Game designers don't make forests they make spreadsheets... This guy is more like an environment artist. Also, the work is clearly fast-forwarded and builds on Assets that have taken months and months of work to create
And what u guys want? Download a software, probably for free, get your free meshes and create disneylike quality stuff in 1 hour with no experience at all? This video just shows that making such virtual worlds is possible in not-that-much-time, but hey, you have to work your way through. Don't expect to find any tutorial on any matter, showing how to make excellent stuff with no effort put at all.
I just thought it was funny (and sure, a tad misleading, but whatever) that it supposedly demonstrates'Creating a Forest in UE4 in 1 Hour' when in actuality actively cut betwene and im assuming pre-meditated. The video is an hour. Actually puttin that together would take longer than an hour, and it's cale "Do X in 1 Hour". I think thats a valid albeit impassionate critique. Oh, yeah, you actually also repeadedly fast-forward the work... Which I don't think my license contains.
Hahaha... 2:30 yeah very basic. It's just the most advanced thing I've seen ever. (I have no idea how to work with this at all, it's just interesting to watch).
yeah, these guys are hilarious. Having watched Epics regular video training series, which is interesting, but terrible, I have concluded it would take about 100 years to get good at using Unreal Engine. Because the videos are terrible.
i can understand that it does look really complicated, but after you get shown how to do it and have then done it a few times and understand the concept it is actually a very basic part
unreal actually has a ton epic assets out there (no pun intended) look at their free section in the ue marketplace. especially take a look at the paragon and infinity blade assets. cheers!
Alright Im gonna help with this 2:37 "basic stuff" to you folks who are just starting out. Firstly he used Maya to make the wall and road you can use blender. It is simpler, smaller and more friendly than Maya and is open source, so free. 1. Click description and open Ground Material Pastebin 2. Open Unreal 4 3. Make new project (game or whatever it may be) 4. Add a new material by clicking "Add New" 2:26 in Materials hopefully in a new folder if you did not used starter kit, regardless. 5. Name it 'Good weed' and double click. (otherwise it does not work) 6. Switch tab and open the Ground Material Pastebin you opened and select all the text by press Ctrl+A and Ctrl+C and Ctrl+V in Unreal at 2:37. 7. Smile like an idiot and move on to the life in the fast lane.
Hey y’all, I’m compiling a list fo the quixel textures that closely match up with the ones he uses for this brainiac-ass node system. Will update in a day or two. I will turn this into a video within a week or two. At the end of the day, his code isn't REALLY needed and a megascans material blend pretty much does the same thing (megascans route will require more time and finess when it comes to painting though. So i guess its worth it to do this node work ???) Current materials/workflow that works close enough to his Artstation devblog. SAD textures are "simply" Specular on Red, AO on Green, and Displacement on Blue channels. Either do these through photoshop or set up nodes to intercept them :)))) Here is a very quick tutorial for how to do them in PhotoShop: ruclips.net/video/ku6iiyAIgfI/видео.html Doing it through PS, find the quixel folder on your comp to access the specific jpegs of the SAD materials. - To get all of the things needed for the SADs, make sure your downloads from quixel contain the Specular, AO, Displacement. You'll also need to enable tessellation in your material properties (bottom left of the gobbligook screen) to make the final material connections. Here's a quick tutorial on that ruclips.net/video/EejQyazTUWE/видео.html The ID Codes (pjxmM0) Are Used To Find The "Surface" Materials In Megascan/Quixel Libraries. These are what I used, not great, but its a tutorial afterall. Grass Section: - Grass Cut: pjxmM0 - Normal, SAD, Albedo Transition Sand Section: Pick One - Soil Rough: pjEvh0 - Albedo ~OR~ - Soil Mud: omCik0 - Albedo Normals In bottom of the culumn of code. I renamed them Forest Normals in mine. USE BOTH OF THESE MATERIALS (or two of your own. But you NEED two) -Pine Forest Floor: vctkajjg (quixel/bridge sees this as pine forest, unreal sees it as "rock rough". Its the same thing just under a different name) - Normal, Secular, Albedo (albedo will go in the bottom of the two albedos in the albedo section ENJOY) - Forest Floor : tl2neghew - Normal, Secular, Albedo (placed in the same way as above) and albedo goes into the albedo 1 slot.
@@内田ガネーシュ updated my comment. I'm gonna make a no bullshit tutorial on this. It's honestly way too much stuff to expect a beginner to know, and I wish he had given out the sources for his materials. Someone dug through his code on his artstation (www.artstation.com/artwork/VVYJ4) to find at least a reference to the materials he had.
its funny because around halfway through I thought I should let people know that he is painting happy trees... this seems a good place to plant the comment :) I look forward to the day he is also painting happy clouds and happy rivers in unison with the trees... it will be even more glorious! :)
@@anonymoustillnow9372 It would have a lot more nodes for displacement to change displacement intensity based on distance for better performance, special effects like making water look like it's moving when it's not, adding foam and all sort of other things. You can do a lot of things with texture blending.
made me smile at 2:30 when you say 'this really is just a basic vertex blend material' !! I wonder what you consider a 'complex vertex blend material ?' This guy really know his stuff and the results speak for themselves. Brilliant work Wiktor !
Him: Opens Material Editor Me: "Holy shit this is a complex material" Him: "So this is a simple, very basic material" Me: "Hm, yes, very simple material"
more like *opens video* i can try that! 15 secs later 'using megascan asset' ok ill substitute assests 5 secs after that '*opens maya* ok im going to use maya' HELLLLLL NAWWWWW BOI
I'm not sure, while there will always some realistic games, the industry seems to be shifted away from the full realism route and use a little more stylized in most games today.
