Creating Modular Environments in Unreal Engine 4 (UE4) | ArtStation Challenge EP.003

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In this video I break down how you can use a few simple pieces built in 3ds max to quickly flesh out modular environments in unreal engine 4. I break down my asset creation process and give an update on the scene, which is now past the old greybox layout.
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About me: I am an environment/level artist who has been working in the game industry for 10+ years at studios such as Ubisoft, EA, Relic, Capcom and United Front. I have worked on games like FarCry 4, Watch Dogs 2, Splinter Cell, Sleeping Dogs and Spacemarine.

Пікірлер: 350

  • @adamplechaty
    @adamplechaty3 жыл бұрын

    Still watching this more than a year later. It all clicks even more now that I got my first junior job as an environment artist. Just listening to this while working away haha. Hope all is well with you Tim, thanks again for these! Peace.

  • @PolygonAcademy

    @PolygonAcademy

    3 жыл бұрын

    cheers! happy to hear you come back to it, and congrats on the jr position! thats awesome. things are going well thanks!

  • @RickHenderson

    @RickHenderson

    11 ай бұрын

    That's so cool. Congrats! I've got a question. I've watched a lot of videos on exterior environment/level design, but how do you start with an interior location? I know for a dungeon the modular approach makes sense but what about buildings?

  • @barry_crisp
    @barry_crisp5 жыл бұрын

    Keep doing what you're doing, this is great, I've learned so much just in the last three videos. You've got a new sub!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    will do :) thanks for the great feedback and I appreciate the sub :)

  • @rebx5891
    @rebx58914 жыл бұрын

    I love this breakdown - particularly the roof as I had a similar project that was a challenge to figure out the bend and symmetry arrangement to look right - and this was a nice overview on this style.

  • @guillermosanchez6951
    @guillermosanchez69515 жыл бұрын

    Seriously Tim these step by step vids are awesome!! Keep up the great work and I'm also following everything on Artstation so can't wait to see how this turns out :D

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Guillermo Sánchez thanks bud!

  • @bs_art3625
    @bs_art36255 жыл бұрын

    You're a natural teacher, great videos man. Can't wait to purchase the full environment workflow tutorial I think you mentioned you were working on in one of your more recent videos. Thanks, and can't wait for more!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    cheers! gonna get working on that eventually haha.

  • @alextilica8165
    @alextilica81655 жыл бұрын

    man, I absolutely love your videos. thanks for starting this channel!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    thanks Alex, appreciate the feedback, glad you like the content!

  • @JoshChristiane
    @JoshChristiane4 жыл бұрын

    This was an awesome video! I make assets this same way. One big perk to doing larger modular pieces as well is that it will equate to fewer draw calls, and especially on Switch/Mobile games that's really important.

  • @Ulkan117
    @Ulkan1174 жыл бұрын

    Waow ! Awesome 3d kit and work here. So efficient, I clearly feel the experience behind all this.

  • @aaeriam
    @aaeriam5 жыл бұрын

    I'm a little late to the party but I wanted to say thanks for posting these videos. As someone who's trying to learn environment art. Being able to see these breakdowns and hear about what's going through your head when you create modular environments like these is a huge help for me! :D

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    no problem! so happy when I see comments like this :D

  • @DominikMorse
    @DominikMorse5 жыл бұрын

    This is the best video I have ever seen! Like... man, I've created a lot of sets for UE4, mostly modular environments, all of those full of little details. Thanks to this video I was able to re-package all the assets and remove like... 80% of the content! Thank you"

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Dominik Pavlíček awesome! Thats great to hear, thanks so much for the feedback :)

  • @MarmaladeMaki
    @MarmaladeMaki5 жыл бұрын

    You deserve way more subs, this was a great break down. Looking forward to more of your stuff.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    thanks M Bomb :) that means a lot to me! got a zbrush wood sculpting tutorial that will go live in a couple hours ;) check back soon

  • @robertmoats1890
    @robertmoats1890 Жыл бұрын

    Extremely useful strategies and advice! I've been on the other side of the "too many pieces" kits. Conforming to a simple standard setup makes the entire process more efficient and fun to build and work with.

