, I appreciate the fact that I don't have to export and import every time I want to make a minor change to a mesh.

    • @PandaJerk007
      @PandaJerk007 Před 2 lety

      @@thevfxwizard7758 I suppose, but if we can really get a one click import/export between game engine and modelling program that sounds the most ideal. Like you can use all your universal modeling knowledge instead of tools specific to a single program like UE

  • @bluegizmo1983
    @bluegizmo1983 Před 2 lety

    Damn I wish I had the skills to do this stuff!

  • @ZAKarchitects
    @ZAKarchitects Před 2 lety

    LEGENDARY ❤️😳😳😳😳

  • @ILLmfnMILL
    @ILLmfnMILL Před 2 lety +2

    SHIT IS SICK!!! 😳