Simple Animated Vegetation with Megascans and UE4

Поделиться
HTML-код
  • Опубликовано: 21 дек 2024

Комментарии • 257

  • @GameDevAcademy
    @GameDevAcademy 7 лет назад +27

    Amazing. Cutting half of the opacity map to reduce overdraw never occurred to me! Definitely using that!

    • @reecpj
      @reecpj 7 лет назад +2

      Even with an opaque texture, transparent materials will always draw, so the only way to reduce overdraw would be make an opaque shader for the bottom part, AFAIK

    • @GameDevAcademy
      @GameDevAcademy 7 лет назад +7

      Patrick Reece don't masked materials behave differently to translucent ones?

  • @dimeolas777
    @dimeolas777 5 лет назад +95

    I hate to say it but the texture setup at 6:50ish needs a tutorial as well, isnt simple for newbs. Otherwise great tut as always and incredible textures.

    • @bigdamnhero2297
      @bigdamnhero2297 4 года назад +7

      I had the same issue as well but take a look at this video ruclips.net/video/k7Khxai2DZQ/видео.html this guy uses the same blueprints and process, I didn't understand wtf he said but got the job done! Cheers.

    • @virionspiral
      @virionspiral 4 года назад +2

      @@bigdamnhero2297 I thought you had meant that you didn't understand some of the topics of that other guy, but was able to follow along. Then I clicked the link. I was not expecting that.

    • @bigdamnhero2297
      @bigdamnhero2297 4 года назад +1

      @@virionspiral lmao XD

    • @vanzwho854
      @vanzwho854 4 года назад

      You know whats cool about the internet? That there already is tutorials about this!

    • @monkeyrobotsinc.9875
      @monkeyrobotsinc.9875 3 года назад +1

      N00b alert!

  • @ximaxwellix
    @ximaxwellix 7 лет назад +53

    12:31 ... BAM Ultra Realisitc

  • @beyondthepeel_
    @beyondthepeel_ 4 года назад +224

    Quixel - Please stop glossing over essential parts of your tutorials. Its super frustrating as a newcoming to UE4 - your tutorials all look great until you skip over huge chunks of important imformation - In this video its the animated material setup - in others its the landscape material driven by the height map - its always something and it unfortunately makes your tutorials impossible to work along with

    • @eggZ663
      @eggZ663 4 года назад +5

      This is pretty standard stuff in UE4, he even shows the graph (this time ;)) which bit are you having trouble with?

    • @pwnisher
      @pwnisher 4 года назад +34

      Totally agree.

    • @thegsusfreek2
      @thegsusfreek2 4 года назад +9

      It's not an ideal fix, but there is a button in the lower-left corner, looks like this: I I Push that and it'll let you sit and look at each chunk of the material graph that he stopped on for as long as you need! ;D

    • @Skyflairl2p
      @Skyflairl2p 4 года назад +7

      These tutorials arent meant to be full courses, only a "quick guide" for people to get started. If you're struggling with parts, search up the questions you have on youtube / google and you'll get heaps of thorough guides. (which in my opinion is way better instead of making these tutorials 50 minutes long each) I started using UE4 (albeit transitioned from unity) only 3 months ago and this really is fairly basic. Good luck!

    • @Vanderer11
      @Vanderer11 4 года назад +11

      I hate when people demand explanation of very basic things in every single video similar to this. ffs, if you need to learn basis of material creation in ue4 - find a damn specific tutorial and do not demand to make much longer vids only to get down to your level.

  • @GoldenJan
    @GoldenJan 4 года назад +72

    "Simple Animated Vegetation with Megascans and UE4"
    *opens Maya for 3D*

    • @colelindbom6012
      @colelindbom6012 4 года назад +1

      you can do the same thing in blender no problem

    • @artwizardsam3238
      @artwizardsam3238 3 года назад

      Hell you can even do it in unreal

    • @GoldenJan
      @GoldenJan 3 года назад +2

      Ikr. But the title is wrong in here if you use Maya or blender while it tells "megascans and ue4"

    • @artwizardsam3238
      @artwizardsam3238 3 года назад +6

      @@GoldenJan It's kind of a given that any geometry in Unreal is going to be made & imported from a seperate 3D package most of the time. Now, he also used Photoshop, should he include that in title too? In 3D it's very common to use a whole pipeline, and so it doesn't need to be mentioned everytime.
      Megascans and UE4 is what the bulk of work was done in, and those two are the only important packages you need.