  • @debmalyamitra353
    @debmalyamitra3535 жыл бұрын

    Subscribed to your channel man.... Your content is awesome. Also watched the greybox part and was blown away by the simplicity and efficiency

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Debmalya Mitra thanks! Appreciate the sub and taking the time to comment 👍

  • @ghua
    @ghua5 жыл бұрын

    i love these series, I learned so much from just 2 vids :D please keep making them :D

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    cheers! thanks for watching, glad you enjoyed the series :D

  • @thomasherrera772
    @thomasherrera7725 жыл бұрын

    This is awesome to see. I really appreciate the knowledge you are sharing. I will be using a lot of your tips in my future projects.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Thomas Herrera awesome :) hope the tips save you some headaches in the future

  • @RonanMahonArt
    @RonanMahonArt5 жыл бұрын

    Awesome work Tim, top class :)

  • @bilgeratbozza1090
    @bilgeratbozza10905 жыл бұрын

    Great video man, thanks for this! Quite heartening to watch

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Bensonwave haha cheers :)

  • @caleb1031
    @caleb10314 жыл бұрын

    Thank you for making this series, it has been really helpful. :)

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    cheers! glad you enjoyed it! thanks for watching

  • @fl260
    @fl2605 жыл бұрын

    Powerful stuff. Love how your explaining your workflow; I've been working with max for years but I still learned a couple useful tricks here. Your channel is officially one of my favorite now. Keep making great videos and you should consider setting yourself a patreon page eventually!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Expod thanks for watching, glad you learned a few tips :) might do a patreon in future but will probably just do some premium content/courses for anyone looking to support the channel and still pump out the free stuff to build that audience :) thanks for stopping by!

  • @sinbrat977
    @sinbrat9773 жыл бұрын

    buddy, thank you so much, you have no idea how much you simplified my life

  • @Wenedi
    @Wenedi2 жыл бұрын

    When your whooping 6 hours a week of lectures doesn’t teach you stuff so you happen to find amazing channels such as this, keep it coming! ^-^

  • @PolygonAcademy

    @PolygonAcademy

    2 жыл бұрын

    Cheers! Plenty more to come :)

  • @tmektmek
    @tmektmek5 жыл бұрын

    I need to sleep for work tomorrow but I can't stop watching these great tutorials!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    tmektmek haha thanks! Thats the best kind of compliment :) appreciate the love!

  • @manuelfuentes9382
    @manuelfuentes93825 жыл бұрын

    Another great video man! 👌

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Manuel Fuentes thanks bud, your scene is lookin good!

  • @dmitryleshchenko7292
    @dmitryleshchenko72925 жыл бұрын

    Hey Tim! Really great videos! I'm learning a lot!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Dmitry Leshchenko cheers Dmitry!

  • @marwanalhashimi6589
    @marwanalhashimi65895 жыл бұрын

    Thank you, Tim, for sharing your Knowledge with us, I'm learning a lot from your videos!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    marwan Ammar you’re welcome bud

  • @fantasygamedev
    @fantasygamedev3 жыл бұрын

    Thank you for making this video! So helpful and easy to follow!

  • @PolygonAcademy

    @PolygonAcademy

    3 жыл бұрын

    you're welcome :D

  • @johnw3194
    @johnw31944 жыл бұрын

    Extremely useful . Thanks so much !

  • @alexandruachim743
    @alexandruachim7435 жыл бұрын

    I just saw your work on artstation yesterday and I loved it. I came across the videos linked in the feudal japan piece and I've watched all of them! Really love how you spoke clearly, directly, yet naturally about everything, it was almost like you were my friend Devon from my university and you were helping me with homework. My favorite part was when showed the scene in unreal with the wall going through the wall and saying 'it's OK for this to happen' I'm always scared cause when I'm in school doing 3D environments my teachers point out my waste of geometry! Looking forward to more of your videos in the future and if you'd be down for doing a twitch live stream one day that would be great too! :D

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    alex achim awesome! Thanks for the love :) yea a little waste in polys vs spending time fixing something that isnt effecting performance is fine. Time investment almost always dictates my actions ;) i might do fb live or stream on here when i get some free time haha

  • @alexandruachim743

    @alexandruachim743

    5 жыл бұрын

    @@PolygonAcademy I was rewatching your video and I was thinking to myself at 5:00 when you talked about all the modular assets, especially the smaller ones, how do you handle UVing them? Like when you are working on AAA games, do you unwrap them and put a bunch of meshes UVs on a single UV sheet? I imagine the large pieces like walls/doors etc would have an entire UV sheet to itself.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    For a lot of things i use tiling textures and dont uniquely unwrap things in a 0-1 layout, tiling textures and trims make up a lot of environment work, for this poject i am doing more unique unwraps to shake it up and try other workflows, but for most games, tiling textures and trims will be a big part of environment work. Ill touch on that in the textures/materials vlog coming soon :) but if you want to know more asap, just search for vids on tiling textures and trim sheets 👍

  • @akibahmed4251
    @akibahmed42515 жыл бұрын

    i feel silly having written a question in the previous video asking about secondary pieces and I got the answer in this video. thank you for sharing the tips and knowledge.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    akib ahmed no problem bud, glad you are enjoying the series!