@@3dbob891 which I fully support, trying to get something completely realistic will often look worse (and very uncanny) when comapred to a less realistic but more stylised and unique approach
Red Dragon for sure check star citizen to see what cryengine is capable but whe miss a lot a big game from crytek! Hope they made the climb, and journey to know about vr and then release crysis 4 and fuck all pc gamers again upgraded our stuff to play it, and consoles again have to wait next gen to ride. Maybe.... O knows is not a poor company...
M Rifqi Raihan Lubis M Rifqi Raihan Lubis same company making Fifa 😢. Companies are fine working on a shit ps4 cpu and the super 8gb ram for gpu an cpu. And then receive money for do it. That limit not just videogames also graphic engines. It so obvious the secret payments to set the maximum power as consoles can run. Just try to run any demo on a console to se how it burns. But Sony have a lot of money to fuck us and careful cause now Sony is losing speed and Microsoft have to make money cause they waste a lot of it. Just se game prices from Microsoft against steam. I love the way gaming evolving: in game pays like dlcs from btf1 that you buy and still not play cause no-one have it and there's no matches, rgb anywhere instead of real useful technology, pay to wins, video-game studios making what Sony Microsoft say, full parents buying overpriced shit in games (fifa, fornite...)just for children shut up, turning games like Btf1 user friendly (no granade cook, 3d spoon, no fire friend except 3 servers allways full and for pay if you want to open) for get all the children community inside a war game, consoles bring us the 4k they can't reproduce low fps or not real an low fps now the 75% company are working in design and less than 25% in program cause the amount of pixeles for 4k rendering textures and you se very impressive game with 3 commands more than ps3, all that for only RUclipsrs on their 1080ti and 1000€ 4k nvidia g-sync dysplay can play video games at true 4k, ps4 and ps4 pro it's just change a gpu and make oc in cpu, ps3 are the same but you are forced to change cause first one broke, so how may consoles whe net to buy and steam machine of the last days of ps3 yes a 790 one steel run Btf1 now at most graphics than ps4 pro does... Thank you all! Gamers loves you!
For some reason, I kept imagining Bob Ross in front of a cintiq 27QHD, tapping it gently and saying with a soothing voice: "Just scrape in a few indications of sticks and twigs and other little things in there. People will think you spend hours doing this." or something like that... edit: I just realized that the bob ross reference has been pointed out by several others in the comments below. Hahaha I thought it was just me
@Ocioso Jones, I didn't bother to watch the whole video. But what does baking do? I know what it does in the real world which is a form of cooking. But when it comes to Unreal Engine, what does baking mean? [Please explain in Layman's Terms, thanks in advance.]
@@kirisuma2186 Todd Howard actually confirmed a few months ago for german media that Beth will use Creation Engine for at least their next two announced games - Starfield and TES VI
I put this video in my "watch later" Playlist because I thought it was great for playing something in the background. Well... I ended up watching the whole thing without doing anything else. Impressive work!
no there arent, there are games that look similar but use a lot of clever tricks to reduce the requirements. a game with these quality of visuals would be very gpu intensive and wouldnt run well enough to play on the average pc. sure you could make a game with this level of detail in very limited, closed-in environments but it wouldnt really be much of a game.
close but no cigar... there's no question it looks good. but its nowhere near this density of grass and other foliage, also the quality of the tree meshes degrades a lot closer... also the lighting here is a lot more impactful.
I am a music producer barely jumping into this new world of Design and i immediately felt overwhelmed within the first 50 seconds. Jesus what am i getting myself into
Step 1: study botany Step 2: learn how humans change their environment Step 3: learn how to use UE4 Voilà! You are ready to create a realistic forest environment in UE4. Oh wait, you've already reached retirement age.
@@filmweaver2013 bro step 1 is not important you do not need to know botany properly 😂 just analyse what you see irl and on internet and translate that into the environments, along with what looks good. You need creativity for sure.
Back when I was in school I took a video game development course and learned how to use unreal engine and unity, auto desk maya, and zbrush.Watching this made me realize how much I have forgotten. I still only remember how to use maya. This was actually a really enjoyable watch. Kind of wish I ended up going into video game development for a career.
"Learn about basic layout, composition, detailing, lighting and post-processing in this 1 hour tutorial". I think he's separating basic with the actual foundations of "BASIC-NESS" we need. He pulled a damn exotic spider web at 2:30 and called it basic blend material, a basic color "node", a multiplier, and some power crap that he thought we'd know. I honestly dipped at 3:00 minutes.
@Hank T It was mostly a joke lol It's been 9 months, and while I have moved on to Unity, I am still learning stuff and haven't given up. Also, in that time I learned Blender for modeling.
@@parzvalishere Honestly, just watch lots of tutorials and follow along. When you get the hang of things a bit, then you will know what to look for to accomplish a specific task. At least, that is how I learned it.
I was so thrilled when I first watched this. Now I'm back after seeing the Unreal Engine 5 Demo... Oh my the graphics are on a complete other level o_O
Deathkiller 1501 the stuff that was shown in this video isn’t really easy, he is using photo scanned materials and 3D models. That’s why getting a job in AAA industry right now is almost impossible. I’m not PRO but with my skill I could get a job if it was 2008-2014. But right now even a slice of pizza from Uncharted 4 is 3D scanned/photoscanned....Also good luck making materials like that in UE4...
games like life is strange and many more don't have realistic graphics, but their art style is really beautiful. Low poly modeled game can look great with the right post effects and lighting
I came here to see how to improve the graphics on my basic project and I when saw the "basic" material nodes I felt like a child, I won't ever be able to achieve amazing stuff like this in my projects.
