hey guys, you can now follow brushify on facebook: facebook.com/brushify I'm hard at work building Brushify Revision 2, it's a massive update across all my products. Better lighting, roughness and tessellation support. It's set for release next week. I'll have a new video for you introducing the changes! Cheers, Joe
Incredible Joe - I've recently just started learning UE (coming from Blender), and Im so glad youtube algorithm suggested your channel. I love the pace of your tuts, and the peaceful music - very calming.
Joe, You're honestly amazing. Can't wait to purchase the country roads as been looking everywhere for more British themed stuff and sadly, not many out there!!
I recommend also to untick "cast shadows" for the segments. It will make it much less noticeable if the road is hovering above the landscape an you don't need shadow under the road anyway.
As someone who purchased this ...here my thoughts on this The pack is great, it has every thing i wanted for paths and roads ..with the files neat and tidy i was very happy with this purchase .... Having great fun building little environment with for last few days, the video guide you have here for each pack definitely has impact on making sales it what convinced me because that way i know would get break down how to use them with benefit of understanding the process behind them . Thanks
Can you please show me how to make intersections with this road pack probably can't on this pack but could you please do a tutorial on how to or even better make another marketplace asset that maybe has intersections?
hi joe, im working on a long road and barricades. that i found the barricades scaled by the length of spline segment. i need draw so many knots, is there any way to make the barricades scaled uniform?
Maybe you should provide the Auto Material for free, I know it sounds crazy, but consumers might be more tempted to buy into your eco system and get the other packs. It also makes it feel less expensive to buy the other packs with "Auto Material included", because right now it feels like I'm paying an extra 10 bucks for every pack because of this. Love your tutorials, so glad I found your stuff :)
Hey Joe, if I wanted to add wheel tracks to this, would simply modifying a copy of the T_Mud_04 texture in photoshop with tracks, then duplicating the MI_Road_Mud_04 material work? Just wondering if it will tile appropriately based on how you've built your Master road material function...
Sorry I know its off topic, but i love that sky / cloud... Is that using a HDRI system? It really helps bring this scene to life... Is it a marketplace asset?
wow! you got me on Brushify - Environment Shaders pack... I can see I will buy all of your brushify stuff sooner or later... GOOD WORK. I have spent a fair amount of money on UE4 landscape assests... had I known about this before... Things would have been much different... and easier. Keep up the good work. Will you do a "custom" Pack?
Hello, I created a landscape with your Smart Brush System. I made some adjustments with the brushes for a larger map size as shown in one of your videos. I started adding a spline road which was going well until I tried to match the landscape to the spline segments. The landscape shoots up far past the spline but is conforming to the splines shape. Do you have any idea what is going on?
Do the material instances for the roads support Roughness map? I see the possibility to add custom albedo, normal and height but the roughness map is nowhere to find.
You can specify a landscape paint layer in the spline properties. So you can use that to have Remove procedural layer paint automatically where the spline goes. That will take care of the procedural grass. You can also go into procedural foliage spawners and put Removeprocedural in the excluded paint layers. The system is actually well thought out.
@@HavokSage appreciate the reply! I guess the procedural foliage spawner I’m using already had the remove foliage set up. I was able to just paint, resimulate the foliage and it worked! Thank you!
yes you can, it is Mesh that assign to spline that can be any mesh and it will conform to any UE4 landscape, another aspect is you have Mat Instance set up for surfaces so you can apply to it ..or you could apply your own mat if you choose ...the project files is setup neat and tidy ...
@@HavokSage imgur.com/qZelAM1 Do I need to turn on some extra switch parameter to see the "Edge Blending" section or plug something in the parent material? I have the latest natural road pack, and I don't see that option. :(
Hi there, can you add physical materials to the master materials or do a tutorial to set up a few. Thanks I just purchased your big pack. Regards, Shil. Are you in Scarborough or Whitby.?
I want to create my own tutorial on this eventually, but this one is pretty close: ruclips.net/video/TwWDT5zCnLg/видео.htmlsi=fGGT68Bp2vqudmIU Im actually in Sheffield!
Thank you, I bought this pack. I would like buy some pack with asphalt roads , new, durty, brocken, with puddles etc. For city. Maybe some kind of tunnels.