  • @barbarak1850
    @barbarak18505 жыл бұрын

    I'm really loving this series, thank you for taking the time to make it! I was wondering, for UE4s LODs, did you have to manually set anything up in unreal to get it to work or does Unreal do that by default already? Cheers!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Barbara K i think you have to set it manually in the static mesh options after you import it. If you scroll down there is an lod section where you can chose the amount of lods and how much to reduce etc.

  • @jakubsmisek1046
    @jakubsmisek10465 жыл бұрын

    Amazing! Thanks again for doing this, can't wait to see your vegetation workflow :)

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Jakub Smisek hahah im scared, veg is my weakness for sure!

  • @jakubsmisek1046

    @jakubsmisek1046

    5 жыл бұрын

    @@PolygonAcademy Only just starting to properly learn vegetation (so I chose the most vegetation heavy challenge possible) just doing research on all the vegetation I need is making me sweat bullets haha

  • @Mustafa_Hussein.
    @Mustafa_Hussein.5 жыл бұрын

    Awesome video!! man this is a great series and help me alot.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    mustafa Hussein awesome! Glad to hear :)

  • @JoseRodriguez0696
    @JoseRodriguez06965 жыл бұрын

    Great Content man, really useful, Keep it up!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Jose Rodríguez thanks dude :)

  • @yangliu2234
    @yangliu2234 Жыл бұрын

    clean and clear

  • @ArtemM3D
    @ArtemM3D5 жыл бұрын

    Great content! Thanks for your effort! Keep rocking!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Artem Mykhailov thanks artem! Finished editing this one at 4am last night so glad to know the effort was worth it 😂

  • @Amon3DArt
    @Amon3DArt2 жыл бұрын

    This is really useful! Thanks for sharing this!

  • @PolygonAcademy

    @PolygonAcademy

    2 жыл бұрын

    you're welcome, thanks for watching :)

  • @hossienasadi7063
    @hossienasadi70633 жыл бұрын

    Hello dear Tim, I am learning very awesome things from your tutorials. Thanks for sharing this with us. Please breakdown another environment. I am thirsty about your new tutorials.

  • @artofserif
    @artofserif5 жыл бұрын

    Heyyy! I loved this channel. I've subscribed, keep it up bro!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Can Durmaz thanks bud, appreciate the feedback, it helps keep the motivation and creative spark flowin’!

  • @Pdexterness
    @Pdexterness5 жыл бұрын

    Great videos! Thank you for doing this.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    thanks Johan!

  • @SirDMX
    @SirDMX3 жыл бұрын

    bro, you are saving lives! thank you so much!

  • @quentindonnaint1138
    @quentindonnaint11385 жыл бұрын

    I wasn't aware that agent 47 making 3D Art. ....jokes apart your videos are very useful thanks a lot !

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Quentin donnaint hahha hitman represent!

  • @everabyss

    @everabyss

    5 жыл бұрын

    Hahahah !

  • @tjrizvi251

    @tjrizvi251

    3 жыл бұрын

    @@everabyss You mean Johnny Sins?

  • @nfrancisj2122

    @nfrancisj2122

    3 жыл бұрын

    Agent 47.... with N7??

  • @wirrexx
    @wirrexx5 жыл бұрын

    What i like about these videos, is how prepared you seem. You simply beat so many teachers on the fingers. Well done, really well done. Patreon next?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Wisam Odish thanks dude thats awesome to hear haha. Eventually i might do some premium high level tutorials or paid mentorships, but i am so busy with work and the challenge at the moment so i am focused 1000% on that and just providing pure value and building an audience ;)

  • @wirrexx

    @wirrexx

    5 жыл бұрын

    Polygon Academy keep me updated, i’ll be first in line!

  • @m0rph3u5.
    @m0rph3u5.5 жыл бұрын

    thanks for another great video ;)

  • @Kajuto3D
    @Kajuto3D2 жыл бұрын

    Excellent explanation!! Thabks!Thanks!!

  • @davidfernandez4851
    @davidfernandez48513 жыл бұрын

    Amazing content! Cannot thank you enough for sharing.

  • @PolygonAcademy

    @PolygonAcademy

    3 жыл бұрын

    You’re welcome, thanks for watching :)

  • @jasmyn1258
    @jasmyn12583 жыл бұрын

    I love your videos! I'm a new subscriber trying to become an indie 3D game designer! Thanks so much for all your videos and I hope you keep making them! :)

  • @PolygonAcademy

    @PolygonAcademy

    3 жыл бұрын

    thanks for the love! yes i will be back making videos soon :)

  • @hemingway8671
    @hemingway86715 жыл бұрын

    One more subscriber! I really like where you place your camera for your videos. It feels like I'm right next to you and looking at your computer. Great videos! Thx!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    thanks! its a combo of a small apartment and also wanting to make it feel like me and you guys are just hanging out! I hate formal education and that power dynamic haha.