    • @iamnima
      @iamnima 3 года назад

      Buttered Pastas... *uses water* Sh*t you should have been more precise!

  • @TheBigchekka
    @TheBigchekka 7 лет назад +30

    it looks like regular floor on acid. love it

  • @tupera1
    @tupera1 7 лет назад +8

    These videos are the most amazing ads I've ever seen!!!

  • @jman036
    @jman036 7 лет назад +5

    I downloaded Maya (and watched a 2-hour tutorial to learn the basics) and bought the subscription just to make this fantastic looking wheat field... Worth it.
    Edit: I'm 5 hours in and this is so much harder than it looks.

    • @sarevok6
      @sarevok6 4 года назад +1

      Yeah, Maya might be one of the few things on earth larger and more difficult than Unreal

    • @7ruthVVizard
      @7ruthVVizard 3 года назад

      @@sarevok6 and then when you master maya you realize blender is even better because it's free

  • @orozcoapaza1660
    @orozcoapaza1660 7 лет назад +29

    As always very elegant and useful tutorials, thanks Quixel

  • @invntiv
    @invntiv 7 лет назад +17

    This is a truly amazing library

  • @Itizhor
    @Itizhor 7 лет назад +1

    Just *awesome* how such a simple asset can achieve such an amazing result.

  • @chlbrn
    @chlbrn 7 лет назад

    Megascan is so great and I will keep using it and I have already used some material in my projects.

  • @rojo8399
    @rojo8399 7 лет назад +51

    Very neat!

    • @MaxG3DArt
      @MaxG3DArt 7 лет назад +27

      Very wheat too!

    • @theonlycatonice
      @theonlycatonice 7 лет назад +3

      Wow you really made a grass of yourself :3

    • @Giaour
      @Giaour 7 лет назад +2

      Bad, that many people today gluten free! :D

    • @kalasknatte
      @kalasknatte 7 лет назад

      Thank you! :D Glad you like it!

    • @NoobieLandCity
      @NoobieLandCity 7 лет назад +3

      Is pun your field?

  • @audunjohansen
    @audunjohansen 5 лет назад

    Damn, I'm just getting into what use-cases noise can have. Amazing!

  • @soulcatch
    @soulcatch 7 лет назад +2

    Very awesome tutorial. Going to be playing with this for a long time.

    • @kalasknatte
      @kalasknatte 7 лет назад

      Thank you! Glad you like it! :)

  • @jovontowns591
    @jovontowns591 7 лет назад +3

    Fantastic Short and Sweet Tip! Wow! Thanks

    • @kalasknatte
      @kalasknatte 7 лет назад +1

      Thank you! Glad you like it! :)

  • @elnazmaassoumian4900
    @elnazmaassoumian4900 3 года назад

    Thank you for the tutorial. Could you also please upload an image of all those nodes? a good quality image that can be zoomed in... thank you!

  • @macker202
    @macker202 6 лет назад +12

    This is Theresa May's favourite tutorial.

    • @planetarta
      @planetarta 4 года назад +2

      OMG Could model Theresa May and make a game called Fields of Wheat xD She collects coins and kills inocent civillians. Like GTA esque.

  • @Torey3D
    @Torey3D 3 года назад

    This is a great tutorial! Thanks again just for reference 7:00 animation section

  • @tpisel
    @tpisel 7 лет назад +1

    I would love to see how you set up the animation for the assets. You have a great tutorial on setting it up but then just to imported assets that are pre-animated. Can you provide some insight on how you got the rolling wind patterns and animated assets? Thanks

  • @szmaragdoweserce6689
    @szmaragdoweserce6689 2 года назад +1

    I have a question and it works on unreal engine 5

  • @VynxeVainglory
    @VynxeVainglory 5 лет назад +4

    This video is 13:36 long, and yet it is definitely 1337.

  • @musoke65
    @musoke65 3 года назад

    Great Stuff. Could you please show us how to do this on UE5.

  • @HenrikoMagnifico
    @HenrikoMagnifico 5 лет назад

    Fantastiskt verktyg!

  • @Silpheedx
    @Silpheedx 5 лет назад

    Short , concise and awesome! Thank you!

  • @whipivy
    @whipivy 5 лет назад

    It would be really interesting given the quality of appearance what the performance is at that quality.