Small question : why creating a mesh for the ground rather than using the terrain brush and some landscape materials ? Nice video between, love your work!
obviously because it looks better at the end, plus that ground mesh required absolutely 0 skill in modeling its not like he modeled a greek statue or anything its just a plane.
yeah i was wondering if it would be easier to skip the meshes and build on the terrain, but for a scene i think this way makes it feel more real, for a gameyou would just mess with terrain for the tire tracks im guessing and keep a bigger map? im still new and playing with building a big map
Not only that, UE4's terrain tool can only paint heightmaps, thus not being able to sculpt concave shapes with consistent edge spacing such as the dirt incline. In other words, the bit he modelled beforehand is impossible to sculpt in-engine.
Respect for all the developers who spend years making games in engines thinking up environments etc. it puts a new perspective seeing the environments made and the though put in to everything
I wouldn't say he 'created' it but more an efficient use of built-in presets. The time it takes to actually create this can take up to a few weeks (modeling, UV'ing, Texturing, Materials, graphing, creating custom brushes, lighting, rendering tests etc.)
@@adb4806 no, he is right, you are too with saying nobody would do, cause why would they dont use assets, if they're just created to use them, right? That would just be a complete waste of time.
Well how far you want to go? I mean he created the world working with tools and assets. By your logic one could argue that you'll have to create the 3d modelling programs and all the tools yourself, otherwise, you're using other peoples work.
Simone Bondi - Yeah. There's level design that has to go with gameplay and the narrative, particularly the gameplay first as that's always put in place before the narrative. Here has just made an area with little to known background on why it needs to look that way, how it'll be used/viewed, etc.
On top of everyone else's reasons, one thing that gets largely overlooked in game design is efficiency. If you were to extend all that foliage to a large playable area, you'd be wrecking havoc on whatever system (console or PC) is trying to run it. Something else (likely a lot of somethings) would have to take a big hit, whether it be the frame rate, load times, draw distance, or the visual fidelity of characters/other things needed in an actual game. This approach works WONDERS when you're taking still shots or basic video where you have complete control over where the camera goes and how things will be viewed, but not so much when you have a player running around messing all that control up
A tutorial on how to make that master material would be nice. You call it simple but I only know how to set up materials plugging rough, normal, color and metalic. Other than that your master material set up is just out of my knowledge> Also, that grass looks nice
Every time I see someone do stuff with unreal Engine 4 I think to myself: What are you waiting for?! THen I try to run it on my laptop and I remember what I am waiting for...
For those who dont know what the SAD textures he uses are and how to create them- in quixel bridge, after you click on an asset ready to export, under export settings, on the bottom there are two options: global export settings and advanced settings. Click advanced settings. Scroll down to Customize Maps, check the Pack Channels option. Change the name to SAD. For R- select Specular R. G- Albedo G. B- Diffuse B. Save Settings. Export. Enjoy your SAD maps.
Could you please help me to understand what kind of texture should be put into TRANSITION block? I got 3 materials from Bridge, but not sure what is that transition and how to get correct one?
Dear commentors, title of this video talking about 1 hour lesson,compressed from many previous works, not for competition, but for save your time. Don't comment if you don't believe in such fast master class. Do not waste you time.
Imagine playing a game that looked like this... the fact that this is possible is amazing, granted the intro clip was most likely pre-rendered but man it looks good
I'm the author of the tutorial and the artist you see working in the video. :) www.artstation.com/artist/disting You can also read it in the description of the video.
Anyone have any links to tutorials on how to setup that Master Material? Yes, I know I can copy and past the material, but I want to learn how to actually do it. Any help would be great!
I copied & pasted your Material preset in the material editor, but there are no textures.. Could you please send a link with the Textures as well? ~Thanks for the Great tutorial!
I use Unity, but this is still apretty great example of how to think when building this kind of scene. Thanks. The more I learn about game development the more I learn about the tricks people use to fake some effects, and I love it, haha. Plus most of the steps can be reproduced in Unity so I don't think any of my time was wasted.
ya. but 3d softwares have more flexibility when it comes to have different color correction/post process. also accurate shadows can be achieved in 3d softwares
A more accurate title
"Create a Forest in UE4 in 1 Hour, if you've been a game designer for the last 100 years"
"And posses supernatural abilities allowing you to fast-forward yourself working"
thats true, he was one of the creators making battlefield 1 back in the early 1900s
Game designers don't make forests they make spreadsheets... This guy is more like an environment artist.
Also, the work is clearly fast-forwarded and builds on Assets that have taken months and months of work to create
And what u guys want? Download a software, probably for free, get your free meshes and create disneylike quality stuff in 1 hour with no experience at all?
This video just shows that making such virtual worlds is possible in not-that-much-time, but hey, you have to work your way through. Don't expect to find any tutorial on any matter, showing how to make excellent stuff with no effort put at all.
I just thought it was funny (and sure, a tad misleading, but whatever) that it supposedly demonstrates'Creating a Forest in UE4 in 1 Hour' when in actuality actively cut betwene and im assuming pre-meditated.
The video is an hour. Actually puttin that together would take longer than an hour, and it's cale "Do X in 1 Hour". I think thats a valid albeit impassionate critique.
Oh, yeah, you actually also repeadedly fast-forward the work... Which I don't think my license contains.
Hahaha... 2:30 yeah very basic. It's just the most advanced thing I've seen ever. (I have no idea how to work with this at all, it's just interesting to watch).
yeah, these guys are hilarious. Having watched Epics regular video training series, which is interesting, but terrible, I have concluded it would take about 100 years to get good at using Unreal Engine. Because the videos are terrible.
that looks incredibly complicated. It's hilarious how he says it's simple & basic lol
i can understand that it does look really complicated, but after you get shown how to do it and have then done it a few times and understand the concept it is actually a very basic part
It's really not that hard.
Once you dive in and just start working with it, it doesn't take too much to pick up.
Huge things are constructed from a small one.
Create a Forest in UE4 in 1 hour (Only if you already have 500 assets modeled, textured and animated)*
Asset pack
How do you get asset packs?