  • @MadpolygonDEV
    @MadpolygonDEV5 жыл бұрын

    Would be cool if you could make a video similar to the wood one on how to creatw nice looking bricks. Your videos are really nice, love to watch them at night while relaxing

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    thanks! I will do a trim sheet sculpting tutorial soon with some brick style shapes in it :)

  • @TheAzurSky
    @TheAzurSky5 жыл бұрын

    I needed this video so bad 😂

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    TheAzurSky hell yea! Now go make some cool art 🔥🔥🔥

  • @Gazzoth
    @Gazzoth5 жыл бұрын

    rly rly helpfull, keep going!!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    thanks :) more to come soon, got some huge time saver tricks coming next video

  • @viktormaxer6796
    @viktormaxer67965 жыл бұрын

    Excellent tutorial! Thanks a lot

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Viktor Maxer thanks viktor!

  • @VRDivision
    @VRDivision2 жыл бұрын

    your tutorials are so helpful man! I'm trying to replicate the same but entirely in Unreal 5 :D different type of project tho keep up the amazing work!

  • @PolygonAcademy

    @PolygonAcademy

    2 жыл бұрын

    Awesome, good luck! Im lovin ue5 so far!

  • @Ashindale
    @Ashindale5 жыл бұрын

    Great video man, really helping me out with my diorama project

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Ashindale great to hear! Got an artstation link for your project?!

  • @Ashindale

    @Ashindale

    5 жыл бұрын

    www.artstation.com/ashindale/blog/PmbX/gothic-france-architecture-diorama-progress@@PolygonAcademy

  • @mafiaBG
    @mafiaBG5 жыл бұрын

    I love you. You seriously helped me understand what to pay attention to, and what not :) Personally i am struggling with making too many assets in white boxing and i always feel that all of them are needed.... Then i end up with 30 pieces... What is normally a decent number of models to create a modular environment of this scale? Also could you explain a bit better your thought process on a trim sheet?There is information about how to make it, but there is no information on the thought process, on how to design your trim sheet.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Zaroukos Maf awesome! Glad it helped. The number is hard to figure out, i usually use my concept or reference to try and break down how many pieces i need based on walls, window, door pieces etc. I just try to get away with making as few pieces as possible but still hitting the quality and feel of the concept or reference. Ill go in depth on trims soon :)

  • @alzajel1
    @alzajel14 жыл бұрын

    thank bro very good tutorial!

  • @madhatter5361
    @madhatter53615 жыл бұрын

    That lighting on the rooftiles

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    The 1llus1on1st 1 saw your reply on the other video, hes going to release the shader in a pack for sale at some point. This video also shows you how to make a good moss shader :) kzread.info/dash/bejne/enig16NqlpjNqto.html

  • @quentinarrius
    @quentinarrius5 жыл бұрын

    underrated channel IMO

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Quentin Arrius thank you :)

  • @MissMatty420
    @MissMatty420 Жыл бұрын

    I found the cnannel today and i am so happy! finnaly some1 to explain 3d max + unreal. Am i dreaming???

  • @monicabenya6071
    @monicabenya60715 жыл бұрын

    This is great stuff, super helpful for learning a modular workflow. Just a quick question... do you do your graybox on the modular grid as well? So that when you make your kit you can re-import the meshes and everything snaps together? Or do you not bother with the grid during the graybox phase and then when you move on to the kit you factor that in?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Monica Benya you could definitely do that, for professional work after i have done a first pass and have something compositionally i like i will go back and gridify things with proxy models that work on the grid, but during thr first pass i am scaling and smashing objects together, starting 100 percent grid based can limit your composition initially. If there is gameplay involved and actual level design, i stick more to the grid right off the bat.

  • @zyord8159
    @zyord81595 жыл бұрын

    This is so useful, I wish it came out 2 years ago

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Z Yord thanks :) more to come soon too

  • @bobkentucky5611

    @bobkentucky5611

    3 жыл бұрын

    well it came out 2 years ago=)

  • @TheJohn0363
    @TheJohn03635 жыл бұрын

    Hey! Really loving the videos.. being into this over 8 years now, modularity (specifically textures) have always stumbled me. In terms of textures and draw calls, would the walls, then Windows, then roof all be their own texture timetable of would you put them on an atlas? What's the best industry working practice for buildings with that? Can never find that any where. How in-depth you are in this series is incredible, I really love it! Thank you

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    For most modular kits you are going to want to use a combo of tiling textures and trim sheets. You can use an atlas but it makes your kit less reuseable and harder to quickly swap surface materials because the uvs are more specificly laid out instead of more generic tiling materials. I wouldnt worry too much about drawcalls for personal work, chances are unless you have 5+ material ids on each mesh you are fine ;)

  • @CrizisAMV
    @CrizisAMV5 жыл бұрын

    So good i learned so much from your vlog serie thank you. But I have a question, how do you set up your smoothing groups to your modular pieces when you apply a tiling material? Since you don’t go through the process of baking the low and high poly.

