Love seeing you get more confident with each video too, more casual and fluid at talking and going through the process of describing why things work and why you use them.
hahah for sure, I was awkward AF at first, it was so weird to be recording yourself, makes you so self conscious, especially for an introvert like me. Still stutter from time to time as my brain tries to formulate ideas on the fly and i have to think of the best way to say/teach it hahaha.
@@PolygonAcademy I get the same thing, even after making RUclips videos for 7 years. It gets a LOT easier each video though, and you learn to just kinda ignore getting things perfect. Stuttering happens, and i don't think it takes away from a video at all. You're doing great!
I remember watching this two years ago when it first came out and now I'm here now watching it again and understanding more than I did two years ago haha. Some nice little tips and tricks for efficiency/game lighting in this!
Some content on the technical side of lighting would be a great addition to see! There's very little content out there that explains some of the limitations in games in detail that's understandable and make sense.
Btw, did you know you can bookmark camera locations? By holding Ctrl and pressing 1 through 9 you can set bookmarks, then change between them using 1 through 9 without the Ctrl, just so you don't have to be switching everytime from camera actors and stuff. I thought this may help someone :)
Vontadeh yea thats true, but my cameras have different aperature and field of views than the standard editor camera, like one is an 18mm lens, another is 34mm etc, so the framing of the bookmarks would be different than the actual cinematic cameras FOV. Love those bookmarks for wip shots though!
I appreciate that you made all these videos for showing your process of creating this environment , it has helped me realize a lot about creating any environments in UE4 . For someone like me who recently graduated from an art school, this has opened my eyes and makes me want to continue to learn and improve my work and switch from prop modeling . Thanks ALOT!
watching this for the first time and love it. you should do this again, but in a night setting. Lighting at night so far has been really tricky in my projects. Not enough = everything is completely black, too much = everything is washed out. It's been an interesting balance.
As someone learning how to get good lighting I found this video super duper helpful! Thanks Tim! Your art station challenge series has helped me immensely and I’m confident what I’ve learned throughout this series will help improve the quality of my work. Love your environment btw. Beautiful work! Looking forward to more sick videos ✌🏼😎
Can't describe this stunning scene... mysterious and cool. Volumetric fog makes it more cinematic feels, however still need a tweak to make depth of field
This is the video I've been looking for, lighting is my biggest weakness when it comes to level design and this has helped a ton, great explanations on 'why' you did certain things to achieve the look you were going for. I hope to see more UE4 related content from you.
I was JUST thinking about your channel wondering when the next episode will be up, and bam its in my sub feed. 30 mins too!! Love more detailed lengthy videos. Thank you so much
thanks dude, I am gonna try and get an actual release schedule going of 2-3 vids a week on different topics, now this challenge is almost done I will be able to hit that upload button consistently ;)
@@PolygonAcademy That'd be awesome! Honestly i think in the future it might also be a neat idea to setup a Patreon. I'd love to support you and maybe learn a few more advance things as a patreon reward? Either way im super excited for future uploads, especially if there's a consistent release.
really great video! kinda wish you had went into more detail on how you were adjusting your shadows to not cast harsh blacks when setting up an environment shot. you spoke about it a few times in the video but didn't bother to spend time really covering the howto portion of it. overall great video!
Thanks! if you adjust the intensity of your skylight it helps fill in the shadows an avoid harsh blacks. I think my lighting presets video covers it more in depth :) thanks for watching!
Hey man, thanks for the fantastic videos and great insights and tips...I just have one small negative note to add - please stop them monitors from shaking!
Thank you Tim for this clear and thorough video! I'm working on a scene and have been delaying the lighting passes for a long time. Your tutorial gave me the inspiration to actually do some lighting work :)
Love the series since I am trying to get into Level Design. Super helpful and I need to start making some playable environments asap. The tip about using the fog to silhouette the rocks really blew me away. Thanks for the great content!
Hey Tim, thank you very much for all those awesome tutorials! I have seen only 1 person here on RUclips who's very knowledgable and goes very much in depth with lighting and all (51Daedalus, who also works for DICE), but he apparently stopped doing tutorials a long time ago and now we have no professional to aid us on our path to becoming good lighting and composition artists. It would be great if you can delve into colour values, textures, lighting for outdoor VS indoor environments and even ray-tracing. Thanks!
Thanks! All that stuff will be covered for sure! Just gotta find the time to do it hahah thanks so much for watching! I love 51Daedalus’s stuff, reference it allll the time :)
@@PolygonAcademy Yes, he has some amazing insights, I've learned a whole lot from him, but I guess he's too busy fending off angry Star Wars fans and dealing with EA shenanigans nowadays and doesn't have time for tutorials. :) Or to answer his Twits... It would be great if you can implement some Substance Painter / Designer in your tutorials too.