  • @gower1973
    @gower1973 5 лет назад

    I know this video is a couple of years old but I tried following it with the new Megascans bridge and 4.24 and bridge automatically sets up an altas material with this wind node already to go but when I apply my material instance to the plane, Im not seeing any animation in the viewport

  • @slothsarecool
    @slothsarecool 3 года назад

    Amazing, thanks! Wish is it wasn't so hard to see what the graph wires connect to when they start overlapping. Yours looks soft and shimmery, mine looks like flat crap haha

  • @Xenthorx
    @Xenthorx 7 лет назад +1

    Any chance you could share your Maya export/ UE4 import options? i must have missed something here. Even using 512resolution texture i have top 25-30 frame per second after filling only half the terrain :/ On a good PC i might add*

  • @LaszloIvanyi
    @LaszloIvanyi 3 года назад

    Can you make it so that only the top of the mesh is effected by the wind?

  • @DDs6005
    @DDs6005 4 года назад +1

    In the beginning it says "mega scam" in the autogenerated captions and now I'm wheezing

  • @Donovann09
    @Donovann09 4 года назад

    It's really incredible !

  • @StealthMacaque
    @StealthMacaque 4 года назад +1

    Can someone please explain why he attaches the animation to the base-colour, roughness ect? I don't see what that does?

    • @kathoden
      @kathoden 4 года назад

      It acts as a secondary tint for the base colour. That's why you see the varying colours at the end. as for the roughness, it helps keep everything uniform. Tad bit unnecessary though.

  • @RexArtTv
    @RexArtTv 6 лет назад +7

    I'm kind of confused with the materials in the unreal part

  • @ModelWhatYouSee
    @ModelWhatYouSee 4 года назад

    Anyone go through and get wheat that has a weird black spot crawling through the textures? I can't figure out what the issue is. Anyone know if the wheat material node tree was posted somewhere? Thanks Quixel!

    • @ModelWhatYouSee
      @ModelWhatYouSee 4 года назад

      So fixed that thing, now I'm getting white fringe around the alpha masks. Any ideas?

  • @cosmotect
    @cosmotect 3 года назад

    Do the the roots of your foliage move too? Cause mine do with the "SimpleGrassWind"

  • @wilismatrix9847
    @wilismatrix9847 4 года назад

    Wow, cool technique, thank you for the tutorial !😍😍

  • @reecpj
    @reecpj 7 лет назад

    Even with an opaque texture, transparent materials will always draw, so the only way to reduce overdraw would be make an opaque shader for the bottom part, AFAIK

    • @kalasknatte
      @kalasknatte 7 лет назад +1

      Interesting - Would that be the case also with masked shading model? I'll have to look into that!

    • @DanielShawyer
      @DanielShawyer 7 лет назад

      He's right. Even with a masked shading model you'll get overdraw on any transparency, even if it's not visible. Great video! Love the effect.

    • @kalasknatte
      @kalasknatte 7 лет назад +1

      That's very interesting! Framerate went up quite significantly when doing the tests. I have to find out more about this. Thanks for the comment!

  • @hq0phgaming735
    @hq0phgaming735 3 года назад

    Hello, I dont have maya is there a way you can do this in blender ?

  • @Native_Creation
    @Native_Creation 6 лет назад

    You make it look so easy, haha.

  • @ZAKarchitects
    @ZAKarchitects 5 лет назад

    How to do the shader graph and animate the object??

  • @Giaour
    @Giaour 7 лет назад

    Looks great - questions:
    * This is game solution or cinematic only - how about performance
    * how looks borders between vegetation and rest of map, in details

    • @CalvinSimpson
      @CalvinSimpson 7 лет назад

      The main performance in question would come from how dense the grass you have is, how much of it you have, and the noise in the shader - but you could easily get away with baking that noise into a texture and replacing the noise node with that.

    • @kalasknatte
      @kalasknatte 7 лет назад +1

      It's not very optimized, but I'm getting around 95 fps. There are ways you could improve performance, such as reducing the resolution, making the vegetation less dense and so on. The borders have the clipped opacity showing clearly, but you can easily get around that by placing a row of "unclipped" assets there.

    • @Giaour
      @Giaour 7 лет назад

      Nice! :) I'm coding my game now, but I will design world soon I hope.

  • @veruzzzz
    @veruzzzz 6 лет назад +2

    Perfect! Grass field does not look real at all, but therefore I like it even more. The last scene is like from Tarkovski movie.