Hey hope you are doing well. I just wanted to point out that the single sign post is missing an LOD section for the text so it does not show up. The other two signs are working as expected. Could you fix this so I can use the sign in my game?
hello joe. your work is beautifull. how do you do to make these assets be so realistic when you put them on your scene ? i saw you have megascan assets but for me , these assets don't are so realistic when put in my scene and i wonder why ! it's annoying for me . is it your lighting or another settings please ?
Hey, yes its possible. The footprints system has to be custom setup for your character. This developer successfully implemented it: ruclips.net/video/X9ew9C_9ODs/видео.html
thanks Joe, enjoying laying these in! Very helpful tutorial. I notice at 5min you are painting around the roads with your layer materials to help blend it. I've already generated my landscape tho with different material layers, so I assume I cant do this step unless I've generated my landscape using those material layers already?
@@HavokSage Thank you, another question, do you enable edit layers for the landscape and create a separate layer in the landscape-manage panel just for splines? Or is this just an optional practice?
Hi Joe, i love this pack but im running into a small issue. I needed to turn on mesh distance fields for some of my other assets, and when i did that my roads from this pack developed see through holes in the material. Would you happen to know what may have caused that?
Hey, do you have the latest version the pack? As far as I'm aware that issue was previously resolved in a patch. If it's not resolved I can check it asap.
Please is there anyway to purchase your assets , outside the unreal store? They are not accepting my card and paypal is disabled there, support is not responding, can I buy directly from you? really want to try your assets out
I'm having trouble implementing this in UE5. Whenever I set up my control points and lay down my mesh and material, they look like sepparated rectangular segments, rather than a connected stream of splines how do I fix this?
Hi, sounds like you're adding the mesh to the control points rather than the segments. make sure to Select All segments. Then you add it to Landscape Spline Mesh slot. The setup hasn't changed since UE4.
looks very cool, can you explayn why a character so big ? or its your road small? i guess its normal size for character when you create a new project, but its good size ? or need to make less than it is =/ or its just your road. sorry, english isnt my navite language its becouse diffucult to me explain what i mean)
Im trying to combine two brushify packs into a empty project, it looks like all assets have the same name from the different packs, so i have to copy it manually beside to load it from the content library...is that so? or am i too noobish and dont get it?
There is a paint layer, Remove Procedural. Add a non-weightblended layer info to that and then paint. It will remove the grass. You can also add the paint layer in the spline properties so that it paints on the entire road.
@@HavokSage how do you add the paint layer in the spline properties? I'm trying to build player defined roadways, so i can't paint over them in the terrain editor
Thank you for your hard work! What I'd like to note is that your materials invoke too much draw calls when used with voxel plugin pro on "low end" GPU's like ge force 1050 significantly dropping FPS. Do you have automaterial implemented in a single material with a single material graph? Such approach boosts performance significantly.
I mean it's a low end graphics card from 5 years ago. There are going to be limits to what it can possibly handle. In 2021 it's not really possible for me to cater for such low spec hardware, it would get too confusing to have multiple versions. The average GPU these days is around GTX 1070 equivalent, so that is the specification i build for. The way that brushify is built is for customization and modularity though, so it's possible for you to strip out all of the material functions and reduce it to only a single paint layer etc..
Hi there - How do you paint the terrain underneath the road? Using one of your terrain materials {Do its non-destructive to the materials}, I have a LONG road and hand painting is taking awhile :)
@@HavokSage yes i am on cinematic settings, i am using your clover foliage model and painting it on a terrain it's just disappearing as i said earlier.
When i use one of my own road textures, the road has to be rotated. Is this somewhere possible within the instance? I see only options for tiling, correct me if I'm wrong.
Hi you cannot rotate textures in UE4 unless you do so in the shader (which costs extra perf). I'd recommend to simply rotate in photoshop. If you have many textures you can use Irfanviews batch converter to rotate many textures at once.
I purchased this pack but noticed that in UE5 all materials seem strange. Some which shouldn't be shiny become shiny, others become dull (no color variation like in the video). I fiddled around with albedo, roughness and even tried other textures, to no avail. None of the materials seem realistic. Any hints to make this work well in UE5? Thanks.
@@HavokSage Many thanks for getting back so fast, that was great. I didn't want to post here publicly a link to my google drive, so I sent you a note through brushify.io with more details. Thanks again. After the resolution (or if it turns out I'm just being dumb :-)), I'll come here and mention the result because it could be useful to others.