Abbey Galle bought it or make one yourself
unreal actually has a ton epic assets out there (no pun intended) look at their free section in the ue marketplace. especially take a look at the paragon and infinity blade assets. cheers!
YES but how it look how he created with assets look that creative mind if i have assets i dont know where to place
Alright Im gonna help with this 2:37 "basic stuff" to you folks who are just starting out. Firstly he used Maya to make the wall and road you can use blender. It is simpler, smaller and more friendly than Maya and is open source, so free.
1. Click description and open Ground Material Pastebin
2. Open Unreal 4
3. Make new project (game or whatever it may be)
4. Add a new material by clicking "Add New" 2:26 in Materials hopefully in a new folder if you did not used starter kit, regardless.
5. Name it 'Good weed' and double click. (otherwise it does not work)
6. Switch tab and open the Ground Material Pastebin you opened and select all the text by press Ctrl+A and Ctrl+C and Ctrl+V in Unreal at 2:37.
7. Smile like an idiot and move on to the life in the fast lane.
Hey y’all, I’m compiling a list fo the quixel textures that closely match up with the ones he uses for this brainiac-ass node system. Will update in a day or two.
I will turn this into a video within a week or two. At the end of the day, his code isn't REALLY needed and a megascans material blend pretty much does the same thing (megascans route will require more time and finess when it comes to painting though. So i guess its worth it to do this node work ???)
Current materials/workflow that works close enough to his Artstation devblog.
SAD textures are "simply" Specular on Red, AO on Green, and Displacement on Blue channels. Either do these through photoshop or set up nodes to intercept them :))))
Here is a very quick tutorial for how to do them in PhotoShop: ruclips.net/video/ku6iiyAIgfI/видео.html
Doing it through PS, find the quixel folder on your comp to access the specific jpegs of the SAD materials.
- To get all of the things needed for the SADs, make sure your downloads from quixel contain the Specular, AO, Displacement.
You'll also need to enable tessellation in your material properties (bottom left of the gobbligook screen) to make the final material connections. Here's a quick tutorial on that ruclips.net/video/EejQyazTUWE/видео.html
The ID Codes (pjxmM0) Are Used To Find The "Surface" Materials In Megascan/Quixel Libraries.
These are what I used, not great, but its a tutorial afterall.
Grass Section:
- Grass Cut: pjxmM0
- Normal, SAD, Albedo
Transition Sand Section: Pick One
- Soil Rough: pjEvh0
- Albedo
~OR~
- Soil Mud: omCik0
- Albedo
Normals In bottom of the culumn of code. I renamed them Forest Normals in mine. USE BOTH OF THESE MATERIALS (or two of your own. But you NEED two)
-Pine Forest Floor: vctkajjg (quixel/bridge sees this as pine forest, unreal sees it as "rock rough". Its the same thing just under a different name)
- Normal, Secular, Albedo (albedo will go in the bottom of the two albedos in the albedo section ENJOY)
- Forest Floor : tl2neghew
- Normal, Secular, Albedo (placed in the same way as above) and albedo goes into the albedo 1 slot.
@@adamtherealone Thanks yo. Much appreciated!
@@内田ガネーシュ updated my comment. I'm gonna make a no bullshit tutorial on this. It's honestly way too much stuff to expect a beginner to know, and I wish he had given out the sources for his materials. Someone dug through his code on his artstation (www.artstation.com/artwork/VVYJ4) to find at least a reference to the materials he had.
@@adamtherealone yo thank u so much this hsud be pinned
@@adamtherealone I haev a question, what do i put in SAD 1 , albedo 1 and 2 , normal 1 and 2 and stuff
1 hour for you, 2 months for me :p Great skills
SAD ;-;
Жиза
putin huylo
@@berdeshoff +
@@berdeshoff he actually is :H
I want to lay down there, looks fantastic.
lmfao
2strokedesign Just go to a fucking forest, it's like unreal engine 6 with extra smell, sounds and bugs on your neck
Lay down in a forest? You must be a huge fan of insects crawling over you.
You lost me when you opened the program
Username34 😂😂
same here
lollolol so true
I refuse to believe you are to stupid to understand what is happening here, you can do it bro if you want to!
@@SkreltNL It's called sarcasm...
Is there somwhere a tutorial to this tutorial? :D
I am trying to make it. Heck I am a beginner too, but I think I managed to do it kinda.. I will upload a tutorial soon.
@@its_argho do it
@@its_argho did you make it? I
@@CarPea he's gave up lol
@@dejavu7070 he's still doing a 1 hour tutorial hahah
I've never used UE4...and I just watched an hour of this. Good job I guess?
Haha, thank you! :D
You've used it on at least some level if you game.....
honestly this guys workflow is amazing. i get tunnel vision pretty quickly and have to have a lot of time and thinking how stuff works.
You are basically a digital Bob Ross!
Hahaha, that is one huge compliment! Thank you :D
its funny because around halfway through I thought I should let people know that he is painting happy trees... this seems a good place to plant the comment :)
I look forward to the day he is also painting happy clouds and happy rivers in unison with the trees... it will be even more glorious! :)
Because he doesn't make mistakes just happy accidents
Andrew Gregerson more of that please
some happy little trees, because everyone needs a friend
"Just a simple material"
Shows blueprint for the theory of the universe.
Ha. Them nodes kill me.
We're in Node-mans Land!!!
To be fair, for anyone who works with texture blending in UE4, this is indeed a simple material.
@@snaplemouton rrreeaaallllyyyy i wonder what complex textures blending would look like....
@@anonymoustillnow9372 It would have a lot more nodes for displacement to change displacement intensity based on distance for better performance, special effects like making water look like it's moving when it's not, adding foam and all sort of other things. You can do a lot of things with texture blending.