  • @nomiali5819
    @nomiali5819 7 лет назад

    Very very nice!!

  • @DragonFlyGamesStudio
    @DragonFlyGamesStudio 5 лет назад

    This looks amazing!!

  • @thisisbloodred
    @thisisbloodred 5 лет назад

    dam man didn't expected to turn into that

  • @aphexx100
    @aphexx100 7 лет назад +3

    thank you! super useful!

    • @kalasknatte
      @kalasknatte 7 лет назад

      Thank you! Glad you liked it!

  • @FireBert85
    @FireBert85 2 года назад

    Anyone having trouble with the foliage world position offset issue where the foliage has a gross black noise rolling over it? Is absolutely horrid depending on the angle of a dynamic directional light. I'm finding in my scene if the sunlight is in front of camera casting towards camera, it's actually not a bad look. but if the light is coming from behind camera, I can get terrible unusable black splotches over the grass

    • @FireBert85
      @FireBert85 2 года назад

      more playing around with this--this really only works with the light being cast from in front of camera, there's no version of this that works when light is directly above or coming from behind camera.

  • @mch1031
    @mch1031 4 года назад

    just
    amazing...

  • @jossabaco1859
    @jossabaco1859 3 года назад

    Can anyone here explain the benefit of constant vs a vector as an intensity slider for your materials. Surely non-uniform intensity isn't that noticeable... right?

  • @MrBLARG85
    @MrBLARG85 7 лет назад

    Wow! Amazing!

  • @zigastrmsek2
    @zigastrmsek2 4 года назад

    7:58 [SM5] (Node Add) Arithmetic between types float3 and float4 are undefined?
    Anyone?

  • @louisatkin462
    @louisatkin462 2 года назад

    Hey, it works well until I save the project, and then the lighting seems to go strange and much darker than in the video. Does anyone know why saving the project changes the lighting so much?

  • @MatthiasVichte
    @MatthiasVichte 7 лет назад

    How do I take in account the rotation of the mesh towards the wind? E.g., a plane that is facing the wind will react differently than a plane facing away from the wind

  • @gulagwarlord
    @gulagwarlord 6 лет назад

    There is only one of the wheat atlases that you used in the library

  • @AICineVerseStudios
    @AICineVerseStudios 4 года назад

    did you animated your meshes in maya before exporting as FBX? cause I don't get it why its animating in material when you import the mesh

  • @MikBurlak
    @MikBurlak 3 года назад

    What did just happend after 4:20?

  • @sundaygraphix9648
    @sundaygraphix9648 5 лет назад +1

    What sort of optimization would be needed in order to make this usable in game?

    • @CainRae
      @CainRae 4 года назад

      I know this is a bit of a late response; but I think the largest tweak would be to reduce the amount of folliage being rendered in realtime. Either by decreasing the density of wheat/grass or by creating some LOD's and setting a maximum render distance.

  • @NicolasSilvaVasault
    @NicolasSilvaVasault 7 лет назад +40

    when i saw the mesh for the crop i said, that looks like a ps1 graphics, but then the whole thing looked photorealistic as hell

    • @mwalker267
      @mwalker267 7 лет назад +2

      Nicolas Silva same here.

    • @TroublingMink59
      @TroublingMink59 7 лет назад

      Nicolas Silva And the base texture can be yours for several grand!!!

    • @NicolasSilvaVasault
      @NicolasSilvaVasault 7 лет назад +2

      +TroublingMink59 not so hard to find photorealistic materials if you know how to search :)

    • @TroublingMink59
      @TroublingMink59 7 лет назад

      Nicolas Silva I'm well aware, but this tutorial is trying to sell us a photorealistic texture for quite a lot of money. I don't ever use downloaded textures anyway, it takes the fun out of it for me.

    • @Panicintrinsica
      @Panicintrinsica 6 лет назад +3

      The material is 1 point. That works out to be a grand total of 91 cents with a commercial license.

  • @HigashiBashi
    @HigashiBashi 7 лет назад

    You can't really see it in the video but my swaying wheat has like a white outline around the tops after I've scaled it up like the video does. Any reason why and how to fix it?

  • @KarlooAudi
    @KarlooAudi 7 лет назад +2

    Man I wish I could register on the website and get these models but even if i do get them I don't understand what some of those maps do.