Uh, Joe? Ran into a slight problem. Whenever I click on one of the materials, it switches to World Grid Material. Neither the Phys Material nor the Parent show up either. Any clue what's going on?
@@HavokSage Thanks for getting back to me on this. The material instances go completely blank when I click on them in the menu itself. No compiling, nothing. For example, when you double click an instance, it opens a viewer window. The moment I do that, that's when it goes blank. When I add it to the mesh, same effect; Switches to World Grid Material.
@@bigtime9597 does it render correctly when you apply the landscape? (i presume you mean the landscape material.) You also need to follow the other steps in the getting started tutorial. Like applying layer infos. There is a bug with the unreal material preview showing black sometimes.
@@HavokSage I've been working with your Natural Roads pack, just to be clear. The materials don't render correctly, neither when applied nor previewed. I apologize if this is starting to bug you.
So can someone tell me how difficult it is to make an environment like this? We have all these free realistic assets now but I have to imagine the reason I never really see any full indie games utilizing them is that theyre crazy to optimize. How realistic is it really to make an open world game using this stuff?
It all depends what your skillset is. For instance Brushify assets are all optimized, all have LODs, all make smart use of drawcalls, texture memory etc. the same goes for many marketplace assets. With that said, you still need level designers that understand optimization so that they know how to use the assets, and know the limitations of the engine and work with those limits. Generally though the main blocker for game devs is not the Art side. It's Programming and logic, things like pathfinding, AI, multiplayer etc. those are real showstoppers if you don't have decent programmer on board. The other thing is that high end graphics usually aren't the focus for indie devs, they would much rather have their game run on 5 year old PC's and appeal to a larger audience that way. The more people that can run the game at 60FPS+ the more potential customers.
@@HavokSage I see what you mean. Additionally how does stuff like this work financially/claim wise? All of this Brushify content? I can go buy one of your 'realistic something' packs for $20 and then go make a game with it no strings attached? Like if I made a game using the Brushify assets I bought from you and it got hypothetically as big as like Flappybird, Fortnite, among us, ect.-- there'd be no strings attached? That money would be mine and you'd have no claim on it even though I'm using your assets (granted, that I would have bought off you)? I'm not trying to sound like a dick who wants to grab something and run, I'm just trying to understand the actual financial reality around (really fantastic) assets like this
Hi Joe! I downloaded a roads pack and have an issue of roads cutting when it gets closer to the camera. It also happens on the NaturalRoads level. Any thoughts on how to fix this? I'm very new to un4 and mainly use it for archviz. Brushify really helps to speed up the process though, thanks a lot for that! www.dropbox.com/s/r83ga90su7dgjyl/HighresScreenshot00003.png?dl=0 www.dropbox.com/s/y3p5ngtnmp9gn3p/HighresScreenshot00002.png?dl=0
@@HavokSage ah okay, I'm always looking forward to seeing new things from you. Will definitely be picking this one up. Any idea what your next pack will be?
hey guys, you can now follow brushify on facebook:
facebook.com/brushify
I'm hard at work building Brushify Revision 2, it's a massive update across all my products. Better lighting, roughness and tessellation support. It's set for release next week. I'll have a new video for you introducing the changes!
Cheers,
Joe
Your UE4 tools are incredible Joe, the environments you create never cease to impress.
That you very much for re-uploading with softer BGM, so much easier to follow now!
Incredible Joe - I've recently just started learning UE (coming from Blender), and Im so glad youtube algorithm suggested your channel. I love the pace of your tuts, and the peaceful music - very calming.
Joe, You're honestly amazing. Can't wait to purchase the country roads as been looking everywhere for more British themed stuff and sadly, not many out there!!
This is why I love Brushify.
Will be using this in my project. Your work is very good
I recommend also to untick "cast shadows" for the segments. It will make it much less noticeable if the road is hovering above the landscape an you don't need shadow under the road anyway.
as a complete beginner into game design/3d modeling these tutorials are a must-have after learning unreal engine
How about the clouds? Looks nice. 😍
Its a clouds skydome with a custom shader. The textures are from hdrihaven.
@@HavokSage Thanks.
@@HavokSage which hdri map specifically ?
As someone who purchased this ...here my thoughts on this
The pack is great, it has every thing i wanted for paths and roads ..with the files neat and tidy
i was very happy with this purchase ....