@@jasonvoor9257 painter for sure, as that is what I normally use, I have to learn more designer, it's my current weakness. as I learn I will share for sure!
I usually lock my exposure values at 0 0 and light a scene for that, or slightly open up the range a bit if there is more extreme light and dark areas to something like -1 to 1. every "Stop" or value it allows in double the light or cuts it in half, so in a dark cave it would stop down to -1 and allow in more light to see the details in the shadows and in a brighter exterior it would stop up to 1 and adjust for the bright sun so everything isnt blown out. its a bit complicated, look up brian lelux on artstation, he has some great tutorials on exposure and physically based lighting.
Just a suggestion, a candle or 2 would have just tied the bow at the end if you catch my meaning, added a bit of warmness to the overall cool scene and balance things out, maybe added some interesting shadows. Might as well have gone with a theme like : 2 - 4 candles near the first tori gate and increase the number as we move toward the main temple. But that's just my thoughts, amazing composition btw : )
Polygon Academy fortnite seems to do it pretty well. Biggest issue ive noticed is with foliage. Disabling grass and bush foliage bumps fps 30-40 sometimes in my maps
@@UnrealEngineTutorials I know this is an old comment, but the best way to do it is by disabling unnecessary Cast Shadow on asset and build a low vertex version of your environment to cast shadow (we used to call it Shadow Mesh). Basically, it's the retopology of your environment. A building would become a simple box (and I'm not exaggerating :P).
Your style of making videos is very entertaining, atleast I can't get bored watching a 30 min video. Didn't knew that Agent 47 is creative in art's too =p
they can be found in the example content from epic in the learn tab of the launcher, not the marketplace sorry. the fog sheets i took from the infiltrator demo and the godrays from the blueprints example project
João Pereira yea i have a few on my shelf i could recommend but that one is the biggest heavy hitter. Books on photography would be helpful as well. Ill do a recommended books video soon!
You probably get this question all the time, but what's in your rig? I am trying to build my own but everytime I am look for a graphics card, I am torn between Geforce and Quadro. Some say Quadro is better for rendering. Amazing video as always man.
MjsM 117 my pc is pretty old, 16 gb ram with a gtx 1060. If you are doing game art, go for gforce, you wont be rendering much, all your work should be realtime in a game engine ;) quadro cards are just super expensive and unless you are rendering stuff like short films, anyone but a super senior rendering artist is wasting their money haha
@@PolygonAcademy Eh, Sekiro is waaaaay better and more mature, imho. Remember, to hesitate means defeat. ;) Edit: I agree on the look of the environment you created though. Very nice.
@@xantishayde-walker4593 yea I gotta get sekiro at some point, hopefully it wont make me rage bite my controller. I mean....i've never done that before!?
@@PolygonAcademy I'm surprised at my ability to play the game with a minimum of cheese and tutorials. I've looked up very few things on purpose and Ive gotten nearly to the end with almost all the upgrades and mini-bosses defeated. It just takes an adventurous spirit, some bravery and the ability to be flexible and learn something new. Even more important to be able to learn some new tricks if you're a Soulsborne vet. Gotta break that dodge-roll habit. It's a killer! ;)
First of all, thanks for the tutorial. My English is not very good and I understood what it can, the part of the volumetric Fog Sheet ... did you do it? did you download it? any advice? I can't make it look good and I've searched through youtube without success, thanks in advance mate!
@@PolygonAcademy By the way Mate, I want to use Unreal to make concept art of scenarios, could you tell me if it is possible to render by passes, you know, ambient occlusion and others, and if so, you know where I could see a tutorial about it?, thanks again and sorry for the inconvenience!
You can find them in the blueprints example scene and the infiltrator demo scene availiable under the learn tab of the unreal engine launcher, not the marketplace tab :) there are a bunch of example scenes epic released you can migrate content from
These fog cards i took from the infiltrator demo which you can download from the learn tab of the unreal engine launcher, not the market place, there are a few good projects there you can get for free
Yup you can find them in the blueprints demo scene and the infiltrator demo scene on the epic launcher under the learn tab, just open the project, and then migrate them to yours from the content browser
Really nice buddy, I was wondering if in the future you will do some little tutorial like the one that you did in zbrush. Anyway very handy, the tip ti check the scene in B&W it's really smart... cheers
yea, its found in the learn tab of the unreal engine launcher, the tab next to marketplace, scroll down and there are a bunch of example projects you can download, the blueprints one is just one of them :D
@@PolygonAcademy I didnt found it. But I migrate the fog and beam sheets from starter content, but with no success. The fog is empty and dunno how to display. Any tips?