@@snaplemouton can unity do this too?
this is satisfying to watch even when I'm not in such industry.
made me smile at 2:30 when you say 'this really is just a basic vertex blend material' !! I wonder what you consider a 'complex vertex blend material ?' This guy really know his stuff and the results speak for themselves. Brilliant work Wiktor !
Him: Opens Material Editor
Me: "Holy shit this is a complex material"
Him: "So this is a simple, very basic material"
Me: "Hm, yes, very simple material"
took me a few weeks just to do that part lol
Me-Looking at my pc
pc-dont even think about it
lol
whenever I make the smallest changes UE4 randomly just goes *cOmPiLiNg ShAdEr 9999999999999*
me looking at geforce 210
This made me laugh out loud cause it's true for me.
literally the smallest move in the scene be like: lighting needs to be rebuilt
I just watched this whole thing and I'm not even a fucking game developer
Haha, hope you enjoyed it! :D
same :D
pen0rprick what many people watching including me have no actual idea what he was talking about or doing
i know kinda whats happening but that part around 2:00 is like chinese for to me xD
kidmosey why?
Minute 1 Yeah i could do that.. Minute 2:30 Hell No
dave martinez hahahaha
more like *opens video* i can try that!
15 secs later 'using megascan asset' ok ill substitute assests
5 secs after that '*opens maya* ok im going to use maya' HELLLLLL NAWWWWW BOI
dave martinez AWWWWWW HEEEELLLL NAAAAWWW
Naimish Kandula whats wrong with maya? Never heard of The program. Just thought if i should install it while learning unity and unreal.
HA!
didn't understand a single fuck but still watching for no reason
I thought I was the only one 😁😂
I've never even used Unity...
good thing this is Unreal Engine 4
Me too !
true
Opens node editor. Sudden wall of gibberish. "It's all very simple."
Me: Oh, I understand now.
My understanding in patience for Elder Scrolls VI just increased.
agam yudhistira that’s the exact opposite of what he’s saying lmao
they might remodel everything so takes time
I watch this, I regret my career choices.
??
Never too late to integrate, it's fairly quick to get learn in comparison to how things used to be years ago
i'm still studying web dev in an engineering school and i hope that i will become a video game developer in the future
why regret? What do you want to change it to?
Me too, i am an electrical engineer, I regret why I didn’t go to 3d graphics and gaming design
come on wiktor. share your master material for us mortals!
A link to the material (in copy-paste form) has been added to the video's description. :D
You're a star wiktor! Tack så mycket!
Probably a dumb question but how do I get that "code" into ue4 and useable in the material editor?
copy it, then paste it to a new material graph " it's weird" but u will find all the nodes being pasted. :D
Thanks a lot but step by step master material tutorial is still would be great :)
wow this tech is simply amazing and that is why we are seeing more and more realistic game levels.
this is way the generation of ps5 is going there en xbox is not to difficult to do it, all the game developers are doing that so do i:D
@@alejandrocasillas7727 and theyre not using unity! so much better results, and faster.
@@monkeyrobotsinc.9875 unity can do the same and you don't sell your soul for worse performance like (vanilla) unreal
I'm not sure, while there will always some realistic games, the industry seems to be shifted away from the full realism route and use a little more stylized in most games today.
@@3dbob891 which I fully support, trying to get something completely realistic will often look worse (and very uncanny) when comapred to a less realistic but more stylised and unique approach
can you make crysis 4? thanks
Sado Plays
Best games ever! The crysis series.
This is unreal engine not cryengine
Red Dragon for sure check star citizen to see what cryengine is capable but whe miss a lot a big game from crytek! Hope they made the climb, and journey to know about vr and then release crysis 4 and fuck all pc gamers again upgraded our stuff to play it, and consoles again have to wait next gen to ride. Maybe.... O knows is not a poor company...
Ruben Martin crysis is owned by EA
M Rifqi Raihan Lubis M Rifqi Raihan Lubis same company making Fifa 😢. Companies are fine working on a shit ps4 cpu and the super 8gb ram for gpu an cpu. And then receive money for do it. That limit not just videogames also graphic engines. It so obvious the secret payments to set the maximum power as consoles can run. Just try to run any demo on a console to se how it burns. But Sony have a lot of money to fuck us and careful cause now Sony is losing speed and Microsoft have to make money cause they waste a lot of it. Just se game prices from Microsoft against steam. I love the way gaming evolving: in game pays like dlcs from btf1 that you buy and still not play cause no-one have it and there's no matches, rgb anywhere instead of real useful technology, pay to wins, video-game studios making what Sony Microsoft say, full parents buying overpriced shit in games (fifa, fornite...)just for children shut up, turning games like Btf1 user friendly (no granade cook, 3d spoon, no fire friend except 3 servers allways full and for pay if you want to open) for get all the children community inside a war game, consoles bring us the 4k they can't reproduce low fps or not real an low fps now the 75% company are working in design and less than 25% in program cause the amount of pixeles for 4k rendering textures and you se very impressive game with 3 commands more than ps3, all that for only RUclipsrs on their 1080ti and 1000€ 4k nvidia g-sync dysplay can play video games at true 4k, ps4 and ps4 pro it's just change a gpu and make oc in cpu, ps3 are the same but you are forced to change cause first one broke, so how may consoles whe net to buy and steam machine of the last days of ps3 yes a 790 one steel run Btf1 now at most graphics than ps4 pro does...
Thank you all! Gamers loves you!
Took me 5 days just to install the software
ahahahahahah +1
Same.
LOL
@My Friend F
@45682s Hilarious!
For some reason, I kept imagining Bob Ross in front of a cintiq 27QHD, tapping it gently and saying with a soothing voice: "Just scrape in a few indications of sticks and twigs and other little things in there. People will think you spend hours doing this." or something like that...
edit: I just realized that the bob ross reference has been pointed out by several others in the comments below. Hahaha I thought it was just me
Haha, yeah there's been quite a few Bob Ross references in this comment section and they're all equally humbling. :D Thank you!