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    sorry for the late reply, I usuall just auto smooth the pieces smoothing groups with an angle of 45, so anything that is a hard corner either needs a bevel or gets a hard edge.

  • @gamedevartist-k9622
    @gamedevartist-k96225 жыл бұрын

    Love your videos, could you do a video on detailing organic rock in zbrush? Thank you

  • @maria_remedios
    @maria_remedios3 жыл бұрын

    Getting an in-depth look at kit making is really cool, as someone who always uses them but hasnt actually modelled them myself. I always get so frustrated when I receive a kit with 500 length variations for a single pipe or pillar, lol

  • @kaizendigital_id
    @kaizendigital_id5 жыл бұрын

    nice tutorial. keep up the good work.! auto subbed

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    PolyAsset 3D thanks! I appreciate it, really helps the channel!

  • @clairewarren3203
    @clairewarren32035 жыл бұрын

    Very helpful video! I loved the tip on keeping modular pieces as large as possible. One thing I'd really like - could you put the three tips you give in the blurb of each video? This would be good for quick future reference.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Claire Warren oh good point! Ill edit those in when i have a second :)

  • @clairewarren3203

    @clairewarren3203

    5 жыл бұрын

    @@PolygonAcademy Thank you! Much appreciated.

  • @themadbopper3166
    @themadbopper31664 жыл бұрын

    Please can you a tutorial on modular building. Your tutorials are extremely helpful thank you!

  • @lockenessmotorsports818
    @lockenessmotorsports8185 жыл бұрын

    Was just wondering if you would do a video on the texturing side of things ? Im having some difficulty on the best way to go about it and understanding trim sheets

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    LockeNess Motorsports new video on trim sheets is up on the channel! Should help you out :)

  • @davidmozaffari6260
    @davidmozaffari62603 жыл бұрын

    Nice Biceps XD thanks for the vid

  • @BrandonCarter07
    @BrandonCarter075 жыл бұрын

    First off, thank you so much for your videos! I can't express how big of an educational gold mine they have been for me, even after studying game art in college. I do have a question about modeling the walls though. If this was a castle wall with smaller stones and a bit of mortar, would you still model the rocks and just crash them through a wall with a tiling mortar texture? Or is there a better way to break up the silhouette? I really want that chunky feel but don't want to raise eyebrows with optimization.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    nah that would work perfectly. but I would keep the geo version for the bottom of the walls right near the players view and then transition to a tiling texture that looks similar further up depending on the walls. or make a tiling texture and have a small modular piece of a couple stones that you can crash through occasionally on top to break the flatness and still keep it optimized. :)

  • @DecimatedVideogame
    @DecimatedVideogame4 жыл бұрын

    Great tutorial! Is the Unreal moss shader that projects onto upward facing polygons available for download? Perhaps with different texture layers for snow, sand, rainwater?

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    It was a beta version on my friends shader, he released it for sale i think with a ton of other features that make it extremely useful kzread.info/dash/bejne/m52c3LaMnMu0fMY.html

  • @mostafasamir9472
    @mostafasamir94725 жыл бұрын

    This video helped me alot to think differently while building the moduls for my environment .you mentioned that you are a self-learner so is there any books you recommend me to read about level design and environment art ?.Really i'm so hungry to watch more videos from you .

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Mostafa Samir thanks man, that means a lot :) i dont know any books, i would just look on youtube for tutorials so you can actually see peoples process.when i was learning art i bought a few gnomon dvds and other tutorial videos, they were a great investment!

  • @Kainkun
    @Kainkun5 жыл бұрын

    Thanks! I was kind of confused on how did you texturing. Are you planning on going more in-depth for texturing?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Kainkun yea, ill go into it deeper in my next video i think :) basically just textured the little geo kits in substance painter and then duplicated the already textured objects around in max

  • @Kainkun

    @Kainkun

    5 жыл бұрын

    @@PolygonAcademy Awesome. Looking forward to the rest of the series :)

  • @viodvue2227
    @viodvue22275 жыл бұрын

    Could you show and explain the unreal LOD system. How to use etc.?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    viod vue good idea! Ill put it on the list :)