Hi Tim, im just finished watch your challenge and really like the process of making the scene, im very inspired and seriusly thinking of pursue this dream to be a concept or environment artist, i quit my job and i been learning all i can get by myself but sometimes its hard because there is so many programs and information can be overwhelming for an autodidact. Can you give me any advice or recomendation to begin with, wich programs i must learn, any book or paper to learn the fundamentals of create characters, landscapes, cities, etc. I start with 3DS Max and last week finished the first char with model, bones, skin and rig :) a decent first try i think haha. Thank you for share your knowledge, hope you the best. Sorry about my English, working on it too. Cheers from Colombia
Thanks for the awesome feedback! I would suggest figuring out what discipline you enjoy most, characters, environments, props etc and then focus on that one thing until you are really good at it. Gnomon workshop has some great tutorial materials that cover a wide variety of subjects and is probably worth a subscription for a month or 2. If you enjoy making characters, make another one! I would suggest looking at 3ds max and zbrush for that :) figure out what job you would want to do and then try to reverse engineer (work backwards) the required skillset for that and focus on learning those skills.
@@PolygonAcademy Perfect, thanks for the quick answer, ill start with environment related to architecture and later when i have a solid skillset lear a little bit of charater too. I hope you can continue making this informative content, looking forward to watch it. Thanks again!
you could use a volume with volumetric particles that absorb more light, like they did in this demo, there is a bunch of great info on it here: ruclips.net/video/Xd7-rTzfmCo/видео.html
its actually under the learn tab of the unreal engine section, not on the marketplace. there are a bunch of example scenes like the infiltrator demo and particle effect project you can download and learn from in there :) hope that helps!
NVM, I found your response to someone else asking. I will copy/paste here for the next soul looking for the info "you can migrate it from the infiltrator demo scene availiable under the epic launcher's learn tab, you open that scene find the bp fogsheet in the content browser and migrate it to your project :)"
I usually use static lights for anything that doesnt need a nice shadow cast from it or from the player, so mainly for fill and extra bounce light. haha capcom was a long time ago! I sometimes miss vancouver though :)
Again Thanks Dear Tim, I learn a lot from you. but as I am junior and don't have enough experience in ue4. Can you help me to find a project that has god ray and fog? I search in the market place but I didn't find anything. I know my question is so silly or something like that for a pro artist like you, but if you time please help me.
no problem! it can be found in the example content from epic in the learn tab of the launcher, in the blueprints demo scene and the infiltrator demo scenes :) just migrate it to your own project!
Awesome content! Extremely valuable, thx for that! Can you or someone who reads this please give me a hint on how to get this Baked/Dynamic Shadow (14:20) setup done? Any hint would be appreciated .
hello sir im looking for this kind of lightning. can you show "how to make" fog cards ? i head a lo of, bu no one showed how to make it. it would be awesome, thanks sir. i watch allready the other tutorials / showcases
Is the book link in your description box an affiliate link? I'm asking because i want to order it and support you, but live in Germany, so I cant use this amazon link. I need one that directs to the amazon.de store. Is this possible? 😘
The Archiviz Wiz hey! Yea it is, but don’t worry about it, just search color and light on amazon and you should find it :) i literally would make like 25 cents or something hahah. You watching my vids is support!
it can be found in some of the example content from unreal, like the blueprints demo file or the infiltrator demo, you just need to migrate it to your project from there
Do you know how make good looking volume ground fog? I use volume material and add it to cube but its there strange "temporal projection" efect, fog little moving when I move camera, I dont know how fix this problem
Steven Verx you have to go migrate them from the blueprints project you can find under the learn tab of the unreal launcher. And the fog planes were from the particle effects cave demo. You have to download those project files first, they are not in the base starter content
I tried importing the god ray and the fog sheets into my ue4 project and it didn't work. I even copied the whole project into my content folder and it was just not working :/ any tips anyone?
Open the project you want to copy the content from, find the asset in the content browser and then rightclick and choose asset action>migrate. Then pick the root content folder of the project you want to duplicate it to. It will copy the asset and all the referenced files (textures/materials) to your other project. Hope this helps!
@@PolygonAcademy that DID work! Thank you! I tried migrating it before but for some reason it was not working, I tried it again and worked like a charm. Thank you!
Ya Alt-F, I knew that, LONG day- TY!!, Ya, lighting is so hard with a fairy large world comp scene, 4 5151x5101 tiles, not huge, but I 'm prob. not dong SOMEthing quite right, it just doesn't have that look that you can walk through there and feel you're really there. that's the goal..prob. not until raytracing and even then you need a fairly recent gtx-rtx. I"m good with what I have, but as big as the scene is the lighting is not consistent. Should I add lightmass in iffy areas or is it something else..atm I just have one lightmass in areas of interest, but there are many such areas.