Me too!
Too bad he can't dry his paintbrush though.
This looks more realistic than the actual mountain I have near my home..
@DrDemon well they do, cause games are dramatised and romanticised in lighting and atmosphere
😂😂😂
That is true. The mountain I passed by going to White Sands looked like a low poly landscape
@@loneshadow0844 😂😂😂😂😂😂
LMAO
when you baked the grass i clicked like
Chinning Tatum hahahaha
Chinning Tatum
666!? I will erase this demon here and now. Like c;
Someone tell me the time mark.
@Ocioso Jones, I didn't bother to watch the whole video. But what does baking do? I know what it does in the real world which is a form of cooking. But when it comes to Unreal Engine, what does baking mean? [Please explain in Layman's Terms, thanks in advance.]
Anybody else not know what he is talking about...
... and watching just because it looks cool?
Lex Gaming Yep
Yeah ! me
Me
According to him it's just basic stuff, I was feeling so dumb... Like a cat looking through a kaleidoscope. 😕😒
xD
I don't understand a thing of what is he saying, but I like it.
cause he's swedish o.O
me too :D
Прикалываешься да ?? хД
May I say you didn't *digest* what he said?
I understand everything :D but im not swedish im german lel
2020 and I'm still amazed by the quality of level artists, makes you wanna switch to UE4
Me:
**Gets interested in Game Development**
**Watches this video**
"Never mind"
Said every gamer, who still complain about low quality, story driven, open World Single player Games...
Droguza devs job to makes sure the game is a quality product. If we complain is not because we are whiners
This isn’t game development as a whole. This is just level design.
@anderson true
I'm more interested after watching this.
WoW the Elder Scrools 6 looks awesome!
Haha that was what I thinking.... sadly.... we only get The Elder Scrolls 6 in 2024.... Its a long time away.... with extremly much luck 2022....
Bethesda will still use their shitty engine for ES6
@@johnnyjoestar7409 shut up, you don't even know you god damn hater
@@kirisuma2186 Todd Howard actually confirmed a few months ago for german media that Beth will use Creation Engine for at least their next two announced games - Starfield and TES VI
@@sadvrt he did?..... God damn.... Ok, good to know....
YES! This is exactly the kind of video I have been looking for!
Blue Peter style here is what we will make.
Thank you!
Hello mohammad
I put this video in my "watch later" Playlist because I thought it was great for playing something in the background. Well... I ended up watching the whole thing without doing anything else. Impressive work!
the first minute took me 2 hours...
the first 30s took me a day
The first 10 sec took me a year
JUST Searching for this took me thousands years God damn
It takes quicker the more you practice. I mean look at this guy bossing it up on UE4
Im 10 days in still downloading the software and sdks.
Playing in a game these days is like moving through a 3D painting. Appreciate your work
Exactly. I can't believe it is still slept on as an artform. It's literally painting in another dimension. But even more than that.
I can't even make a square....
Lmao
the struggle is real
Just start with a circle and go from there, much easier that way!
lol
Welcome to the squad
I did this tutorial and it came out nothing even close to this. Wiktor is on another level.
still amazes me whats possible in realtime rendering these days. we will have games with this level of detail really soon.
AwesomeVindicator we already have
no there arent, there are games that look similar but use a lot of clever tricks to reduce the requirements.
a game with these quality of visuals would be very gpu intensive and wouldnt run well enough to play on the average pc. sure you could make a game with this level of detail in very limited, closed-in environments but it wouldnt really be much of a game.
AwesomeVindicator - *Cough* Everyone's Gone To Rapture *Cough*
close but no cigar... there's no question it looks good. but its nowhere near this density of grass and other foliage, also the quality of the tree meshes degrades a lot closer... also the lighting here is a lot more impactful.
Kingdom come deliverance maybe?
I am a music producer barely jumping into this new world of Design and i immediately felt overwhelmed within the first 50 seconds. Jesus what am i getting myself into
Step 1: study botany
Step 2: learn how humans change their environment
Step 3: learn how to use UE4
Voilà! You are ready to create a realistic forest environment in UE4.
Oh wait, you've already reached retirement age.
😂😂
True man... step 1 is really important, I'm capable of all the technique and got no creativity or the knowledge of how plants grow 😂
Do what I do: go to the area you want to put in game or use ref photos online and just mash them all together. There ya go!
@@filmweaver2013 bro step 1 is not important you do not need to know botany properly 😂 just analyse what you see irl and on internet and translate that into the environments, along with what looks good. You need creativity for sure.
And maya
Back when I was in school I took a video game development course and learned how to use unreal engine and unity, auto desk maya, and zbrush.Watching this made me realize how much I have forgotten. I still only remember how to use maya. This was actually a really enjoyable watch. Kind of wish I ended up going into video game development for a career.
Quixel, im in love with ur tuts!
"Learn about basic layout, composition, detailing, lighting and post-processing in this 1 hour tutorial". I think he's separating basic with the actual foundations of "BASIC-NESS" we need. He pulled a damn exotic spider web at 2:30 and called it basic blend material, a basic color "node", a multiplier, and some power crap that he thought we'd know.
I honestly dipped at 3:00 minutes.
Lets put this beautiful tree right here, its our friend, there's nothing wrong with having a tree as a friend. Now lets get baked!
Everyone needs a friend 😂
@@Hud_Adnan Now beat the devil out of it
"I hope you learned something from this video"
I learned that I will never become a game developer.
@Hank T It was mostly a joke lol
It's been 9 months, and while I have moved on to Unity, I am still learning stuff and haven't given up. Also, in that time I learned Blender for modeling.