  • @StylexSai
    @StylexSai5 жыл бұрын

    Another great video! I have a question. You said you put the pivot point all in the same place. Where exactly did you put it? The center, bottom, bottom left or right?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    StylexSai i always put the pivots on the bottom corner, on a grid point, that way when you duplicate things its easier to snap them end to end, or rotate them like a hinge/door. Works well for fences where are duplicating and rotating. Pivot in the centre means you gotta move, rotate and then usually move it again to align meshes. Rotating from a corner fixes that ;) right or left doesnt matter but keep it consistent throughout the kit

  • @sarveshshashank3317
    @sarveshshashank33173 жыл бұрын

    Hey Tim, thanks for sharing your workflow, I am really thankful for it. Just had a little question about those modular pieces, have you attaches them together in one mesh in max or they are in a group? Or if you have attached them then how will you apply different material lets say roof material for the roof and wood for the wood if they are in one single attached mesh? Will wait for your reply 😊 Thanks

  • @PolygonAcademy

    @PolygonAcademy

    3 жыл бұрын

    yea they are all attached, you can apply multiple materials to a mesh with material ID's. easiest way is just to select the elements you want say a tiling wood on within the edit poly, then apply the material to that selection, and it should work fine.

  • @thanoszag6563
    @thanoszag65634 жыл бұрын

    Hi, Thank you for your very nice and useful tutorial!! I am working on a scene that I have created a couple of buildings 3-4 floor each with walls and windows (I used 3m for floor height and 3mx3m for a block). I want to give them an old and damaged style, so I have created a wall (plaster) texture and a couple of other textures with decals (bricks coming out of the wall). These decals textures have different size (from 1.5m to 6m) and shapes for more variation. I am wondering how would you managed to work with large size decals and modularity at the same time. Thank you again.

  • @lauch8844
    @lauch88445 жыл бұрын

    great! A tutorial for the Trees would be cool too

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Lauch yup, ill definitely have a couple foliage focused episodes for this scene coming up :)

  • @MoD-zf9lv
    @MoD-zf9lv5 жыл бұрын

    Thank you, really helpful video! I was wondering, when you finish your group of meshes (for example the brickwall), how do you export it? Do you merge all the elements in one? Also, do you make the uvs for the lightmaps or do you use the automatic one of ue4?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    I export the modular pieces and assembled the scene in unreal, for example a 2m or 4m wall section is one object. I just export as fbx and import it into unreal. same for the pieces that make up the house etc. For this scene I mostly used the auto generated lightmap uvs, unreal does a pretty good job of that.

  • @trinumedia
    @trinumedia4 жыл бұрын

    Just discovered you today, though they are long tutorials - they are gold. Thanks for sharing them and also.. thanks for the genuine attitude.

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    happy to hear you are enjoying them :) thanks for taking the time to watch, welcome to the channel!

  • @zarakikenpachi1400
    @zarakikenpachi14005 жыл бұрын

    this was awesome!!, please, I'm really searching for a long long modular tutorial like this, but more longer with nice detail about how to create modular UV's or how to set up modules for anything, You could think about to create something like this tutorial but getting more depper about modular kits?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Irensay yea i will be making more tutorials on this subject soon, and eventually have a super in depth environment creation course that covers every single aspect in depth step by step. Just gotta find the time to make it 😂

  • @zarakikenpachi1400

    @zarakikenpachi1400

    5 жыл бұрын

    @@PolygonAcademy really appreciated, is awesome that guys like you try teach us, this is awesome, thank you!

  • @greeengin
    @greeengin5 жыл бұрын

    Tim, don't stop!!!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Денис Иваненко haha thanks! More to come soon

  • @madhavbharadwajchakkilala4674
    @madhavbharadwajchakkilala46745 жыл бұрын

    Hey your techniques are new and i found them very useful but can you do a video on vertex painting

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    yea, I will make one soon, I added the topic to my list :D

  • @TrySomeCG
    @TrySomeCG5 жыл бұрын

    nice video....you could decrease amount of poly in your models because even with LOD there are too many poly...your workflow is very helpful, i work in blender there is a modifier called decimate what is does i basically reduce geometry without changing its shape im sure 3DS max have a modifier with same feature....should try it with your workflow and might be able to get more performance

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    yea its pretty high poly but for a scene like this its fine, the LODs do their job agressively, on those walls, once the camera is more than 3m away it cuts the polycount in half. I used similar polycounts to this to the environments we are building at work and similar models we had on farcry 4. 3ds max has a pro-optimize modifier, sounds like a version of the decimate modifier :)

  • @gatlinfitzgerald3425
    @gatlinfitzgerald34254 жыл бұрын

    Hey dude, sick video! I had a question about Maya if you know. I know lattices can bend things like your roof tile, but that awesome corner piece - do you know a way to do that in Maya? Like the symmetry deformer you used? This would save me so much time. Anyway, I'm learning too much from your vids my dude. Thanks for that.