@@PolygonAcademy Glad to hear that bro....ur channel gives the most important and crucial info regarding ue4....it's like personally watching stuffs from a pro's prospective...other channels kind of cheat and drag too much!!!....This channel is one of the RUclips's must have tutorial channel!!!
they can be found in the unreal example content under the learn tab, i pulled those ones from the infiltrator demo, there is also godrays in the blueprints demo scene
Not really, in every game i have worked on we have always had to add extra lights to fake things or improve the composition/visuals. As long as you manage them well not to kill your performance its fine :)
you can migrate it from the infiltrator demo scene availiable under the epic launcher's learn tab, you open that scene find the bp fogsheet in the content browser and migrate it to your project :)
@@PolygonAcademy Thank you very much. I did not expect such a fast reply. By the way I enjoyed your tutorial. I'm quite new to Unreal Engine and I've learnt several things throught your channel. Thank you again :)
holy shit you are the only sane person explaining lighting
so many confusing tutorials... i want to actually cry
Love seeing you get more confident with each video too, more casual and fluid at talking and going through the process of describing why things work and why you use them.
hahah for sure, I was awkward AF at first, it was so weird to be recording yourself, makes you so self conscious, especially for an introvert like me. Still stutter from time to time as my brain tries to formulate ideas on the fly and i have to think of the best way to say/teach it hahaha.
@@PolygonAcademy I get the same thing, even after making RUclips videos for 7 years. It gets a LOT easier each video though, and you learn to just kinda ignore getting things perfect. Stuttering happens, and i don't think it takes away from a video at all. You're doing great!
Underrated channel for sure!
I remember watching this two years ago when it first came out and now I'm here now watching it again and understanding more than I did two years ago haha. Some nice little tips and tricks for efficiency/game lighting in this!
thats so awesome to hear, also cant belive its 2 years already! time to make some more content hahah
Some content on the technical side of lighting would be a great addition to see! There's very little content out there that explains some of the limitations in games in detail that's understandable and make sense.
Using a mask on the light function is one of the best tips I've ever heard!! So amazing, thank you.
Btw, did you know you can bookmark camera locations? By holding Ctrl and pressing 1 through 9 you can set bookmarks, then change between them using 1 through 9 without the Ctrl, just so you don't have to be switching everytime from camera actors and stuff. I thought this may help someone :)
Vontadeh yea thats true, but my cameras have different aperature and field of views than the standard editor camera, like one is an 18mm lens, another is 34mm etc, so the framing of the bookmarks would be different than the actual cinematic cameras FOV. Love those bookmarks for wip shots though!
I appreciate that you made all these videos for showing your process of creating this environment , it has helped me realize a lot about creating any environments in UE4 . For someone like me who recently graduated from an art school, this has opened my eyes and makes me want to continue to learn and improve my work and switch from prop modeling . Thanks ALOT!
Allante Hall awesome! Happy to hear they helped you out 👍
You're a really great CG artist.
Thank you :)
watching this for the first time and love it. you should do this again, but in a night setting. Lighting at night so far has been really tricky in my projects. Not enough = everything is completely black, too much = everything is washed out. It's been an interesting balance.
favorite part was showing how the fog frame effects the rock silhouette. Fantastic series and learned a ton!
Geromero08T awesome to hear your learned a lot! :) thanks for watching!
As someone learning how to get good lighting I found this video super duper helpful! Thanks Tim! Your art station challenge series has helped me immensely and I’m confident what I’ve learned throughout this series will help improve the quality of my work. Love your environment btw. Beautiful work! Looking forward to more sick videos ✌🏼😎
thats what I like to hear buddy! rock out some awesome art with what you have learned.
@@PolygonAcademy on it chief
Can't describe this stunning scene... mysterious and cool. Volumetric fog makes it more cinematic feels, however still need a tweak to make depth of field
That light function is so siiiick!
MercStrider its a quick and dirty hack that works!
This is the video I've been looking for, lighting is my biggest weakness when it comes to level design and this has helped a ton, great explanations on 'why' you did certain things to achieve the look you were going for. I hope to see more UE4 related content from you.
Myth_UE4 cheers! Yea i got some more comin’ up soon 👍
I was JUST thinking about your channel wondering when the next episode will be up, and bam its in my sub feed. 30 mins too!! Love more detailed lengthy videos. Thank you so much
thanks dude, I am gonna try and get an actual release schedule going of 2-3 vids a week on different topics, now this challenge is almost done I will be able to hit that upload button consistently ;)
@@PolygonAcademy That'd be awesome! Honestly i think in the future it might also be a neat idea to setup a Patreon. I'd love to support you and maybe learn a few more advance things as a patreon reward? Either way im super excited for future uploads, especially if there's a consistent release.
really great video! kinda wish you had went into more detail on how you were adjusting your shadows to not cast harsh blacks when setting up an environment shot. you spoke about it a few times in the video but didn't bother to spend time really covering the howto portion of it. overall great video!