@@isogonbackup5361 oh good...can you give me suggestions from where I should learn unity or unreal :)
@@parzvalishere Honestly, just watch lots of tutorials and follow along. When you get the hang of things a bit, then you will know what to look for to accomplish a specific task. At least, that is how I learned it.
@@isogonbackup5361 can you suggest some good channels for unity or unreal please?
@@parzvalishere u should research a lot lol
This one of the most amazing thing I've ever seen in my life.
I was so thrilled when I first watched this. Now I'm back after seeing the Unreal Engine 5 Demo...
Oh my the graphics are on a complete other level o_O
Well we never saw any grass or any organics in the demo, so i don't know how the new engine improves those things.
5:07 That voicecrack made my day :)
There are like 20 more
SaaAàænd
The hidden effort is in the composition of this shot, a lot of homework was done, it's stunning
Whatching things you'll never do
fucking awesome
It's really easy. It just needs time. Not sitting on your chair for hours and watching youtube videos for no reason like a dumbass.
**WHY ARE YOU GUYS FFUCCKING SWEARING?**
Pablo González you knoq youtube iant kidfriendly right? Also swearing in a compliment isn't meant as an insult, learn from it.
Deathkiller 1501 the stuff that was shown in this video isn’t really easy, he is using photo scanned materials and 3D models. That’s why getting a job in AAA industry right now is almost impossible. I’m not PRO but with my skill I could get a job if it was 2008-2014. But right now even a slice of pizza from Uncharted 4 is 3D scanned/photoscanned....Also good luck making materials like that in UE4...
I have decided that game development is not for me :)
games like life is strange and many more don't have realistic graphics, but their art style is really beautiful. Low poly modeled game can look great with the right post effects and lighting
Escape that’s not why those games are good lmao. LIS is good because it has a story that makes sense. It has shit that appeals to the buyers
@Geg Soda don't encourage him
For me the journey is the goal. If game development bores you it bores you.
As a game developer you do not have to do this someone else can do this for you. You just need to code to command . / control on whats happening
"Hello Everyone"
me: probably swedish
"Im Wiktor Öhman"
...
You got a like, a subscriber and a buzzer on from an old guy. TNice tutorials is the best soft soft tutorial I've seen so far. You covered a lot of
I came here to see how to improve the graphics on my basic project and I when saw the "basic" material nodes I felt like a child, I won't ever be able to achieve amazing stuff like this in my projects.
Just keep working at it, I'm working on a couple of courses from Udemy.com , and they help immensely.
Beershake someday
Believe in yourself…… you can do it. !!!!
Stop saying you can't!!
it all comes down to devotion and continues learning.
I put The Sims 3 soundtrack in the backgroud and it combines perfectly with the video!
When is this game released?
I don´t think it is a game. - It´s a program.
21st Century man
Take a joke bruh
probably in 2 hrs
Justin 1970R I find it really cringey how people like you reference subreddits in RUclips comments sections.
ZombieSlayerr115 lol
Now you have Lumen and Nanite technology coming up soon will make your work much easier. So much fun watching this. Keep it up.
My Elder Brother Works at MegaScans. Yay! i am proud of him!
Small question : why creating a mesh for the ground rather than using the terrain brush and some landscape materials ? Nice video between, love your work!
obviously because it looks better at the end, plus that ground mesh required absolutely 0 skill in modeling its not like he modeled a greek statue or anything its just a plane.
okok thank you for the answer
yeah i was wondering if it would be easier to skip the meshes and build on the terrain, but for a scene i think this way makes it feel more real, for a gameyou would just mess with terrain for the tire tracks im guessing and keep a bigger map? im still new and playing with building a big map
Not only that, UE4's terrain tool can only paint heightmaps, thus not being able to sculpt concave shapes with consistent edge spacing such as the dirt incline. In other words, the bit he modelled beforehand is impossible to sculpt in-engine.
Alright thank you :)
God's like damn! It took me 7 days.
Keep Calm bro one day you will become Professional like him
@@Rajnishkumar-gq2wf The we be nice lol.
@@Rajnishkumar-gq2wf So what do you do?
A square half mile forrest is less than a spec when compared to the entire universe lol.
Job well done.
Respect for all the developers who spend years making games in engines thinking up environments etc. it puts a new perspective seeing the environments made and the though put in to everything
What sorcery is this?
I wouldn't say he 'created' it but more an efficient use of built-in presets. The time it takes to actually create this can take up to a few weeks (modeling, UV'ing, Texturing, Materials, graphing, creating custom brushes, lighting, rendering tests etc.)
i mean he did *create* the *forest* ;)
nobody worth paying for would take a few weeks to make this even if they made all the assets themselves, youre just extremely ignorant
@@adb4806 no, he is right, you are too with saying nobody would do, cause why would they dont use assets, if they're just created to use them, right? That would just be a complete waste of time.
But you should not instantly offend someone, who did obviously nothing to u.
Well how far you want to go? I mean he created the world working with tools and assets. By your logic one could argue that you'll have to create the 3d modelling programs and all the tools yourself, otherwise, you're using other peoples work.
I think you just made the entire video game industry look bad if this took an afternoon to make.
That was not my intention. :D
Lol rowan, there's much more behind creating a game than just designing forests :P but yeah, this forest is much above the average games have!
Simone Bondi - Yeah. There's level design that has to go with gameplay and the narrative, particularly the gameplay first as that's always put in place before the narrative. Here has just made an area with little to known background on why it needs to look that way, how it'll be used/viewed, etc.
rowan dax but you have to remember that don't make a 50 meter scene instead they make a huge forest and can't focus on one tiny part so much
On top of everyone else's reasons, one thing that gets largely overlooked in game design is efficiency. If you were to extend all that foliage to a large playable area, you'd be wrecking havoc on whatever system (console or PC) is trying to run it. Something else (likely a lot of somethings) would have to take a big hit, whether it be the frame rate, load times, draw distance, or the visual fidelity of characters/other things needed in an actual game.
