Would love to see more mansion and/or library design. I used to use Unreal 3 a bit but my architecture class only allows 4. I think your channel, maverick and Unreal environments speed level design are the only channels in my history feed for the past month lol.
I've been reviewing this masterpiece 7 times already and can I ask a question? Where did you get all the models and assets for this mansion? and are you still working on Unreal Engine 4?? I am the same FireBird Games who wrote to you 8 months ago, remember?)
Ah yes I remember you :D All models and assets were made by me! I'm using Unreal Engine 5 for some personal stuff, but it's a lot of Frostbite at work. :)
@@joelzakrisson It's cool, what are you working on at the moment? I'm interested to know, This is not an interrogation or an interview, I'm just pleased to talk to a very talented artist and modeller)
@@antonellasacrezzion9088 Hopefully I can show it soon... it's a more vegetation focused scene, but still with some hard surface in there. ;) Have done so much architecture in the past so trying something different. At work I'm working on the Dead Space remake, which is also tons of fun!
@@joelzakrisson ok, you have a very unique approach to lighting, I wonder how you make it look so beautiful, including me, I really liked the idea with purple - pinkish shades of the post process, can I take this idea?
@@antonellasacrezzion9088 Yeah I often incorporate some magenta into my colors, and did it especially here. Feel free to use it yourself, it's just a lighting/grading approach! :D
I love this so much, thanks for sharing. It must be the 100th time I'm looking at this piece. Each time I feel like I'm learning something new and I get motivated to keep practicing :)
Glad that you care, but feel guilty at the same time hehe! Been working quite a lot the past years, but most of it has poured into Battlefront II and a bit of Battlefield V. Judging from your channel, maybe you don't mind? :D But yeah, need to change that moving forward, even if I don't regret what I got into those games :) If you're wondering what I've been up to: 80.lv/articles/001agt-dice-behind-the-art-of-battlefield-and-battlefront/ Latest battlefront work will be posted as soon as it's Lucas approved
@@joelzakrisson @Joel Zakrisson Holy crap I didn't know u worked at Dice 0_0 Wish I could make more fun in BF1 videos before my old PC died. After my boss approves of funds being used to buy/build an new PCs for my editing team in my spare time I'm gonna get into map/level design in Unreal 4/5. (I never rlly got into bf5 after the whole community split over what the Exec said about historical inclusion over accuracy. I want to make more videos within the next 7-13 months though) Well, once the next project wraps up I hope u create something fantastic before diving into work again. :)
Good to see another highly modulated asset pack available for rapid prototyping. Have to buy this just for the nice, archviz like props it appears. Would be nice to consider the Hats with PhysX cloth enabled.
I'm using grid snapping. If you look up to the right of the viewport there's a button with a grid that you need to click. But you also need to adapt all of your assets after the grid, so they're using correct meter measurements (1m, 2m, 1.5m and such). You can check out my friend Jessica's tutorial for more info :) www.artstation.com/artwork/YaV23b
Here :) www.unrealengine.com/marketplace/en-US/product/mansion-hall Or if you're wondering how I made them? All walls were textured in Substance 3D Painter, and the floor was found somewhere online and edited in Photoshop (generated the normal map with NDO I think, was a while ago).
@@firebirdgames4142 The floor was found and edited in Photoshop, but everything else was done by myself. Or used some wood pictures as overlay over my own wood for pillars and such too, you can read more here: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/
Snap to the grid in the top right of your view window, you can adjust the units of how things snap together. Also, using the end key will snap down to the nearest floor collision etc
Absolutely incredible, would I be able to see your lighting setup for this possibly? I love it, I'm a student games artist and I'd love to see how you've achieved this!