    • @KarlooAudi
      @KarlooAudi 7 лет назад

      i know to create normal map, height map or displacement, specular, diffuse, ambient occlusion and I have no idea what is roughness or reflection or gloss

    • @AdobadoFantastico
      @AdobadoFantastico 7 лет назад +2

      Read up on PBR(physically based materials). They model how actual materials work in real life, rather than the more abstracted models like Phong, Blinn, and so on that were conceived back in the early days.
      It's weird when you're already used to classic cg materials. But ultimately PBR is more intuitive because it matches actual material properties.

    • @KarlooAudi
      @KarlooAudi 7 лет назад

      i know what pbr is but they are expensive

    • @Xeronymau5
      @Xeronymau5 7 лет назад

      Megascans is expensive, but you don't need megascans to utilize the PBR workflow

  • @puyakhalili
    @puyakhalili 7 лет назад

    Wow amazing!

  • @MUJONYC
    @MUJONYC 5 лет назад

    Very nice tip thank you man

  • @phanes2987
    @phanes2987 7 лет назад

    this can be used to make a game with after right? i know im stupid

  • @lamprosgiannopoulos8489
    @lamprosgiannopoulos8489 4 года назад

    Fantastic, thanks.

  • @df7138
    @df7138 7 лет назад

    what do you mean by its gonna be alot cheaper?

  • @juanfranciscotorres9802
    @juanfranciscotorres9802 4 года назад

    Hi! amazing tutorial! but I got my nodes all messy! how do you put those little dots that control the direction of the nodes?

  • @muhammedlamyp.j9860
    @muhammedlamyp.j9860 4 года назад

    Sign in problem with quixel bridge..

  • @888marcinb
    @888marcinb 7 лет назад +1

    i am almost not ablebake lights when i put this grass in my scene. How can i speed light build up ? I already use lightmapssimportancevolum

    • @lunaazizella5253
      @lunaazizella5253 7 лет назад

      Oo i see you discovered megascans ^^ xD

    • @888marcinb
      @888marcinb 7 лет назад

      kim ty jesteś ?

    • @lunaazizella5253
      @lunaazizella5253 7 лет назад

      A ja to marek z grupy blender polska xD

    • @888marcinb
      @888marcinb 7 лет назад

      No potrzebowałem trawa jakoś musi falować

    • @lunaazizella5253
      @lunaazizella5253 7 лет назад

      wiem xD ja próbowałem skopiować ten materiał i go pozmieniać na trawę ale mi nie poszło xD

  • @exil3dlivecom
    @exil3dlivecom 7 лет назад

    Geeebus.. looks like ocean water. Unreal needs to fox this.

  • @The_Villages
    @The_Villages 3 года назад

    Water to is Grass. Nice.

  • @karolinasereikaite8233
    @karolinasereikaite8233 2 года назад

    Marking this one once I get the basics. Anyone can point to the best tutorial for creating such shaders which supposed to be the basics? Coming from Redshift Houdini the method of materials seems a bit different than just wiring in the propper textures :)

  • @dreamer69projects
    @dreamer69projects 6 лет назад

    Can I use this solution with Oculus go? I try to use many many solution with Oculus go but FPS is 5 - 25 only although

  • @lalufani1
    @lalufani1 7 лет назад

    How do I combine this with vertex colors, so the wind affects some parts different?

  • @deathshovelkill
    @deathshovelkill 7 лет назад

    awesome tutorial, looking forward to trying it in my low poly project

  • @Carlos-zv2tf
    @Carlos-zv2tf 6 лет назад +1

    Hey Wiktor, I have the problem that every grass mesh wich is not affected by the large wind stays white until the large windroll goes over it.

  • @AthosSampaio
    @AthosSampaio 4 года назад

    Thanks for the tutorial. Great results! Some questions:
    - How would you go about optimizing it for games, as you mentioned in the beginning? Tighter cut card sillouettes..? Simpler LODs at the distance...?

    • @miloszgierczak4806
      @miloszgierczak4806 3 года назад

      less density of wheat while painting of course + i would make lods that switch to simple world material (lit without cut-out alpha rendering) when your camera isnt looking at it

  • @MrTot117
    @MrTot117 7 лет назад

    Thank you dope tutorial !

  • @DKindenssFilms
    @DKindenssFilms 7 лет назад

    Can you guys make Animated Vegetation in c4d octane?

  • @tarviky
    @tarviky 6 лет назад

    Please make the same tutorial but for the Megascans and Maya.