This approach works WONDERS when you're taking still shots or basic video where you have complete control over where the camera goes and how things will be viewed, but not so much when you have a player running around messing all that control up
A tutorial on how to make that master material would be nice. You call it simple but I only know how to set up materials plugging rough, normal, color and metalic. Other than that your master material set up is just out of my knowledge> Also, that grass looks nice
Exactly! That and the exact location of the QMS assets he used is the key to this tutorial.
Every time I see someone do stuff with unreal Engine 4 I think to myself: What are you waiting for?! THen I try to run it on my laptop and I remember what I am waiting for...
Hatten av för Öhman! Vilket strålande jobb han gjorde!
Tack! :D
This is the best free software Ive seen. Respect.
It's fucking beautiful.
No need to swear.
fuck oops
Droepram oh shit i forgot
Special Ops Pepe calm the fuck down
Fuck no
That subtle voice crack in the end of every phrase xD
this guy could be banging out dlc maps like its nothing
And then the devs could charge $25 for them. ( I know, I know, there's more to it then that. - just being cheeky)
This is great for everyone who wants to make a game where the entire game takes place in a 30 foot long path.
Lol I love that I'm not the only one who's like "where those trees come from". Still searching xD
Wow! Excellent tutorial! I just wanted to ask, are these foliage types available along with UE4, or did you need to purchase them as a separate pack?
Thank you! They're Megascans assets - either as 3D assets or materials used to create the models. :)
.
That'll be $500.
Barak Attias who said this has to be for real-time? And I’m pretty sure Megascans has multiple LOD’s for each model so it could be used for it I guess
its not really an ad.. hes not saying "you can make this if you go buy so and so"
For those who dont know what the SAD textures he uses are and how to create them-
in quixel bridge, after you click on an asset ready to export, under export settings, on the bottom there are two options: global export settings and advanced settings. Click advanced settings.
Scroll down to Customize Maps, check the Pack Channels option. Change the name to SAD.
For R- select Specular R. G- Albedo G. B- Diffuse B.
Save Settings. Export. Enjoy your SAD maps.
Could you please help me to understand what kind of texture should be put into TRANSITION block? I got 3 materials from Bridge, but not sure what is that transition and how to get correct one?
@@НужнобольшеЗолота-л1в Ye, i need it too and thanks for help above
Making all those object(which you added at the project) are incredible work.
Quixel: Easy
People in comments: How do I make a cube?
Me: How the hell do I set this program up?
Your Potato PC: bruh wtf are you doing to me?!
wow good job looks really last of us-esque
it's just a forest... does every forest remind you of Last of Us?
Morgan the Love Organ your mums forest does
Idky it kinda reminded me of the last of us as well
Morgan the Love Organ reminded me of The Last Of Us as well. You’d need to play to understand
I did play it. I don't know, somehow reducing a part of nature to a video game reference doesn't feel right.
Dear commentors, title of this video talking about 1 hour lesson,compressed from many previous works, not for competition, but for save your time. Don't comment if you don't believe in such fast master class. Do not waste you time.
Imagine playing a game that looked like this... the fact that this is possible is amazing, granted the intro clip was most likely pre-rendered but man it looks good
The modern Bob Ross.
Haha, wow! I take that compliment with a huge smile! :D
Nope! :) If you read the video's description you'll see I'm the author of and artist in the video. :)
I'm the Art Lead at Quixel. :)
Wiktor Öhman Great job on this dude :)
Easy there man xD Bob Ross was the dude who was on PBS' The Joy of Painting, he hosted it. Damn nice bloke
The finished forest looks way much real than an real forest.
GoolmeGaming I do hope you realise what is wrong with that sentence.
GoolmeGaming This is true.
@@Android-zh9pk you two are disgusting.
Boi, you never went to a forest, did ya?
Phoenix YT124 Or am I?
Where did you get those trees? I can't find them in Bridge.
Hello, did you find out ?
Falseee Did you?
@@falseee4445 have you found them ??
@@thepowerkiller no
@@Brad-qw1te thanks !! :)
I never thought it was that easy, but credit goes to you, the way you explained. Thank you.
Impressive
Thank you!
I'm the author of the tutorial and the artist you see working in the video. :) www.artstation.com/artist/disting You can also read it in the description of the video.
Took me a solid few weeks before I could figure out how to open this video
underated comment
@@CocoPalermo86 overrated reply
@@pixy6239 that's an underrated reply to a reply
Came to learn how to make a game, left knowing how to bake...
Idk who would dislike something like this, it's a MASTERPIECE
thanks !!!
Our pleasure!
If you set the skylight to a slightly cooler colour temp, and the sun to slightly warmer, you will get more natural looking shadows. :)
Anyone have any links to tutorials on how to setup that Master Material? Yes, I know I can copy and past the material, but I want to learn how to actually do it. Any help would be great!
Glad to see is being used as well in the main process .
Det ser ju fan helt sjukt ut!!!! Bra jobbat!!!
Tack! :D
Imagine if Bob Ross learn how to use UE4 engine, we'd have so many lovely pines, cottages and snow capped mountains with flowing streams!
I copied & pasted your Material preset in the material editor, but there are no textures..
Could you please send a link with the Textures as well?
~Thanks for the Great tutorial!
3 months and no reply. The support doesn't seem very good, unless it was through PM's.
I use Unity, but this is still apretty great example of how to think when building this kind of scene. Thanks. The more I learn about game development the more I learn about the tricks people use to fake some effects, and I love it, haha. Plus most of the steps can be reproduced in Unity so I don't think any of my time was wasted.
This working scene looks more realistic than a render that we work for long days with V ray render engine on 3 DS Max.
ya. but 3d softwares have more flexibility when it comes to have different color correction/post process. also accurate shadows can be achieved in 3d softwares