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    Its been a long time since i used maya, i know there for sure is a way to do it, maybe with the mirror tools or something? Wish i could be more of a help :/

  • @FelipeSotoM
    @FelipeSotoM5 жыл бұрын

    Hi Tim!, I have a question, trim sheet is the same thing that Atlas?... thanks for this videos, keep it up!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    A trim sheet is usually a collection of strips of detail that tiles horizontally, this is a great example from god of war: www.artstation.com/artwork/XZ2L0

  • @harrysanders818
    @harrysanders8185 жыл бұрын

    Hey Tim! First I'd like to say: Amazing videos! Invaluable output/input your putting together. Super enjoyable also. Thanks from the heart for the effort making all these! Instant sub and looking forward to watch all the rest! I have a question which bothers me quite a while, maybe you have some general guideline or advice: When planning for modular environments with big pieces: when is the actual moment where the piece gets too big and you won't be able to bake out a normal from a high poly anymore? Like lets say, I have a huge tree, maybe 15 meters high, and it should have about a certain texel density like lets say 512px/cm or 1024px per cm. But the texture would be huge and actually require a lot of res to get the enourmous size covered with enough density to carry the high res. Like 4k or multiple 4ks or so. Which obviously wouldn't be very efficient. That is, if you are able to cover a tree of that size in the first place, since it's unlikey when staying inside the 0-1 space , which is required for baking. I know such pieces commonly get scaled outside the 0-1 UV space and are textured with tiling textures in engine. Which makes perfect sense. But that wouldn't make it possiblee to bake a HP onto it for unique detail. So my question is: How and when do you decide that you can't use a high res sculpt for your assets anymore to bake them on a big sized object? And need to stick with tiling textures only? I assume working to go round about matching a certain consistent texel density across your assets is key to a succsesfull envirnoment. And I see that with large brick walls you can sculpt the individual bricks and group them together. However, for example, your wood pieces are rather long. How do you ensure they stay inside the 0-1 space ? Being non stretched or nearly non stretched and hit a certain texel desnsity? This always confuses me about environment design. As well as with the design of large Boss like characters. Because I think they do have a normalmap, too, right ? Mabye you could even do a video on this? Talking about texel density in general and maybe on the way cover this special topic or problematic? Would be a total blast! :D

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Harry Sanders one option that lots of people use for trees or rocks is to bake out a unique 0-1 normal at like 2k on uv channel 2, and then also tile detail maps on channel 1 to get the overall resolution sharp. Most games dont use 4k maps at all, they are too memory intensive. Even god of war mostly used 1k maps for the most part.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Another option for like the boss character situation would be to use multiple maps and materials, like a 2k for the head and a 2k for the torso, and one for the legs etc. Also, thanks for the sub!

  • @harrysanders818

    @harrysanders818

    5 жыл бұрын

    @@PolygonAcademy Thanks a lot for the answers! That both makes sense and clears the uncertainties I had up for me. Really helpful.

  • @Sikik1313
    @Sikik13135 жыл бұрын

    Once again cool video, where can we find that moss? it sounds like a awesome tool. Not all heroes wear capes!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    João Pereira its a shader my buddy is building, hes gonna release it publicly at some point i think, ill drop a link here when he does 👍

  • @ulsd

    @ulsd

    5 жыл бұрын

    kzread.info/dash/bejne/enig16NqlpjNqto.html this one is pretty good

  • @jackfisher22
    @jackfisher225 жыл бұрын

    Super curious about this Z Up shader, sounds like something I could use!

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    big overview of the shader in this video kzread.info/dash/bejne/c4WfxrKocrvXmdY.html

  • @jackfisher22

    @jackfisher22

    5 жыл бұрын

    @@PolygonAcademy thank you so much!!!

  • @vinniciusrosa8284
    @vinniciusrosa82844 жыл бұрын

    Good old times of Rpg Maker. :D

  • @micflynn1
    @micflynn14 жыл бұрын

    Hi NEW here, I been looking for a long time for someone who show HOW to build a Scene and not just say "oh you need too block this out first......blah blah" I look forward to watching more of your videos TODAy prilly binge watch them, lol. I'll drop comments off as I go! Thanks and Lets see where it goes!

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    Cheers! I hope it gives you some new info, enjoy the series!

  • @capo-flow-atom993
    @capo-flow-atom9935 жыл бұрын

    Thank you so much for the insights! How much time did it take you to finish the whole scene, from beginning to end? I often feel anxious about my speed in creating 3d environments and would love to have a rough orientation/comparison.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Capo-flow-atom about 2 months, 3-4 nights a week at 3-6 hours a night probably. Probably around 150-200 hours.