Hi, I don't know anything about unreal so i hope this is not an annoyingly naive question, but how did you get the wooden floor textures to not repeat and expand instead (or so it seems) when you copied more of the piece? I'm building a modular set and that's a big concern for me right now
Hey! I made a shader that looks like this: drive.google.com/open?id=1WG86JClAY4nKuSZ5ki8zTpLMxxast9Qn (since it's on drive it might be removed in the future, just if any future person would be looking for it ^^)
Hi. I m pretty new to Unreal 4. Really interested in your product here. . Just a quick question how do you set up the light in the scene in this video to be beautiful? I started ue4 and the lighting looks all bright up and kinda uninspiring. Do you include light setups in your modular set? Also is it possible to change any mesh's texture to other material via substance or even quixel? Thanks!
Hi! The lighting is pretty much cool and warm point lights with one strong cool directional light coming from the window. But the trick to make it look good is fancy grading, so lots of tweaks in post process. :) Here's an article about how it was made: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/ But I include the scene and everything with the project on the marketplace too, so you get the lighting with it! And yeah, you can change the texture. :) Just export the model and take it into the program where you want to tweak it. But I don't include the raw baked normal maps, so you'd have to use the final textures and work on top of those. Can send some raw files if you really want, but will take a bit of effort from my side. ^^
It's really simple in this particular scene, just 3 lights, one warm point light downstairs, one cool upstairs, and a bright cool one behind the window. Most of the effect comes from the post processing, which you can see further down here: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/ But that's from an older Unreal version, you can see all the latest settings if you get the actual project: www.unrealengine.com/marketplace/en-US/mansion-hall :)
Joel Zakrisson yeah its possible. Just click the Arrow in the right from settings > Preview Rendering Level > Then Android Vulcan or ES3.1. Then send me a picture from the scene please!^^ Thank you
Awesome! To optimize the level, will you import the meshes into a 3rd party program like Maya or 3ds max and merge the objects? What about the lightmaps in channel 2?
@@chlb0152 sorry. I wasn't clear. It depends on the mesh. I was doing modular pieces and checking the memory (stat memory). In some cases, merged meshes demands a larger lightmap size, dropping the performance, other cases not. Maybe that's the reason most unreal indie games have terrible performance, devs don't test it first. I should delete my question, because I've found the solution already.
@@chlb0152 What?! sorry, I didn't understand what you meant with that. (I suspect you're talking about culling distance at a separated mesh, though). Taking the one single mesh house for an example you gave. If you have a single mesh for that, it will depends on the final platform that you run the game. In a mobile game, this one single mesh house will run and looks fine. For a PC game, not so much. Again, with the one single mesh house example you gave. It depends if the player can enter or not in the house. It depends on the purpose of the mesh (I'm migrating from UDK to Unreal 4. It has new tools, but with a similar process). But you're right. My question for the video owner wasn't good. I should be specific and give a context to Joel Zakrisson.
Sorry for the late reply, didn't get any notification. It's set to "complete project" since "add to project" ruins some of the settings for the scene it comes with. But you should still be able to migrate or just copy paste the assets to your project? Lots of other people who've done it.
@@RDD87z Sure! Added the mansion one in the video description now :) 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/ Few other articles: 80.lv/articles/001agt-dice-behind-the-art-of-battlefield-and-battlefront/ discover.therookies.co/2018/05/29/how-to-make-your-portfolio-stand-out/ 80.lv/articles/joel-zakrisson-mastering-3d-art/ And yes, I love Resident Evil!! :D The remake of 1 is probably still my favourite game!
@@joelzakrisson wowww, thank you so much, the quality is amazing. i would love to learn that, i think you would get some good money if you would make a crouse online for this.
@@RDD87z Hehe, no thank you back to you!! Try to be consistent with quality... Maybe I could do something like that in the future, all a matter of where to put your time. x)
Didn't know about that one, thanks for telling! Always cool to see what others do with the assets. :) But no, I'm not gonna get any earnings and that's totally fine!
Wow! So beautiful! Fantastic lighting! You nailed it spot on!
Would love to see more mansion and/or library design. I used to use Unreal 3 a bit but my architecture class only allows 4. I think your channel, maverick and Unreal environments speed level design are the only channels in my history feed for the past month lol.