Thanks! if you adjust the intensity of your skylight it helps fill in the shadows an avoid harsh blacks. I think my lighting presets video covers it more in depth :) thanks for watching!
Such a great video, I ended up learning way more things than I expected. Thank you so so much for these amazing tips..
You’re welcome :)
Another brilliant video loaded with tips and tricks. Thank you Tim!
Kieran Goodson awesome, glad you enjoyed it kieran, thanks for watching my vids!
That light function trick is really cool ! Great videos and info you’re helping me with my portfolio so thank you!
awesome , so happy to hear that :D
Hey man, thanks for the fantastic videos and great insights and tips...I just have one small negative note to add - please stop them monitors from shaking!
hahah i dont notice it while working but its definitely been called out before :P i might just have a home studio update soon!
loved this series man, your tips are crazy good, and all of these vids have been a priceless resource!
great tutorial... so very useful... thank you! :)
thanks for watching! I am glad it helped you out :D
Thank you Tim for this clear and thorough video! I'm working on a scene and have been delaying the lighting passes for a long time. Your tutorial gave me the inspiration to actually do some lighting work :)
awesome, that's what I love to hear!
Love the series since I am trying to get into Level Design. Super helpful and I need to start making some playable environments asap. The tip about using the fog to silhouette the rocks really blew me away. Thanks for the great content!
You’re very welcome :)
Thanks Tim for awesome videos !!
my pleasure bud!
Great lesson, OMG. You are very good!
estenio garcia thanks :) hope the lesson helped you out!
never stop making videos. EVER.
haha got plenty more in the pipe to come soon!
thanks again for the video. learning heaps!
you're welcome!
Nice and informative, thanks!
Artem Mykhailov cheers :)
Thanks so much for your tut, I learnt a lot from you!
HOW CAN YOU LIVE WITH THAT WOBBLY SCREEN?!?!?!?! nice vid though :P
WiggersART hahah i barely notice it 😂
@@jayroi1814 hahah yea its not thaaat bad but can be annoying. I just got some monitor stands to ease up on the neck strain too :P
thank you! much appreciated, as a beginner this is what I needed
glad it helped!
Even though im doing level design on a different engine , the tips really helped and i enjoy the video.
saos thanks! Glad to hear!
Hey Tim, thank you very much for all those awesome tutorials! I have seen only 1 person here on RUclips who's very knowledgable and goes very much in depth with lighting and all (51Daedalus, who also works for DICE), but he apparently stopped doing tutorials a long time ago and now we have no professional to aid us on our path to becoming good lighting and composition artists. It would be great if you can delve into colour values, textures, lighting for outdoor VS indoor environments and even ray-tracing. Thanks!
Thanks! All that stuff will be covered for sure! Just gotta find the time to do it hahah thanks so much for watching! I love 51Daedalus’s stuff, reference it allll the time :)
@@PolygonAcademy Yes, he has some amazing insights, I've learned a whole lot from him, but I guess he's too busy fending off angry Star Wars fans and dealing with EA shenanigans nowadays and doesn't have time for tutorials. :) Or to answer his Twits...
It would be great if you can implement some Substance Painter / Designer in your tutorials too.
@@jasonvoor9257 painter for sure, as that is what I normally use, I have to learn more designer, it's my current weakness. as I learn I will share for sure!
thank you for the breakdown. for the bw image u can press CTRL+WIN10+C.
I really appreciate these videos!Great content with great presentation!These videos inspires me a lot!Hope more videos from you!
Polygon thanks for the feedback! Got some new ones up on the channel ;)
Thanks a lot for sharing this!!
zi an you’re welcome :) thanks for watching!
mindblowing
thanks :)
Hi, thanks for these videos! I was wondering what your settings are for auto exposure and how you use it when you're lighting your scene 😄
I usually lock my exposure values at 0 0 and light a scene for that, or slightly open up the range a bit if there is more extreme light and dark areas to something like -1 to 1. every "Stop" or value it allows in double the light or cuts it in half, so in a dark cave it would stop down to -1 and allow in more light to see the details in the shadows and in a brighter exterior it would stop up to 1 and adjust for the bright sun so everything isnt blown out. its a bit complicated, look up brian lelux on artstation, he has some great tutorials on exposure and physically based lighting.