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    If you are starting out dont focus on time/speed, focus on matching industry quality work. Speed just comes with time, i talk about that in my video on failure on the channel :)

  • @dhirajrathod505
    @dhirajrathod5054 жыл бұрын

    can you also make a series on another workflow you go through on your day job? i had to ask this because i do wanna know it

  • @rancheraosborne
    @rancheraosborne5 жыл бұрын

    Hey, the terrain, wood...textures, do you do them yourself or do you pick them from a library? how do you usually face that amount of work that is doing all the tileable textures by yourself in like designer? Great videos btw

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    ranchera the ground textures were made in quixel mixer by combining some megascans textures, the wood was done in substance painter with a couple smart materials and my tree bark was sculpted in zbrush haha. So i go about it many different ways. If i can use a library or asset pack to get a head start on something its usually a good idea, spending 20-30 bucks to even save a few hours of work is well worth it, especially when you are doing freelance/professional work

  • @UE4SkyFexInfiniteMeuProjeto
    @UE4SkyFexInfiniteMeuProjeto2 ай бұрын

    I love this style Even because my project is entirely based on this

  • @TAKASHI2010SAM
    @TAKASHI2010SAM2 жыл бұрын

    for me the Roof tiling texture from megascans works with just displacement map we can get the details better

  • @PolygonAcademy

    @PolygonAcademy

    2 жыл бұрын

    Yea they have some awesome textures on there. For this challenge we were not allowed to use megascans at all, so had to make this from scratch, but i definitely use megascans on projects these days

  • @TAKASHI2010SAM

    @TAKASHI2010SAM

    2 жыл бұрын

    @@PolygonAcademy can u show one tutorial on how to use roof tiles texture tilling on plane mesh in ue4 , i mess up texel density always while exporting from maya wht texel density should i set

  • @mr_black3758
    @mr_black37584 жыл бұрын

    Hi Tim, First of all thanks allot for this tutorial series! I've been working on my own environment and this is helping me learn the best practices! I have a question regarding the modular meshes you used to create your wood on your walls. You mentioned that these were created from a trim sheet, am I correct in assuming that you therefore followed the workflow of your trim sheet series and created one side and duplicated them around to create a whole mesh? Or are these using a unique UV map? If so, when you combine these meshes with the wall, are they sharing the same UV space? And how would you ensure the wall section has enough Texel density? Apologies for the bombardment! Many thanks!

  • @PolygonAcademy

    @PolygonAcademy

    4 жыл бұрын

    No worries! Yup all the wood is a trim, the plaster is its own tiling material. Each modular piece has 2-3 material ids. Texel density is pretty uniform because i didnt scale the wood too much and was able to adjust the tiling of the wall plaster to be consistent

  • @mr_black3758

    @mr_black3758

    4 жыл бұрын

    @@PolygonAcademy Thanks for the reply! Ah right I see, perfect. I'll have a go at using this method!

  • @ogarga666
    @ogarga6665 жыл бұрын

    nice shirt

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Gabriel Garga haha thanks. Im a mass effect fan for sure :)

  • @andrewchang6662
    @andrewchang66625 жыл бұрын

    Hey Tim, love the series! Just a quick question, I noticed that on your wood trims there were no bevels on the edges. Is that what you normally do? Does that not create problems when baking? I usually bevel every edges to avoid that low-poly looking and baking problems. What's your take on it?

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    Andrew Chang i just had them on different smoothing groups with a uv seam on each edge, bakes perfectly :) that way there are no wierd gradients in the normal map where its trying to compensate for the bevels/ averaged bormals and i could use the texture as a trim sheet even on flat geo i have elsewhere

  • @andrewchang6662

    @andrewchang6662

    5 жыл бұрын

    @@PolygonAcademy Oh yeah, that totally makes sense! Thx for clearning that up for me :D

  • @dimidrolhalitovich5241
    @dimidrolhalitovich52415 жыл бұрын

    is there any tutorials how to manage unreal scenes in the right way. I mean how to avoid rebuilding the scene after reimport some of the models especially if they have different count of sub elements? how to avoid memory leaks? for example in 3ds max there is instance cheker to save memory and time

  • @PolygonAcademy

    @PolygonAcademy

    5 жыл бұрын

    well static meshes are treated as instanced meshes by the editor by default so that saves memory and performance, but any time you change something and re-import chances are you are going to have to re-bake lighting, but you can set it up to bake at night while you sleep, having a few objects with non baked lighting shouldnt stop you from general world building and level design tasks :) also keeping the pivots of objects the same is super important once they are placed in the scene, otherwise when you re-import things will move based off the new pivot location. there are other things but that starts to get into the tech artist side of things, I just focus on making nice art haha.