How to Create Ghibli Rocks in 3D - File project DOWNLOAD - Unreal engine 5 and blender tutorial

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  • čas přidán 5. 11. 2023
  • How to Create Ghibli Rocks in 3D - Unreal engine 5 Tutorial
    For project and reference file: graphicline.gumroad.com/l/uzbwsz
    With unreal engine 5, nanite and lumen.
    I tried to recreate a graphic style that is close to studio ghibli.
    Welcome to this captivating journey into the heart of indie game development. In this videos, we will delve into the depths of crafting a unique virtual world, from the initial conceptual stages to the final realization. We'll uncover the challenges faced by independent developers (one in this case :D), immersing ourselves in the intricacies of level design, the implementation of captivating graphics, and the integration of interesting gameplay mechanics. Through various showcase, we will gain a thorough understanding of the development process, from coding to optimization, ensuring an engaging gaming experience.
    Whether you're a game development enthusiast or simply curious about the inner workings of captivating virtual worlds, this video offers an in-depth exploration of the game's technical achievements.
    Software used:
    UE5
    Blender
    Substance painter
    Follow us on twitter
    / clouds_of_rain

Komentáře • 14

  • @TFHavingFun
    @TFHavingFun Před 7 měsíci +3

    Awesome! Would love to see ghibli style tutorials on grass, trees (bark), waters and clouds.

  • @troll_kin9456
    @troll_kin9456 Před 7 měsíci

    Thank you for this. It would be great to see Grass and trees.

    • @graphiclinegames4843
      @graphiclinegames4843  Před 7 měsíci

      Thank you, I’m currently thinking of new tutorial for grass and trees, stay tuned ;)

  • @imlostgaming9542
    @imlostgaming9542 Před 7 měsíci

    This was awesome thank you! yes grass and I'm also curious how you did you leaf textures on the trees and bushes they look look straight out of an anime please cover that as well!

  • @mikecastro4269
    @mikecastro4269 Před 10 dny

    Hello, I really appreciate the video. One question, can it be done with another program other than Adobe? for example, quixel mixer or some free one? Thank you so much

    • @graphiclinegames4843
      @graphiclinegames4843  Před 10 dny

      I haven't tried but I think so, In Substace Painter I use fairly common tool, such as edge highlighting, I think it's possible to achieve a similar result even with Mixer.

  • @julawitkowska8553
    @julawitkowska8553 Před 20 dny

    It's great tutorial but 1 milion triangles is a bit much for an game asset

    • @graphiclinegames4843
      @graphiclinegames4843  Před 20 dny

      Not for nanite ;) that’s game changing!

    • @Oridore_
      @Oridore_ Před 18 dny

      @@graphiclinegames4843 Yea but why use nanite at all? That is a simple, smooth, rock. It could have 500 triangles only, and it wouldn't change anything to the look of it. It just makes the game heavier for no reason, makes it incompatible with mobile devices, and take a big ton of place on your hard-disk

  • @Oridore_
    @Oridore_ Před 18 dny

    What's the point of downloading a super HD asset with millions of triangles and details to smooth it, erase the details, and put nanite to work for nothing? The point of nanite is to be able to load tons of tris to have huge detail resolution, but nanite is completely useless for this kind of stylised work! And also, why do the first half of the texture with nodes in blender, if in the end you're gonna put it in substance ? Just use substance, painter or designer, but why use blender nodes??
    So, here what I would have done :
    *Choice 1)* Completely stay inside unreal engine.
    Take the stone asset that you like in quixel bridge, download it in low-res, and maybe subdivide it once in the modeling tab if you really want a smooth finish. You can also decide to keep the low poly model to assign it as an LOD. Then make this rock material completely inside the material editor of unreal engine, procedural. It's really not that complicated, so it can easily be made there. That'll give you full flexibility on the look of your material with a material instance, to have various types of rocks easily, in a few clicks.
    *Choice 2)* Blender only
    Just model a simple rock in blender, that's super easy to do. Then, use the material nodes from blender and make the material here, assign UVs, export it, and put it into unreal, boom. The advantage of this workflow is that you can start by working on a veery low-res rock (like 20 tris), and use the multiresolution modifier to add further detail. This way, you can export your rock in multiple levels of details (LODs) and plug them in unreal, which will increase the amount of details the closer you get to it in-game. This way, your asset will have extraordinary performance, and will be suitable for mobile playing.
    *Choice 3)* Blender + Unreal - _(best choice)_
    Model your rock in blender, export different LODs thanks to the multiresolution modfier, put them in unreal, and make the rock material completely in the unreal-engine material editor. Full texture flexibility, best performances, and probably the most studio-compatible workflow.

    • @graphiclinegames4843
      @graphiclinegames4843  Před 17 dny

      Thanks for the very complex comment with your ideas and solutions. I can say that I kept nanites to exploit the polygonal complexity which is not completely lost with the slight smoothing that I use. This helps make the avoidable details in SP (on the edges) more evident that with a low poly model it would not be possible to highlight.
      In regards of the blender shader and then substance painter workflow, this is the one that is simplest for me, because I find the shader in blender very customizable and convenient. I haven't found alternative solutions to do everything in SP (for now)
      Also consider that I am new to this type of "job", this is my workflow and I tried to explain it as best I could, thanks for the advice :)

    • @Oridore_
      @Oridore_ Před 17 dny

      @@graphiclinegames4843 No problem, thanks for your kind answer and I hope my tips were somehow helpful :)
      I still think nanite isn't useful in this case, you can fake details with generators in both Substance softwares, or even directly in the UE material editor. Though something you could do if you really want to keep them, is to do a retopology of the rock in blender, shrinkwrap a subdivided version of that topology onto the HD model, and then bake the details onto the low-res version.
      Nanite is a cool tool, but don't use it just for the sake of it, haha. It has both a specific purpose and big limitations. It's great to call nanite for objects that _absolutely need_ a ton of details, but the fact you're smoothing the rock proves that you _don't_ want that much details ^-^"
      Continue the good job and have a great day!