Superb environment.Good luck in unreal marketplace.
I've been reviewing this masterpiece 7 times already and can I ask a question? Where did you get all the models and assets for this mansion? and are you still working on Unreal Engine 4?? I am the same FireBird Games who wrote to you 8 months ago, remember?)
Ah yes I remember you :D All models and assets were made by me! I'm using Unreal Engine 5 for some personal stuff, but it's a lot of Frostbite at work. :)
@@joelzakrisson It's cool, what are you working on at the moment? I'm interested to know, This is not an interrogation or an interview, I'm just pleased to talk to a very talented artist and modeller)
@@antonellasacrezzion9088 Hopefully I can show it soon... it's a more vegetation focused scene, but still with some hard surface in there. ;) Have done so much architecture in the past so trying something different. At work I'm working on the Dead Space remake, which is also tons of fun!
@@joelzakrisson ok, you have a very unique approach to lighting, I wonder how you make it look so beautiful, including me, I really liked the idea with purple - pinkish shades of the post process, can I take this idea?
@@antonellasacrezzion9088 Yeah I often incorporate some magenta into my colors, and did it especially here. Feel free to use it yourself, it's just a lighting/grading approach! :D
I love this so much, thanks for sharing. It must be the 100th time I'm looking at this piece.
Each time I feel like I'm learning something new and I get motivated to keep practicing :)
Thanks! Glad it's helpful! :)
"Wow what mansion!" Albert Wesker
@Clifftonic Studios the mansión Spencer
Very well done. I aspire to this
Are u coming back?
Glad that you care, but feel guilty at the same time hehe! Been working quite a lot the past years, but most of it has poured into Battlefront II and a bit of Battlefield V. Judging from your channel, maybe you don't mind? :D But yeah, need to change that moving forward, even if I don't regret what I got into those games :) If you're wondering what I've been up to: 80.lv/articles/001agt-dice-behind-the-art-of-battlefield-and-battlefront/ Latest battlefront work will be posted as soon as it's Lucas approved
@@joelzakrisson @Joel Zakrisson Holy crap I didn't know u worked at Dice 0_0
Wish I could make more fun in BF1 videos before my old PC died. After my boss approves of funds being used to buy/build an new PCs for my editing team in my spare time I'm gonna get into map/level design in Unreal 4/5. (I never rlly got into bf5 after the whole community split over what the Exec said about historical inclusion over accuracy. I want to make more videos within the next 7-13 months though)
Well, once the next project wraps up I hope u create something fantastic before diving into work again. :)
@@RAMZAVFX Yeah I will try! And hope you'll be more interested in what we're doing next! ;)
@@joelzakrisson I definitely will, especially with BF2 modding ramping up :)
@@joelzakrisson Do you have discord?
great video!
Thanks! :)
Good to see another highly modulated asset pack available for rapid prototyping. Have to buy this just for the nice, archviz like props it appears. Would be nice to consider the Hats with PhysX cloth enabled.
Thanks! Haven't tried PhysX cloth before, but could check it out and we'll see. :)
How do you snap all the assets to the right positions all the time?
I'm using grid snapping. If you look up to the right of the viewport there's a button with a grid that you need to click. But you also need to adapt all of your assets after the grid, so they're using correct meter measurements (1m, 2m, 1.5m and such). You can check out my friend Jessica's tutorial for more info :) www.artstation.com/artwork/YaV23b
tell me where can I download textures of walls, floors, etc.?
Here :)
www.unrealengine.com/marketplace/en-US/product/mansion-hall
Or if you're wondering how I made them? All walls were textured in Substance 3D Painter, and the floor was found somewhere online and edited in Photoshop (generated the normal map with NDO I think, was a while ago).
@@joelzakrisson so you made these textures yourself? or downloaded from the Internet and edited in Photoshop?
