I can't express enough about how useful this workflow (and your gumroad tutorials) have been in improving my workflow to an industry grade level. Love this kind of content!
You're an incredibly generous instructor and I'm really happy to have stumbled upon your channel! Saw your typewriter before on Artstation and thought it was very familiar! So glad you've decided to share you knowledge with us, seriously. :)
First of all, thank you very much Dylan, all your tutorials are beyond amazing and so super helpful...! Your voice is also very soothing and you're a great educator! 👍👍 Sadly I'm currently at a point where all this information about how to add variation to textures for large assets has gotten me a bit confused again 😂 Are there some determining factors for when to use tileables + vertex painting vs tileables + custom uv masks...? 🤔 I'm still trying to figure out which approach to use for the interior modular assets of my gothic church....
@@tiedie yes, I've seen that one, it's absolute GOLD, as are all your others. Guess my brain is just a bit confused but I will simply experiment and see what works best in my case! :) Thanks again for your hard work!
this is great, i was starting to do some stuff you showed from the tutorial series, from trail an error and mucking around, Iv learnt a lot more now !! thank you !!. now i have a sort of idea how to do my fence uving, tho i would love some advice on them. material is a amazing btw. are you planning on doing more tutorials on gumroad?
I bought your RGB mask bundle a while ago and just got to using it in my personal project. How is this workflow different from that one? It seems like the mask wf is more streamlined in terms of drawcalls and number of materials?
i have a qustion: is it possible to add multiple blend maps but using the same custom mask? like for example 1 blend maps for dirt and 1 blend maps is for scratches etc..
if you dont want to add extra verts for painting, or if you want to take care of a whole kit at the same time and have the blending be consistent across many instances this can be a good solution. Also nanite doesnt yet support vertex painting so this is a good solution for that
Question : If we are using this many maps and or materials for a single object in game Engine, how come imagine if we are making a real AAA game with thousands of assets doesn't this make terabytes of Data
Not necessarily. If all the rocks for example are sharing the same material, but have a unique uv2 for each that's super cheap. The mask itself has almost no cost since it's just black and white. Plus it'll be reused several times. Much cheaper than a unique texture per asset
Great tutorial! I bought the material and made sure I was using UE4 4.25 (Also tried it with 4.26), but when I upload it into Unreal it gives an error saying every single one of the texture samples in the original material is missing. I can't seem to figure out what the default materials are supposed to be. This is what it looked like before I attempted to change anything: imgur.com/a/tb42CES
I truly believe you're becoming responsible for a lot of new artists breaking in the industry. Awesome tips, keep it up!
I can't express enough about how useful this workflow (and your gumroad tutorials) have been in improving my workflow to an industry grade level. Love this kind of content!
really appreciate the kind words :D happy to help
You're an incredibly generous instructor and I'm really happy to have stumbled upon your channel! Saw your typewriter before on Artstation and thought it was very familiar! So glad you've decided to share you knowledge with us, seriously. :)
I downloaded you’re tutorials today !
Can’t wait to follow along !
First of all, thank you very much Dylan, all your tutorials are beyond amazing and so super helpful...! Your voice is also very soothing and you're a great educator! 👍👍
Sadly I'm currently at a point where all this information about how to add variation to textures for large assets has gotten me a bit confused again 😂 Are there some determining factors for when to use tileables + vertex painting vs tileables + custom uv masks...? 🤔 I'm still trying to figure out which approach to use for the interior modular assets of my gothic church....
i just made a video on this, should be the latest on the channel. hope that helps :D
@@tiedie yes, I've seen that one, it's absolute GOLD, as are all your others. Guess my brain is just a bit confused but I will simply experiment and see what works best in my case! :) Thanks again for your hard work!
May I know how do you make the stains of the metal floor? Is it repeated inside the texture image, or added in unreal as decal?
this is great, i was starting to do some stuff you showed from the tutorial series, from trail an error and mucking around, Iv learnt a lot more now !! thank you !!. now i have a sort of idea how to do my fence uving, tho i would love some advice on them. material is a amazing btw. are you planning on doing more tutorials on gumroad?
Nice Nier Automata wallpaper :O
Isn't this part of the full tutorial? Complete tutorial need to be purchased?
thank you so much this is really helpful
I bought your RGB mask bundle a while ago and just got to using it in my personal project. How is this workflow different from that one? It seems like the mask wf is more streamlined in terms of drawcalls and number of materials?
How do you get the arrangement of the bricks to match the shape of the model?
Hello great tutorial and breakdown. I was wondering would I need a third UV for the lightmap then? And would that be a big hit on performance or no?
Thought you were going to actually show how you made this material and set it up instead of pointing to something you're selling.
Holy shit, you're doing it dude.
been awhile eh? Thanks Wade
hey how we can use 3 RGB masks together in this materials (like R-dirt G- color variation and B - moss)
i have a qustion: is it possible to add multiple blend maps but using the same custom mask? like for example 1 blend maps for dirt and 1 blend maps is for scratches etc..
Make a space in your house I am coming . hahaha
how do you blend two normal maps that are on 2 different uv maps? i cant find a way to blend them correctly
Niceee.. Thx for you
Hello, when would you recommend using a second UV channel vs vertex painting to make the materials less repetitive? Thanks for your videos
if you dont want to add extra verts for painting, or if you want to take care of a whole kit at the same time and have the blending be consistent across many instances this can be a good solution. Also nanite doesnt yet support vertex painting so this is a good solution for that
Question : If we are using this many maps and or materials for a single object in game Engine, how come imagine if we are making a real AAA game with thousands of assets doesn't this make terabytes of Data
Not necessarily. If all the rocks for example are sharing the same material, but have a unique uv2 for each that's super cheap. The mask itself has almost no cost since it's just black and white. Plus it'll be reused several times. Much cheaper than a unique texture per asset
Hi Dylan, does the gumroad UE4 material work in UE5?
Yes :)
Didnt need to be a 36 minute video though.
Great tutorial! I bought the material and made sure I was using UE4 4.25 (Also tried it with 4.26), but when I upload it into Unreal it gives an error saying every single one of the texture samples in the original material is missing. I can't seem to figure out what the default materials are supposed to be.
This is what it looked like before I attempted to change anything: imgur.com/a/tb42CES
interesting. Did you take the main folder out of the one it was nested in before installing it?
@@tiedie Thanks for the reply! Yeah turns out I'm an idiot and didn't import properly haha. Thanks!
@@Bilyea no worries man, happy it all worked out ^__^