Having great fun building little environment with for last few days, the video guide you have here for each pack definitely has impact on making sales it what convinced me because that way i know would get break down how to use them with benefit of understanding the process behind them .
Thanks
You Sir, have earned a like and a new subscriber, job and explanation on point!!
This tutorial is very frustrating to try to follow with UE 5.3 or higher. Can't get this to work after buying this pack.
Can you please show me how to make intersections with this road pack probably can't on this pack but could you please do a tutorial on how to or even better make another marketplace asset that maybe has intersections?
wow, that almost looks like the actual road into Sheffield... but this is cleaner
heheh, sheffield is my hometown :D
@@HavokSage I live 10 miles away in chesterfield, small world
Great work - any plans on asphalt streets / highways?
it's on my todo list!
I just picked this up! Absolutely incredible work on this asset! Super inspiring! Thank you :)
Brushify is really Awesome!
This can be called Old Town Road Britain Edition pack. Lol In all seriousness though great work. this is super handy.
I love your work man I hope we going to see more👍
really enjoying this pack, recommend+++
hi joe, im working on a long road and barricades. that i found the barricades scaled by the length of spline segment. i need draw so many knots, is there any way to make the barricades scaled uniform?
How can i stop the grass spawning on the spline? Thank you very much for any answer
Maybe you should provide the Auto Material for free, I know it sounds crazy, but consumers might be more tempted to buy into your eco system and get the other packs. It also makes it feel less expensive to buy the other packs with "Auto Material included", because right now it feels like I'm paying an extra 10 bucks for every pack because of this. Love your tutorials, so glad I found your stuff :)
Hey Joe, if I wanted to add wheel tracks to this, would simply modifying a copy of the T_Mud_04 texture in photoshop with tracks, then duplicating the MI_Road_Mud_04 material work? Just wondering if it will tile appropriately based on how you've built your Master road material function...
Hey, yes that will work just fine. Just have to make sure the tracks run across the whole texture in the correct orientation.
grass still bleeds threw the spline tool and mesh or is there a way to fix that?
Great stuff Joe! By the way are these materials applicable to a mesh not a landscape system?
Works fine.
Love the video, love brushify!!!
Is there a plugin like this for Blender? Or are we SOL.
Sorry I know its off topic, but i love that sky / cloud...
Is that using a HDRI system? It really helps bring this scene to life...
Is it a marketplace asset?
the hdri system and texture is all included with the pack. it was converted to unreal from www.hdrihaven.com/
Joe Garth thanks for the response! Very interesting. Really like the brushify project btw! 👍🏻
how i can do this but without the brushify?
Hi, Joe. Is Brushify compatible with M1 Macs?
wow! you got me on Brushify - Environment Shaders pack... I can see I will buy all of your brushify stuff sooner or later... GOOD WORK. I have spent a fair amount of money on UE4 landscape assests... had I known about this before... Things would have been much different... and easier. Keep up the good work. Will you do a "custom" Pack?
Hey thankyou!!! Im working bow on improving all packs.
What did you mean by a custom pack? My goal is to create all earth biomes.
Hello, I created a landscape with your Smart Brush System. I made some adjustments with the brushes for a larger map size as shown in one of your videos. I started adding a spline road which was going well until I tried to match the landscape to the spline segments. The landscape shoots up far past the spline but is conforming to the splines shape. Do you have any idea what is going on?
how use displacement or bumpy in this pack for final render still image?my case using grass material auotomaterial
Hello my friend, good luck. How did you do that side of the road like that? I also see road edges sharp and linear.
Hello Joe. The Package includes Landscape, HDRI, Grass, lighting system, etc. That is all I can see in the video. Thanks.
is this a question?
Do the material instances for the roads support Roughness map? I see the possibility to add custom albedo, normal and height but the roughness map is nowhere to find.
Perfect tool, wondering how i could place a foliage blocker around the spline
You can specify a landscape paint layer in the spline properties. So you can use that to have Remove procedural layer paint automatically where the spline goes. That will take care of the procedural grass.
You can also go into procedural foliage spawners and put Removeprocedural in the excluded paint layers.
The system is actually well thought out.
@@HavokSage appreciate the reply! I guess the procedural foliage spawner I’m using already had the remove foliage set up. I was able to just paint, resimulate the foliage and it worked! Thank you!
hey joe,can "brushify natural road" be used on UE5?