Nice work
Just a suggestion, a candle or 2 would have just tied the bow at the end if you catch my meaning, added a bit of warmness to the overall cool scene and balance things out, maybe added some interesting shadows. Might as well have gone with a theme like : 2 - 4 candles near the first tori gate and increase the number as we move toward the main temple. But that's just my thoughts, amazing composition btw : )
good suggestion, if I had had more time I totally woulda done something like that haha. thanks for the suggestion!
omg so good :D thanks for all great tips!
thanks! glad you enjoyed it :)
Some tips on setting up dynamic lighting scene with foliage and such that gets at least 120 fps would be the best ever
Jeff step 1: time travel about 5 years into the future ;) totally doable now but not at 120fps, atleast not on my 1060. 30-60fps absolutley
Polygon Academy fortnite seems to do it pretty well. Biggest issue ive noticed is with foliage. Disabling grass and bush foliage bumps fps 30-40 sometimes in my maps
@@UnrealEngineTutorials I know this is an old comment, but the best way to do it is by disabling unnecessary Cast Shadow on asset and build a low vertex version of your environment to cast shadow (we used to call it Shadow Mesh). Basically, it's the retopology of your environment.
A building would become a simple box (and I'm not exaggerating :P).
I would like to know what the music is in this video.
Starting to get bored of my usual work music 😸
Great video btw ☺️
Thanks! Its all music from artlist.io theres lots of good stuff on there, you can listen for hours
@@PolygonAcademy thank you 😊
Awesome Series for the lighting..could you share the BP Fog Particle link ?
Your style of making videos is very entertaining, atleast I can't get bored watching a 30 min video. Didn't knew that Agent 47 is creative in art's too =p
MSA Artist glad to hear! I always think these videos are too long but i also know a bunch of you like the long form content :) thanks for the support
I cant find those fogsheet particle from marketplace, can you tell me where to find them exactly? a link would be nice. thanks
they can be found in the example content from epic in the learn tab of the launcher, not the marketplace sorry. the fog sheets i took from the infiltrator demo and the godrays from the blueprints example project
Awesome video, like always! I was wandering if you have more books like the James Gurney? And once again not all heroes wear cape's! ;)
João Pereira yea i have a few on my shelf i could recommend but that one is the biggest heavy hitter. Books on photography would be helpful as well. Ill do a recommended books video soon!
You probably get this question all the time, but what's in your rig? I am trying to build my own but everytime I am look for a graphics card, I am torn between Geforce and Quadro. Some say Quadro is better for rendering.
Amazing video as always man.
MjsM 117 my pc is pretty old, 16 gb ram with a gtx 1060. If you are doing game art, go for gforce, you wont be rendering much, all your work should be realtime in a game engine ;) quadro cards are just super expensive and unless you are rendering stuff like short films, anyone but a super senior rendering artist is wasting their money haha
Looks like how, Nioh 2, might look..very nice and atmospheric.
thanks :) it was a fun project! I still have to play Nioh, looks cool!
@@PolygonAcademy Eh, Sekiro is waaaaay better and more mature, imho. Remember, to hesitate means defeat. ;) Edit: I agree on the look of the environment you created though. Very nice.
@@xantishayde-walker4593 yea I gotta get sekiro at some point, hopefully it wont make me rage bite my controller. I mean....i've never done that before!?
@@PolygonAcademy I'm surprised at my ability to play the game with a minimum of cheese and tutorials. I've looked up very few things on purpose and Ive gotten nearly to the end with almost all the upgrades and mini-bosses defeated. It just takes an adventurous spirit, some bravery and the ability to be flexible and learn something new. Even more important to be able to learn some new tricks if you're a Soulsborne vet. Gotta break that dodge-roll habit. It's a killer! ;)
@@PolygonAcademy Also, I totally believe you about the rage-biting your controller thing, since you mentioned it. Lol!
First of all, thanks for the tutorial. My English is not very good and I understood what it can, the part of the volumetric Fog Sheet ... did you do it? did you download it? any advice? I can't make it look good and I've searched through youtube without success, thanks in advance mate!
you can find it in the infiltrator demo scene in the learn tab of the unreal engine launcher :)
@@PolygonAcademy Ey Mate! I did not expect an answer and less so fast xD thanks!
@@PolygonAcademy By the way Mate, I want to use Unreal to make concept art of scenarios, could you tell me if it is possible to render by passes, you know, ambient occlusion and others, and if so, you know where I could see a tutorial about it?, thanks again and sorry for the inconvenience!
You got any complete course series on level design for beginners?
Awesome. I couldn't find BluePrints and Particle Effects can you share the links from the marketplace for that. Thanks!!
You can find them in the blueprints example scene and the infiltrator demo scene availiable under the learn tab of the unreal engine launcher, not the marketplace tab :) there are a bunch of example scenes epic released you can migrate content from
@@PolygonAcademy Awesome thank you!!!
Where is the starter content for effects and fog cards? I am looking on the marketplace but I can't find them?
These fog cards i took from the infiltrator demo which you can download from the learn tab of the unreal engine launcher, not the market place, there are a few good projects there you can get for free
At time stamp 17.54 you show some content available for fog sheets. Can you provide a link? Thanks for this tutorial!