@@firebirdgames4142 The floor was found and edited in Photoshop, but everything else was done by myself. Or used some wood pictures as overlay over my own wood for pillars and such too, you can read more here: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/
@@joelzakrisson thank you, by the way, if it's not difficult, can you make a guide on how to add music to a radio model?
@@firebirdgames4142 Music to a radio model? I don't know, I mainly do art, but it can't be that hard to find online...? :D
Wow blows my mind on how easy b you make it all look, I have issues getting everything to snap together properly, and line up correctly, any tips
Snap to the grid in the top right of your view window, you can adjust the units of how things snap together. Also, using the end key will snap down to the nearest floor collision etc
Thanks NJ, you made my day. 6 months later even xD
Absolutely incredible, would I be able to see your lighting setup for this possibly? I love it, I'm a student games artist and I'd love to see how you've achieved this!
Wrote a little bit here: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/
But to get the exact same set up you'll have to buy it... ^^
Hi, I don't know anything about unreal so i hope this is not an annoyingly naive question, but how did you get the wooden floor textures to not repeat and expand instead (or so it seems) when you copied more of the piece? I'm building a modular set and that's a big concern for me right now
Hey! I made a shader that looks like this: drive.google.com/open?id=1WG86JClAY4nKuSZ5ki8zTpLMxxast9Qn
(since it's on drive it might be removed in the future, just if any future person would be looking for it ^^)
Hi. I m pretty new to Unreal 4. Really interested in your product here. . Just a quick question how do you set up the light in the scene in this video to be beautiful? I started ue4 and the lighting looks all bright up and kinda uninspiring. Do you include light setups in your modular set? Also is it possible to change any mesh's texture to other material via substance or even quixel? Thanks!
Hi! The lighting is pretty much cool and warm point lights with one strong cool directional light coming from the window. But the trick to make it look good is fancy grading, so lots of tweaks in post process. :)
Here's an article about how it was made: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/
But I include the scene and everything with the project on the marketplace too, so you get the lighting with it!
And yeah, you can change the texture. :) Just export the model and take it into the program where you want to tweak it. But I don't include the raw baked normal maps, so you'd have to use the final textures and work on top of those. Can send some raw files if you really want, but will take a bit of effort from my side. ^^
Do you do a unity or engine agnostic version? And if not you should definitely consider putting it on art station marketplace or gumroad etc.
Sorry, only got the Unreal version. But I do have it available on Gumroad if that's interesting: gumroad.com/l/AuZQM
Lovely assets and render! Could you share your lighting set-up ? I love how it renders! :)
It's really simple in this particular scene, just 3 lights, one warm point light downstairs, one cool upstairs, and a bright cool one behind the window. Most of the effect comes from the post processing, which you can see further down here: 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/
But that's from an older Unreal version, you can see all the latest settings if you get the actual project: www.unrealengine.com/marketplace/en-US/mansion-hall
:)
When i try this i get shadows that say i need to rebake. how are you avoiding this?
Hmm, not familiar with that, if it's not a regular rebake you need to do. Have you tried that? Can you send a picture?
Hello Joel , Beautiful Scene by the way I had one question . "How did you get the sequencer to film just the viewport in this way ?"
Oh, I just used Nvidia's Geforce Experience and recorded while I was working in the editor. So didn't touch the sequencer for this video. :)
Hey^^ Because your project is in sale i need a fast answer.i know your project dont support mobile ,but does the lighning also work in mobile preview?
I haven't tried it unfortunately :/ is it possible to test the preview on pc? If so, I could do one for you if you want.
That would be nice!^^
Joel Zakrisson yeah its possible. Just click the Arrow in the right from settings > Preview Rendering Level > Then Android Vulcan or ES3.1. Then send me a picture from the scene please!^^ Thank you
@@Lothar1812 Doesn't work I'm sorry D`:
drive.google.com/open?id=1XER0FJpOzobZ8ADukrvMMG64UYti0Ain
Joel Zakrisson you disable fog on mobile :/ But i buy your pack and i will see
Does the pack come with an fbx version?