Can I use the spline system on my own terrain? Can I buy this pack,use the spline system but over my own landscape?
yes you can, it is Mesh that assign to spline that can be any mesh and it will conform to any UE4 landscape, another aspect is you have Mat Instance set up for surfaces so you can apply to it ..or you could apply your own mat if you choose ...the project files is setup neat and tidy ...
hmm, I no longer seem to find the "Edge Blending" section at 0:44 :(
its inside the road material. hasn't changed :)
@@HavokSage imgur.com/qZelAM1
Do I need to turn on some extra switch parameter to see the "Edge Blending" section or plug something in the parent material? I have the latest natural road pack, and I don't see that option. :(
How do you switch between first and third person? Amazing kit btw. Exactly what I was looking for!
You have to install both the first and third person templates. Then you can choose between them in world settings.
If i want use different textures for the roads, is possible dupplicate the material and change textures so as to have a "custom road"?
can u make stuff for cryengine aswell?
Hi there, can you add physical materials to the master materials or do a tutorial to set up a few. Thanks I just purchased your big pack. Regards, Shil. Are you in Scarborough or Whitby.?
I want to create my own tutorial on this eventually, but this one is pretty close:
ruclips.net/video/TwWDT5zCnLg/видео.htmlsi=fGGT68Bp2vqudmIU
Im actually in Sheffield!
Thank you, I bought this pack. I would like buy some pack with asphalt roads , new, durty, brocken, with puddles etc. For city. Maybe some kind of tunnels.
I have the country roads pack and it has asphalt.
How did you make that sky?
Its a cloud skydome with a custom shader. You can find them on hdrihaven. They require a bit of work to get then looking correct inengine though.
Hey hope you are doing well. I just wanted to point out that the single sign post is missing an LOD section for the text so it does not show up. The other two signs are working as expected. Could you fix this so I can use the sign in my game?
How did you made that sky ? its hdri?
Joe: which of your packages have bridges that go over water? What type of bridges (suspension, rope, highway bridges, etc.)? - Don
hello joe. your work is beautifull. how do you do to make these assets be so realistic when you put them on your scene ? i saw you have megascan assets but for me , these assets don't are so realistic when put in my scene and i wonder why !
it's annoying for me .
is it your lighting or another settings please ?
any way to have foot prints appear in the mud?
Hey, yes its possible. The footprints system has to be custom setup for your character.
This developer successfully implemented it:
ruclips.net/video/X9ew9C_9ODs/видео.html
thanks Joe, enjoying laying these in! Very helpful tutorial.
I notice at 5min you are painting around the roads with your layer materials to help blend it. I've already generated my landscape tho with different material layers, so I assume I cant do this step unless I've generated my landscape using those material layers already?
Hey, you can always texture paint even after you've imported your splatmaps.
@@HavokSage Thank you, another question, do you enable edit layers for the landscape and create a separate layer in the landscape-manage panel just for splines? Or is this just an optional practice?
Hi Joe, i love this pack but im running into a small issue. I needed to turn on mesh distance fields for some of my other assets, and when i did that my roads from this pack developed see through holes in the material. Would you happen to know what may have caused that?
Hey, do you have the latest version the pack? As far as I'm aware that issue was previously resolved in a patch. If it's not resolved I can check it asap.
Are your current Brushify packs compatible with 4.25?
Yes, you can see that on the product pages.
Please is there anyway to purchase your assets , outside the unreal store? They are not accepting my card and paypal is disabled there, support is not responding, can I buy directly from you? really want to try your assets out
I'm having trouble implementing this in UE5. Whenever I set up my control points and lay down my mesh and material, they look like sepparated rectangular segments, rather than a connected stream of splines
how do I fix this?
Hi, sounds like you're adding the mesh to the control points rather than the segments. make sure to Select All segments. Then you add it to Landscape Spline Mesh slot.
The setup hasn't changed since UE4.
meaby toturial road with tesselation ? :D
looks very cool, can you explayn why a character so big ? or its your road small? i guess its normal size for character when you create a new project, but its good size ? or need to make less than it is =/ or its just your road. sorry, english isnt my navite language its becouse diffucult to me explain what i mean)
hey, in the example map i just made some small trails. You can adjust the width of the road using the landscape splines.
