Hey everyone, Mr. Hollt here. I'm a producer, editor, and videographer who has worked in the industry for about 7 years now. I know a myriad of software such as DaVinci, Adobe Creative Suite, Unreal Engine, and a bit of Blender as well. I will be focusing most of my time on Unreal Engine but I do plan to showcase my other work here and slowly introduce more content about other programs as well as some game streaming down the line. Hope you all enjoy the content, I'll be doing my best to make it better and better.
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legend
What a fantastic, clear tutorial. Thank you for your efforts!
Merci beaucoup !
Thank you!
Excellent, Thank You 🏆🏆🏆🙂!
It doesn'T work for UE5.3...I get this error: FBXImport: Error: Mesh contains Hips bone as root but animation doesn't contain the root track.
great tutorial bro, was needing it for my next render. Thanks
my client has a different model screen, could 5.4 possibly have changed the way modeling works?
Yes, it was updated. It should go by the same names tho
@@MrHollt awesome thank you
You need to clarify your title. Taking mo-cap data from a Mixamo rig and transferring onto a Metahuman is not animation.
What is it
Hey bro how much space does it take?
Hi, there is UE5 VR injector mod for pc games which means almost any UE5 games can be play in VR. Can i create cyberpunk enviroment and play this just like other UE5 games or UE5 Matrix demo? Thanks
A cool tutorial! Currently I'm working on a project with unreal5.4 but I saw this video after experiencing a phenomenon where windows stop together during rendering It helped me a lot Can I increase anti-aliasing to make it work even if it takes a lot of time with 4k?
Yes you can but increasing anti aliasing will greatly effect rendering g time
subbed! surprised that you only have 4k subs! You'll definitely grow! Thank you!
I would give you 2 upvotes if I could
I guess I could if I signed in with my other account
i think this will cause the nanite to overload, simply the objeects are overlapping eachother
thanks for your explanation.. ive a fear of switching to unreal even after 2 decades of Graphics experience... unreal makes ae look like mspaint!
What is the difference if i merge them in modeling mode?
It will merge the vertices, I’m not sure if it effects performance but on my machine it will take a long time to merge which I personally avoid if it doesn’t offer any difference from making it a mega assembly
So quick answer the process in this video is simpler
Great video with good examples.
Wow this is a prize video exactly what I was looking for!
Perfect, Thanks!
Does this cull any geometry that won't be visible for rendering?
I don’t believe so
@MrHollt grouping/packaging is a fantastic thing, but if the extra polygons that arent viewable aren't culled, it's kinda terrible for general practice. Gives people a false sense of efficiency.. this is not optimized in the slightest. *but* it can be optimized.. just need to include how to do it in a video like this, so you aren't contributing to bad game design. Your heart is in the right place, but it's not a finished thought without optimizing it
did this method have any performance advantages?
From what I know, no. This mainly just gives ease of use when creating larger scenes
where is the video where u make the scene? link pls
Haha It’s being edited now, it will be up soon
earned a sub and like with how straight to the point that was , thank you
I've seen a few other detailed vids on Packed Level Actors, but none as direct and "cut to the chase" as this one! Thank you, as always -
Love it! Thanks for the clear tutorial! :D
Loved it, I know these take A LOT of time to make.
I have a question, after 2:57 i noticed that you deleted the first cineCamera but your camera cut still play the tape that have been recorded by it, but when i do the same it doesn't work anymore, do you know why ?
legend!
Great
I'll go see how to make a hologram
Cool guide. I was just looking for how to properly take individual shots.
very cool tutorial !! thk
Hi, it take for me 2.30h to render a 489 frames sequence, is this normal? with this kind of specs or is too much and i should see what can i do to solve it?
Yes the render times for this are very long. Which a lot of comments complain about. This is meant to be the best render you can possibly get but I’ll be posting a part 2 soon of a more simplified render that will still kick out great exports. In the meantime reduce your resolution, anti aliasing or remove r.screenpercentage
no matter which bone i try to match it with it still jerks a bit during blending and the feet slide while walking, oh no where am I going wrong
I am trying to get this working with easy now on grass but no luck. Can you help.
How can I fix the shadows on the water? They are very sharp like urs
thank you for not making it a 2 hours tutorial
This is why I hate unity.
Is there a variable to force emissive materials to illuminate cove lights that may not be directly visible using Lumen? I don't want to rely on Path Tracing since it takes much longer...
amazing! thank you
Is Nanite Tessellation the same as enabling Nanite? And also how to enable this Nanite Tessellation along with Nanite in Blueprint node?
Great setting, it fixed almost flickering in my video render, thanks a lot~~~
Why do u use deferred rendering and no path tracing cause i think that path tracing is way better
easy and simple ~
Where can we see the result of your rendering with this setting?
And.... how do you paint them on?
You missed how to tell people to turn on tessellation so displacement can be activated.....
Note that in UE 5.4.1 the globalillumination parameters changed as well as some reflections for raytracing.
How its call in 5.4 "r.raytracing.reflections"?
Have you ever used these settings for a landscape that uses automatic grass on the grass layer? I've found that my render crashes if I don't use the game overrides setting and turn off "flush grass streaming." But then I get really bad grass pop in that looks terrible. I have an rtx 3060 w/ 12 vram. Edit: this also only happens on landscapes that are 4x4k and bigger.