Sorry, no :/
You should still be able to export the asset as an fbx from within unreal right? Of course, the mesh would be triangulated but it'd still be usable.
Wow that is amazing! How did you get the textures to tile up so perfectly even if you use different tile models?
You can set up world tiling materials in UE4 in order to get these clean tiling results illustrateted so nicely here :)
Awesome! To optimize the level, will you import the meshes into a 3rd party program like Maya or 3ds max and merge the objects? What about the lightmaps in channel 2?
merging the meshes isnt optimizing, itll bring down the performance
@@chlb0152 sorry. I wasn't clear. It depends on the mesh. I was doing modular pieces and checking the memory (stat memory). In some cases, merged meshes demands a larger lightmap size, dropping the performance, other cases not. Maybe that's the reason most unreal indie games have terrible performance, devs don't test it first. I should delete my question, because I've found the solution already.
@@Amelia_PC merging a house into one mesh makes it render it all, if its seperate pieces whatever you dont see dissappears
@@chlb0152 What?! sorry, I didn't understand what you meant with that. (I suspect you're talking about culling distance at a separated mesh, though). Taking the one single mesh house for an example you gave. If you have a single mesh for that, it will depends on the final platform that you run the game. In a mobile game, this one single mesh house will run and looks fine. For a PC game, not so much. Again, with the one single mesh house example you gave. It depends if the player can enter or not in the house. It depends on the purpose of the mesh (I'm migrating from UDK to Unreal 4. It has new tools, but with a similar process). But you're right. My question for the video owner wasn't good. I should be specific and give a context to Joel Zakrisson.
Ive payed for these from the marketplace and downloaded them. I can't add them to my project or migrate them to it at all. Any idea why please?
Sorry for the late reply, didn't get any notification. It's set to "complete project" since "add to project" ruins some of the settings for the scene it comes with. But you should still be able to migrate or just copy paste the assets to your project? Lots of other people who've done it.
Perfect for interior, but is missing exterior. I would have purchased it if it included exterior, too.
Maybe I'll do one one day! Until then you'll have to buy another exterior unfortunately
..
do you teach in somewhere online? love the results
Thanks for the compliment! No teaching online unfortunately, only articles where I go through the process. :)
@@joelzakrisson do you think you can share ...or are they private? would be nice to see! it reminds me of resident evil mansion
@@RDD87z Sure! Added the mansion one in the video description now :) 80.lv/articles/joel-zakrisson-creating-contrasting-moods-in-ue4/
Few other articles:
80.lv/articles/001agt-dice-behind-the-art-of-battlefield-and-battlefront/
discover.therookies.co/2018/05/29/how-to-make-your-portfolio-stand-out/
80.lv/articles/joel-zakrisson-mastering-3d-art/
And yes, I love Resident Evil!! :D The remake of 1 is probably still my favourite game!
@@joelzakrisson wowww, thank you so much, the quality is amazing. i would love to learn that, i think you would get some good money if you would make a crouse online for this.
@@RDD87z Hehe, no thank you back to you!! Try to be consistent with quality... Maybe I could do something like that in the future, all a matter of where to put your time. x)
Very nice :)
I've seen this in the game "Deadstep" xD. Are you going to win some earnings if the game have a little bit popularity or something?
Didn't know about that one, thanks for telling! Always cool to see what others do with the assets. :) But no, I'm not gonna get any earnings and that's totally fine!
Your welcome :)
Great! In the video, you are using some snapping feature other than grid snapping? Thanks a Lot!
Hi! Nope, it's only grid snapping here, but don't mind other types of snapping in other cases. x)
This in UE5 lumen would be beautiful
Phrasing may be a bit off, eng isn't my default apartment from online interaction...
Do one for code veronica
That could be fun! Only played the beginning of the original, but am actually a big fan of that part of The darkside chronicles! :)
As a kid, I tried the half life editor and it was so much more tedious...
How the .......