Double UV Workflow for Game Art (+ UE4 Download) | Blending Tiling Textures in Engine

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  • Опубликовано: 1 ноя 2024

Комментарии • 35

  • @shiftdrag
    @shiftdrag 3 года назад +13

    I truly believe you're becoming responsible for a lot of new artists breaking in the industry. Awesome tips, keep it up!

  • @3DWithLairdWT
    @3DWithLairdWT 2 года назад

    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!

    • @tiedie
      @tiedie  2 года назад +1

      really appreciate the kind words :D happy to help

  • @danjirinnn
    @danjirinnn 3 года назад +1

    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. :)

  • @ezelominish3767
    @ezelominish3767 3 года назад

    I downloaded you’re tutorials today !
    Can’t wait to follow along !

  • @hirschgrotte
    @hirschgrotte Год назад

    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
      @tiedie  Год назад +1

      i just made a video on this, should be the latest on the channel. hope that helps :D

    • @hirschgrotte
      @hirschgrotte Год назад

      @@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!

  • @marcolee8096
    @marcolee8096 Месяц назад

    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?

  • @Mr_Tea_Rexx
    @Mr_Tea_Rexx 2 года назад +1

    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?

  • @GenerusWeebius
    @GenerusWeebius 3 года назад

    Nice Nier Automata wallpaper :O

  • @JieDu-yj2vd
    @JieDu-yj2vd Год назад

    Isn't this part of the full tutorial? Complete tutorial need to be purchased?

  • @PaburoVIII
    @PaburoVIII Год назад

    thank you so much this is really helpful

  • @adamplechaty
    @adamplechaty Год назад

    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?

  • @JieDu-yj2vd
    @JieDu-yj2vd Год назад

    How do you get the arrangement of the bricks to match the shape of the model?

  • @ping-536
    @ping-536 Год назад

    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?

  • @hpbecraft
    @hpbecraft 2 года назад +1

    Thought you were going to actually show how you made this material and set it up instead of pointing to something you're selling.

  • @TheRagingWade
    @TheRagingWade 3 года назад

    Holy shit, you're doing it dude.

    • @tiedie
      @tiedie  3 года назад

      been awhile eh? Thanks Wade

  • @tarandeepsingh2611
    @tarandeepsingh2611 2 года назад

    hey how we can use 3 RGB masks together in this materials (like R-dirt G- color variation and B - moss)

  • @jorgelacea6420
    @jorgelacea6420 3 года назад

    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..

  • @cgtech2779
    @cgtech2779 3 года назад

    Make a space in your house I am coming . hahaha

  • @Dhieen
    @Dhieen 2 года назад

    how do you blend two normal maps that are on 2 different uv maps? i cant find a way to blend them correctly

  • @brunocandia9671
    @brunocandia9671 2 года назад

    Niceee.. Thx for you

  • @danielc.6644
    @danielc.6644 2 года назад

    Hello, when would you recommend using a second UV channel vs vertex painting to make the materials less repetitive? Thanks for your videos

    • @tiedie
      @tiedie  2 года назад +2

      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

  • @prasadparker6303
    @prasadparker6303 3 года назад

    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

    • @tiedie
      @tiedie  3 года назад

      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

  • @kirk711
    @kirk711 2 года назад

    Hi Dylan, does the gumroad UE4 material work in UE5?

  • @markrennie86
    @markrennie86 7 дней назад

    Didnt need to be a 36 minute video though.

  • @Bilyea
    @Bilyea 3 года назад

    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

    • @tiedie
      @tiedie  3 года назад +1

      interesting. Did you take the main folder out of the one it was nested in before installing it?

    • @Bilyea
      @Bilyea 3 года назад

      @@tiedie Thanks for the reply! Yeah turns out I'm an idiot and didn't import properly haha. Thanks!

    • @tiedie
      @tiedie  3 года назад

      @@Bilyea no worries man, happy it all worked out ^__^