Yup you can find them in the blueprints demo scene and the infiltrator demo scene on the epic launcher under the learn tab, just open the project, and then migrate them to yours from the content browser
thanks a lot!
Really nice buddy, I was wondering if in the future you will do some little tutorial like the one that you did in zbrush. Anyway very handy, the tip ti check the scene in B&W it's really smart... cheers
emmanuelebiondi47 yup will have some more step by step tutorials coming up
thanks timi
you're welcome :)
wow,nice rendering.where i can get the projecet file?
Could you or anyone tell me how do I get the 'blueprint' level? I searched through the marketplace but couldn't find it.
yea, its found in the learn tab of the unreal engine launcher, the tab next to marketplace, scroll down and there are a bunch of example projects you can download, the blueprints one is just one of them :D
@@PolygonAcademy thank you so so much! I been looking for it for hours! You really helped me out, and thanks for the great content!
@@challoww no problem :)
I had exactly the same question! Thanks. :)
@@PolygonAcademy I didnt found it. But I migrate the fog and beam sheets from starter content, but with no success. The fog is empty and dunno how to display. Any tips?
Hi Tim, im just finished watch your challenge and really like the process of making the scene, im very inspired and seriusly thinking of pursue this dream to be a concept or environment artist, i quit my job and i been learning all i can get by myself but sometimes its hard because there is so many programs and information can be overwhelming for an autodidact. Can you give me any advice or recomendation to begin with, wich programs i must learn, any book or paper to learn the fundamentals of create characters, landscapes, cities, etc. I start with 3DS Max and last week finished the first char with model, bones, skin and rig :) a decent first try i think haha. Thank you for share your knowledge, hope you the best. Sorry about my English, working on it too. Cheers from Colombia
Thanks for the awesome feedback! I would suggest figuring out what discipline you enjoy most, characters, environments, props etc and then focus on that one thing until you are really good at it. Gnomon workshop has some great tutorial materials that cover a wide variety of subjects and is probably worth a subscription for a month or 2. If you enjoy making characters, make another one! I would suggest looking at 3ds max and zbrush for that :)
figure out what job you would want to do and then try to reverse engineer (work backwards) the required skillset for that and focus on learning those skills.
@@PolygonAcademy Perfect, thanks for the quick answer, ill start with environment related to architecture and later when i have a solid skillset lear a little bit of charater too.
I hope you can continue making this informative content, looking forward to watch it. Thanks again!
How you can make Fog in only one Area? I have a pretty big open world scene and i only want fog in specials places and not everywhere
you could use a volume with volumetric particles that absorb more light, like they did in this demo, there is a bunch of great info on it here: ruclips.net/video/Xd7-rTzfmCo/видео.html
Can't find that particle effects project on the UE marketplace :(
its actually under the learn tab of the unreal engine section, not on the marketplace. there are a bunch of example scenes like the infiltrator demo and particle effect project you can download and learn from in there :) hope that helps!
Love it
cheers!
Where exactly do I find the fog cards you used? Starter content?
NVM, I found your response to someone else asking. I will copy/paste here for the next soul looking for the info
"you can migrate it from the infiltrator demo scene availiable under the epic launcher's learn tab, you open that scene find the bp fogsheet in the content browser and migrate it to your project :)"
You got it :)
so how to make spotlights not affecty by fog? every time i spawn a spotlights in scene ,it ruined by fog.
there is an option in the spotlight parameters called volumetric intensity, put that to 0 and your spotlight wont show up in the fog.
@@PolygonAcademy thanks it works
Awesome stuff dude! I noticed you only use Stationary Lights. Do you ever use Static?
BTW I used to work with you at Capcom! Keep up the great work!
I usually use static lights for anything that doesnt need a nice shadow cast from it or from the player, so mainly for fill and extra bounce light. haha capcom was a long time ago! I sometimes miss vancouver though :)
COOL!! man
also, what's the song playing behind?
all the music is from artlist.io :)
I can't find the particle effects content you talk about picking up at 17:56
Any idea why?
it can be found under the learn tab of the unreal engine launcher, not on the marketplace, that's where all of epics demo content is :)
@@PolygonAcademy Thanks a bunch!
Again Thanks Dear Tim,
I learn a lot from you.
but as I am junior and don't have enough experience in ue4. Can you help me to find a project that has god ray and fog?
I search in the market place but I didn't find anything. I know my question is so silly or something like that for a pro artist like you, but if you time please help me.
no problem! it can be found in the example content from epic in the learn tab of the launcher, in the blueprints demo scene and the infiltrator demo scenes :) just migrate it to your own project!