Im trying to combine two brushify packs into a empty project, it looks like all assets have the same name from the different packs, so i have to copy it manually beside to load it from the content library...is that so? or am i too noobish and dont get it?
Hey, please check the FAQ:
www.brushify.io/faq
all packs are designed to be merged together.
Nice my friend how to set up sky and rendering .... I want lesson plz
Very Inspiring
So, the grass "clips" thrue the roads, how can I block it so it don't do that?
There is a paint layer, Remove Procedural. Add a non-weightblended layer info to that and then paint. It will remove the grass.
You can also add the paint layer in the spline properties so that it paints on the entire road.
@@HavokSage how do you add the paint layer in the spline properties? I'm trying to build player defined roadways, so i can't paint over them in the terrain editor
Thank you for your hard work! What I'd like to note is that your materials invoke too much draw calls when used with voxel plugin pro on "low end" GPU's like ge force 1050 significantly dropping FPS. Do you have automaterial implemented in a single material with a single material graph? Such approach boosts performance significantly.
I mean it's a low end graphics card from 5 years ago. There are going to be limits to what it can possibly handle.
In 2021 it's not really possible for me to cater for such low spec hardware, it would get too confusing to have multiple versions. The average GPU these days is around GTX 1070 equivalent, so that is the specification i build for.
The way that brushify is built is for customization and modularity though, so it's possible for you to strip out all of the material functions and reduce it to only a single paint layer etc..
Hi there - How do you paint the terrain underneath the road? Using one of your terrain materials {Do its non-destructive to the materials}, I have a LONG road and hand painting is taking awhile :)
never use non destructive :)) it's very unstable. I simply paint the usual mud layer.
@@HavokSage So hand painting is safer and more stable then. Good, I just hand painted, looks nicer and more natural anyway 😉
hey joe just bought this tool it's really great but i wanna know how to fix the foliage because it's despairing in a very short distance.
Hey, are you on the highest graphics settings? Try to turn foliage to epic.
@@HavokSage yes i am on cinematic settings,
i am using your clover foliage model and painting it on a terrain it's just disappearing as i said earlier.
u are a god xD hello again Thanks!
This pack come with a sample scene?
Yes all packs include the example scenes as shown in the screenshots.
When i use one of my own road textures, the road has to be rotated. Is this somewhere possible within the instance? I see only options for tiling, correct me if I'm wrong.
Hi you cannot rotate textures in UE4 unless you do so in the shader (which costs extra perf). I'd recommend to simply rotate in photoshop. If you have many textures you can use Irfanviews batch converter to rotate many textures at once.
@@HavokSage didn't even think about to simply rotate them in PS.. thank you!
I just come here for the music :)
Amazing!!
It is a Software helps GameDevs to creating Landscapes?
Correct, Brushify is a tool/asset infrastructure for unreal engine 4.
www.brushify.io
Hi What are your computer specs?
how to make the grass ground like your video?
Hey, the grass is included in the pack and example scene
can you make a video about how to make the grass ground?@@HavokSage
Can we have a tutorial on this Skydome? Please.
I will try to have a dedicated video to skies at some point!
Beautiful!
Is that truesky your using?
Hey, nope just a skydome. Everything is included in the pack.
I purchased this pack but noticed that in UE5 all materials seem strange. Some which shouldn't be shiny become shiny, others become dull (no color variation like in the video). I fiddled around with albedo, roughness and even tried other textures, to no avail. None of the materials seem realistic. Any hints to make this work well in UE5? Thanks.
Hi, could i see a screenshot or video of this issue? the rendering is fine in UE5 on my end.
Cheers
Joe
@@HavokSage Many thanks for getting back so fast, that was great. I didn't want to post here publicly a link to my google drive, so I sent you a note through brushify.io with more details. Thanks again. After the resolution (or if it turns out I'm just being dumb :-)), I'll come here and mention the result because it could be useful to others.
If Irrational Games about making Bioshock 4, I wish they use this tool
My brother, I have a problem with displacement, I export the materials of megascans to unreal but the materials come out flat. Help me!! 😱😱😱
Hey, did you see my tessellation tutorial?
@@HavokSage oh man, thanks you!!! 👌🏻
The Skyrim roads could have benefit from this tool lool
Merci Joe ;)
Is this nanite compatible?
hi, it doesn't really make sense to use nanite because the roads are already low poly. they use POM to achieve details.
