lots of discussions on previous work. we finish up the tops of the pillars. plan out a kit of ivy that will be for hanging pieces.
blockout some propping of ivy at the base of a pillar as well.
2023-06-02 16:59:03 +0000 UTC
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We take a break from ivy and start building out the tops of the pillars. the goal is to start figuring out the super large arch area in the next few videos.
We get a bit distracted and look at our ivy as well... :D
2023-05-31 16:59:00 +0000 UTC
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More ivy! this is turning into a large kit.
2023-05-29 16:59:00 +0000 UTC
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Lets model hella ivy!
2023-05-27 16:59:01 +0000 UTC
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WEEK 13 / Critiques / 2023
2023-05-25 16:59:01 +0000 UTC
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Was shown a cool way to mask edges better in substance painter based off UV seams. really handy
Ivy root work in blender but then heading into learning to paint weight masks in unreal engine 5 to mask displacements in the modeling tools within UE5
2023-05-23 16:59:01 +0000 UTC
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Chillin making packed masks in substance painter. simple :)
2023-05-21 16:59:01 +0000 UTC
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Pay attention! This is cool!
2023-05-19 16:59:01 +0000 UTC
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UV clean up, nicer bakes and then pushing the masks for the moss. Later we get a really cool tip on breaking down the mask to be cheaper. Ill post a extra link for how that works after this one.
2023-05-19 16:59:01 +0000 UTC
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Decided to break the pillar into two parts for the hope of reuse. Lets get it UVed and baked!
2023-05-18 16:59:01 +0000 UTC
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First we finish of the texture masks for the base of the pillar.
Then started out building the pillars to the main shot of the upper area.
2023-05-16 16:59:01 +0000 UTC
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Decided to sculpt the bases of the pillar. looks better this way.
2023-05-14 16:59:01 +0000 UTC
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Tried out making high res dirt mound meshes that are made entirely in unreal 5 with megascan materials for displacement. interesting workflow.
2023-05-12 16:59:01 +0000 UTC
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A Vod of our community discord Critiques.
2023-05-11 12:00:01 +0000 UTC
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WEEK 9 / Part 1 / 2023
Making floor pieces in blender while also displacing it in unreal 5
2023-05-10 16:59:01 +0000 UTC
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We take some tileable material tiles we made and add a kit for the ground. they are displaced using the unreal modeling tools. These get us some big wins as they take up so much of the screen space.
The bigger downside is that they are busy and repetitive. we will have to find ways to prop them so that they v...
2023-05-08 12:00:02 +0000 UTC
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2023-04-27 12:00:02 +0000 UTC
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We finish up the planters for the top of the stairs and move onto detailing them up so that they have some propping character.
2023-04-20 12:00:03 +0000 UTC
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Continuing on the stairwell, we look at the sides to complete the set.
2023-04-17 12:00:03 +0000 UTC
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Working on our stairs. These are mainly built with a trimsheet and displaced using displacement inside of Unreal 5.
2023-04-13 12:00:05 +0000 UTC
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WEEK 5 / Part 3 / 2023
2023-04-10 05:00:01 +0000 UTC
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WEEK 5 / Part 2 / 2023
2023-04-06 05:00:01 +0000 UTC
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Worked on getting UVS and bakes for our rubble. also use megascans to build the base the rubble sits on.
2023-04-03 08:59:01 +0000 UTC
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We take the rubble blockouts to finish in zbrush. We also do a quick UV and bake test before ending the stream.
2023-03-27 09:00:03 +0000 UTC
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Our community feedback streams!
2023-03-20 09:59:01 +0000 UTC
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We learn about level instancing within Unreal 5.1. Using this tech we start to build out little propping islands that we can base everything off of. This should help us build much faster in the long run.
2023-03-13 22:59:00 +0000 UTC
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Similar to the previous stream. we do some modeling for the area above the alter but also think we need to look at grass meshes. Megascans is our starting point.
2023-03-08 22:00:01 +0000 UTC
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On this stream we look at the the process of taking Megascan assets and making them work for us. Looking at some leaves we take them to blender and make them fit our needs using the existing meshes.
2023-03-03 22:00:01 +0000 UTC
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We go in and refine some of the height information of the tiles as well as break it up with some simple dirt.
2023-02-27 22:00:02 +0000 UTC
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Looking at atlas workflows we developed the workflow of taking a zbrush mesh heightmap and using substance designer to break it down for us into a scatterable set of stones.
2023-02-21 22:09:21 +0000 UTC
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