Awesome content! Extremely valuable, thx for that! Can you or someone who reads this please give me a hint on how to get this Baked/Dynamic Shadow (14:20) setup done? Any hint would be appreciated .
in your directional light there is a dynamic shadow distance property, i usually set it to about 15000 (15M) or 20k (20M). super simple :)
@@PolygonAcademy Great, thx!
hello sir im looking for this kind of lightning. can you show "how to make" fog cards ? i head a lo of, bu no one showed how to make it. it would be awesome, thanks sir. i watch allready the other tutorials / showcases
Is the book link in your description box an affiliate link? I'm asking because i want to order it and support you, but live in Germany, so I cant use this amazon link. I need one that directs to the amazon.de store. Is this possible? 😘
The Archiviz Wiz hey! Yea it is, but don’t worry about it, just search color and light on amazon and you should find it :) i literally would make like 25 cents or something hahah. You watching my vids is support!
I keep coming back to this video for reference. ☺️
did u bake the scene?
yes, the lighting is baked with a stationary directional light for realtime character shadows
were i find this bp_fog_sheet ?
it can be found in some of the example content from unreal, like the blueprints demo file or the infiltrator demo, you just need to migrate it to your project from there
@@PolygonAcademy ok thx
Do you know how make good looking volume ground fog? I use volume material and add it to cube but its there strange "temporal projection" efect, fog little moving when I move camera, I dont know how fix this problem
I can not find the god rays in the starter content. I tried googling it, but no luck there as well. Could you please show us where you found them?
Steven Verx you have to go migrate them from the blueprints project you can find under the learn tab of the unreal launcher. And the fog planes were from the particle effects cave demo. You have to download those project files first, they are not in the base starter content
I tried importing the god ray and the fog sheets into my ue4 project and it didn't work. I even copied the whole project into my content folder and it was just not working :/ any tips anyone?
Open the project you want to copy the content from, find the asset in the content browser and then rightclick and choose asset action>migrate. Then pick the root content folder of the project you want to duplicate it to. It will copy the asset and all the referenced files (textures/materials) to your other project. Hope this helps!
@@PolygonAcademy that DID work! Thank you! I tried migrating it before but for some reason it was not working, I tried it again and worked like a charm. Thank you!
No worries! Glad it helped :)
Ctrl-F isnt doing anything here, what would cause that, or did it change since you did the video, a different key combo ?
to hide the fog? its Alt + F :)
Ya Alt-F, I knew that, LONG day- TY!!, Ya, lighting is so hard with a fairy large world comp scene, 4 5151x5101 tiles, not huge, but I 'm prob. not dong SOMEthing quite right, it just doesn't have that look that you can walk through there and feel you're really there. that's the goal..prob. not until raytracing and even then you need a fairly recent gtx-rtx. I"m good with what I have, but as big as the scene is the lighting is not consistent. Should I add lightmass in iffy areas or is it something else..atm I just have one lightmass in areas of interest, but there are many such areas.
@@PolygonAcademy indeed, WTH was I thinkng, one of those days, TY !
Where r u bro....really missing ur videos😭😭
hahah been back home visiting family but getting back in the groove soon ;)
@@PolygonAcademy Glad to hear that bro....ur channel gives the most important and crucial info regarding ue4....it's like personally watching stuffs from a pro's prospective...other channels kind of cheat and drag too much!!!....This channel is one of the RUclips's must have tutorial channel!!!
Love your content man, but please... raise your monitors XD
done! got some monitor stands hahah.
where do you get the fog sheets?
they can be found in the unreal example content under the learn tab, i pulled those ones from the infiltrator demo, there is also godrays in the blueprints demo scene
Once again tim, if you ever do mentorship, msg me, i’ll be down for it!
cheers, will do, probably one day will open up some monthly mentorship options once I have some more free time ;) appreciate the support Wisam
isnt it unrealistic to add so much lights?
Not really, in every game i have worked on we have always had to add extra lights to fake things or improve the composition/visuals. As long as you manage them well not to kill your performance its fine :)
Im like 95% Sure ive seen you Walk around gaspee North 10th floor !? 0.o !?!?
yea probably haha, I used to work at ubi, was on Watch_Dogs 2 :)
Thought so :p ..we worked together on WD2 .. nice to see you here!! Great work seriously !! :) UE4 > Disrupt hands down hahaha
Am I the only one who felt that without the spotlight it actually lead you through the environment better ? either that or I like sharp contrast haha
you probably dont understand the concept of a tutorial
this is more of a showcase
borrrrring !!
.... thanks?! :D
the music behind you is terrible
Hey,
How can I get the BP_FogSheet ?
you can migrate it from the infiltrator demo scene availiable under the epic launcher's learn tab, you open that scene find the bp fogsheet in the content browser and migrate it to your project :)
@@PolygonAcademy Thank you very much. I did not expect such a fast reply.
By the way I enjoyed your tutorial. I'm quite new to Unreal Engine and I've learnt several things throught your channel. Thank you again :)
@@PolygonAcademy I spent days searching this!