Introduction | Game Landscape Material | Build Worlds V2

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  • Опубликовано: 17 янв 2025

Комментарии • 11

  • @KIRKS
    @KIRKS  Год назад +7

    Hey guy's
    I have been made aware in the comments below that i have made an error with regards to a portion of this video (17:14).
    After watching this section of the video multiple times i can see how the confusion may come across with regard's to my points of view with copyright, and a landscape shader.
    The point i mean in my statement is it is a form of copyright when someone uses another persons work to gain an advantage in a scenario they may be in.
    Copying another persons workflow or naming convention is NOT a form of copyright.
    And can be used by anyone. My advise on adaption to your own workflow is meant in a way where you should find the workflow that makes you comfortable/efficient in your work.
    My videos are intended for educational purposes for new Dev looking to learn aspects of Unreal Engine, and are not meant to be misleading in anyway. So i do apologise for any misleading information you may find in this video. I will reframe from giving any information that is not required in the videos i create.
    Thank you all for your support!
    KIRK 😊

    • @ApesGameTime
      @ApesGameTime Год назад +2

      Thanks for the update. I was wondering about that.

  • @emrahcoban4488
    @emrahcoban4488 Год назад

    This high quality content here, officer. It is criminally good that you give out details that nowhere else I can find. Keep up the good work, sir!

  • @dreadtrain2846
    @dreadtrain2846 Год назад +3

    I'm excited for this. Optimization is something I really need in my life.

  • @secondfavorite
    @secondfavorite Год назад +3

    Hooray! Gotta insta-like another kirk tutorial!

  • @omidpe7811
    @omidpe7811 Год назад

    Thank you

  • @gil6970
    @gil6970 Год назад

    Thanks mate. You deserve more subs

  • @AurynGaming
    @AurynGaming Год назад +6

    Kirk just thougth i'd let you know the info you gave on QixelBridge is actually incorrect, built in qixel bridge options are more performant example 'Low' quality is 1k, meduim is 2k, high is 4k and Nanite is 8k.
    Standalone version doesnt give you access to the lowest materials.
    EDIT:
    How is a naming convention or workflow going to trigger any sort of copywrite, ever, for a game developer? Serirously KEEP to the tutorial information and avoid these weird tangents that make no sense and are missleading at best and worse just plain false.
    Please when editing remove this stuff as your videos are good but simple things like this instantly confuse the viewer and add nothing of value apart from sounding passive aggressive.

    • @KIRKS
      @KIRKS  Год назад +3

      Hey bro. I appreciate your observations on my video. And respect the point made about quixel bridge. Which is accurate to a certain degree. The point made about standalone bridge being the better suit to MY workflow. Is not wrong. And using someone's landscape material in a job interview is copyright. It just indicates the inconsistency of the work. My message to the viewer is to adapt to there own workflow, and stay consistent in there approach to building shaders. Workflow and naming conventions are NOT copyright. And please don't accuse me of being passive aggressive in a comment that is an aggressive attack.

    • @AurynGaming
      @AurynGaming Год назад +3

      @@KIRKS "Which is accurate to a certain degree", No its enitrely accurate what i said. I never said anything in regards to how the built in or external operate or intergrate into someones workflow or situation. I talked about merterial quality in which you missinformed people on.
      "using someone's landscape material in a job interview is copyright" You didnt mention using someone's work, you said 'my' naming convention and 'my' worflow is copywrite. As an employer, no one would ever search the internet for the naming 'KM' convention or even workflow of an interview. I would love to understand how they found your artstation with 2 letters and then further waste time to contact you to tell you some random person used 'KM', rather laughable - Again thats if we go of what you said. Any employer worth their salt would just ask someone live to whip us a landscape and material live.
      Warning people against following your tutorial to not use 'Your' naming convention and 'Your' workflow is counterintuitive to it beign a tutorial, instead you are best changing you naming convetions and workflows for tutorials instead of asking each viewer who wants to learn. Try teaching Unreal Engines guidelines for namign instead of the one you use, which if i may add would not be accepted in industry as hyphens aka '-' do not compile or work well on some OS's so instead is commonly known to use underscores aka '_'.
      Since you somehow said my comment was 'attacking you' even tho I was being rather neutral (even grammerly agrees lol) There is many moire things you are incorrect about, You shouldnt be saying re-route nodes are something to be used as standard for industry. While making any code be it blueprints or C#/C++ readable is a great thing making it look pretty doesnt matter at all. Good/full commented code is 100% better than any pleasing looking code. Re-route node can be the cause of issues as tracing 'noodles' as you call them is broken by re-routes and sometimes on version changing can also be broken or by a simple blueprint refresh when an error occurs. This has been the case since Blueprints creation.
      My feedback was to be helpful not just to you but people you are meant to be teaching, always research infomation before you make statements. If you are not sure just dont say it even moreso go into detail and still give incorrect info. Being confidently wrong only teaches people learning the same.
      Sorry for the wall of text but it came from a good place but went south with your response.
      Edit: posted from mobile and it was showing a diff account!

    • @KIRKS
      @KIRKS  Год назад +5

      @@AurynGaming There is so much wrong with this comment.
      As an "Employer" (you) I would expect a much more compelling comment in a professional manner. With time stamps to prove some of these accusations. The original point you made with regards to workflow being "copyright" is correct, as after watching back the part you signal. The section where I mentioned workflow and copyright could be misconstrued as true. And will correct this with a pinned comment. So I appreciate you flagging this up.
      With regards to me saying "Reroute Nodes" are industry standards. I would like you to indicate where I say this. I have watched back the parts twice. And I clearly state that "Re-route Pins" are used to tidy up the readability of the function/material. And at no point do I use a Re-route node in this video.
      With regards to blueprints and Re-route nodes. Blueprints are not used in any of my videos so far.
      And with the naming convention of "KM" and "-" are personal ways of my workflow, (not copyright) and would compile in a built product which has been the case for over 15 years.
      As a professional myself I would appreciate you to approach your next comment in a meaningful manner. With evidence to back up your claims. But I would agree some of you observations are correct. As a employer a professional representation of you comment would cause me to reply. And not an aggressive approach to showcase what I would include minor mistakes which take a negative aspect on my channel. Thanks