@@HavokSage gotya! IMA look into that.
We probably end up buying the entire package of brushify packs. Would there be a discount for larger purchases?
Uh, Joe? Ran into a slight problem. Whenever I click on one of the materials, it switches to World Grid Material. Neither the Phys Material nor the Parent show up either. Any clue what's going on?
Hey,
Were the roads rendering correctly before you click?
Maybe shaders are compiling.
@@HavokSage Thanks for getting back to me on this. The material instances go completely blank when I click on them in the menu itself. No compiling, nothing. For example, when you double click an instance, it opens a viewer window. The moment I do that, that's when it goes blank. When I add it to the mesh, same effect; Switches to World Grid Material.
@@bigtime9597 does it render correctly when you apply the landscape? (i presume you mean the landscape material.)
You also need to follow the other steps in the getting started tutorial. Like applying layer infos.
There is a bug with the unreal material preview showing black sometimes.
@@HavokSage I've been working with your Natural Roads pack, just to be clear. The materials don't render correctly, neither when applied nor previewed. I apologize if this is starting to bug you.
@@bigtime9597 hey, no worries at all! Im here to help!
So the shaders aren't compiling at all? Are there any errors?
is this compatible with ue5?
hi, yes it is.
So can someone tell me how difficult it is to make an environment like this? We have all these free realistic assets now but I have to imagine the reason I never really see any full indie games utilizing them is that theyre crazy to optimize. How realistic is it really to make an open world game using this stuff?
It all depends what your skillset is. For instance Brushify assets are all optimized, all have LODs, all make smart use of drawcalls, texture memory etc. the same goes for many marketplace assets.
With that said, you still need level designers that understand optimization so that they know how to use the assets, and know the limitations of the engine and work with those limits.
Generally though the main blocker for game devs is not the Art side. It's Programming and logic, things like pathfinding, AI, multiplayer etc. those are real showstoppers if you don't have decent programmer on board.
The other thing is that high end graphics usually aren't the focus for indie devs, they would much rather have their game run on 5 year old PC's and appeal to a larger audience that way. The more people that can run the game at 60FPS+ the more potential customers.
@@HavokSage I see what you mean. Additionally how does stuff like this work financially/claim wise? All of this Brushify content? I can go buy one of your 'realistic something' packs for $20 and then go make a game with it no strings attached? Like if I made a game using the Brushify assets I bought from you and it got hypothetically as big as like Flappybird, Fortnite, among us, ect.-- there'd be no strings attached? That money would be mine and you'd have no claim on it even though I'm using your assets (granted, that I would have bought off you)? I'm not trying to sound like a dick who wants to grab something and run, I'm just trying to understand the actual financial reality around (really fantastic) assets like this
Just an FYI - the marketplace link is returning a 404 error
fixed! thanks so for calling that out! must have cut it off when i copy and pasted the description
Hi Joe! I downloaded a roads pack and have an issue of roads cutting when it gets closer to the camera. It also happens on the NaturalRoads level. Any thoughts on how to fix this? I'm very new to un4 and mainly use it for archviz. Brushify really helps to speed up the process though, thanks a lot for that!
www.dropbox.com/s/r83ga90su7dgjyl/HighresScreenshot00003.png?dl=0
www.dropbox.com/s/y3p5ngtnmp9gn3p/HighresScreenshot00002.png?dl=0
AWESOME!
thank you bro
Reupload?
yes, i had to fix audio issues with the last version.
@@HavokSage ah okay, I'm always looking forward to seeing new things from you. Will definitely be picking this one up. Any idea what your next pack will be?
@@SoraNashimi It seems there's a lot of demand for asphalt roads. but i'm currently working on a tropical pack. :)
@@HavokSage Ooh, can't wait to see it.
the mannequin is like a giant on the road.
Thanks for your feedback
Nice 👌
Bought it
my issue is the mesh splines dont meet up ....
SOLVED in comments bellow
hey, do you mean the roads don't merge? unfortunately that's a limitation of the unreal spline system.
Wow, take my money!
It looks great, but the scale seems off. Character should be 1.5-2 times smaller IMO.
in the example scene i made some small paths, but you can of course make the roads wider with the spline tool.
Now create skyrim in UE4!
Don't give Todd Howard anymore ideas