  • @hughadams9703
    @hughadams9703 7 лет назад

    I have a question. If I get something off of the mega scans website can I use it in a game?

  • @phatbhbuihong2897
    @phatbhbuihong2897 5 лет назад

    I'm very new in unreal, can you share the shader? Thank you so much.

  • @superspaceboy9003
    @superspaceboy9003 2 года назад

    wow thanks so much :)

  • @石东岳-h2w
    @石东岳-h2w 6 лет назад

    Well Done!

  • @monkeyrobotsinc.9875
    @monkeyrobotsinc.9875 3 года назад +1

    Holy sh*t! Nice

  • @chemistchemist228
    @chemistchemist228 5 лет назад

    Can you do this one tutorial with atlases for Unity as well please? I have no idea how to use Megascans atlases in Unity :((((

  • @jamo7010
    @jamo7010 7 лет назад

    How do you register an account

  • @vblackrender
    @vblackrender 7 лет назад

    Just greaaat Tutorial !

  • @persiantiger7240
    @persiantiger7240 7 лет назад

    Helpful, thanks.

  • @thomasehlerss6583
    @thomasehlerss6583 7 лет назад

    Hello. This is a very nice tutorial and infact the one that inspired me to invest in megascans, aswell as trying out unreal. But once I get everything set up, and started following I noticed that I had no idea what the material nodes mean or do, whitch made me spend a long time of trying to figure out what the nodes are called, that you used in your tutorial. I still have no idea what they are, so I think i'd like to ask if anyone knows, and maybe could explain this to me? I am extremely confused, and it annoys me. :) .. Thanks for your time!

    • @thomasehlerss6583
      @thomasehlerss6583 7 лет назад

      Follow up; I think I figured it out. I just placed down every node untill i found one that looked like the one you used in your albedo. My result still looks awful, but this is a good tutorial.

  • @baptisteenfrin9572
    @baptisteenfrin9572 4 года назад

    Hello and thank you Victor for that tutorial.
    I have one question : which type of grafic card do I need to run that without freezing my screen ?
    Thank you in advance
    Baptiste :)

  • @MisterBones223
    @MisterBones223 7 лет назад

    THIS IS AMAZING! Do you mind if I actually use it in my game?

  • @TV-tr8th
    @TV-tr8th 5 лет назад

    Fantastic

  • @martinfatnesrenders1767
    @martinfatnesrenders1767 6 лет назад

    Hi! Great tutorial. I tried making something similar and everything works as it should except that the noise is very dark. How could I get it brighter like yours?

    • @khairulbahariandiprawira
      @khairulbahariandiprawira 2 года назад

      its been 4years+ but lol hey if ur still doing the tutorial, u need to add a parameter and an add blueprint after the clamp for the base color. just like for the roughness and specular. hope it helps lol

  • @konardkonrado7755
    @konardkonrado7755 7 лет назад

    is this usefull in open enviroment game in ue4 ? i mean performance , anybody have experience whith this?

  • @sandmeister26
    @sandmeister26 7 лет назад

    Nice tutorial, megascans is a really nice tool. I have one question though - why do you add the vertex animation noise to the roughness and spec inputs? The fact that the grass is "moving" surely doesn't effect how rough it is. Did you do it just to exaggerate the way the grass reacts to light as it moves? Thanks :)

  • @tridel2356
    @tridel2356 7 лет назад

    pleasure*-*
    haha very good! i have a question
    would it be possible to overwork a complete openworld game with this? i know it would take a lot of time and a beast of a pc to play this game afterwards... but it should theorethically be possible?
    and the whole, multieply wind with shader and time whatever that was, part was to much for my brain😂

  • @wesleys147
    @wesleys147 7 лет назад

    Awesome! Is this worth use in gameplay??? I mean, it's very beautiful and everything, but is it too heavy? PS: How can i do the shadows in the grass "brighter"? It's just too dark.

  • @carleetbunjira611
    @carleetbunjira611 4 года назад

    Hi What are your computer specs?

  • @MonkeyForNothing
    @MonkeyForNothing 5 лет назад

    Thanx, but I agree with some other comments. The "simple material" could use some more explaining for those of us who are just starting with Unreal. Like, why are you connecting anim parameters to different map types. Isnt the animation driving the vertex deformation, why do you need it on 4 or so maptypes.Its a bit confusing to me. Otherwise, thanx for good tutor.