Transcripts
1. Introduction Trailer: My name is Emil Ligas. I am a lead three environment
artist, and in this course, I will guide you step by
step through the process of creating medium to far
distant assets for games, also known as Vista assets. This course has been
split up into two parts. In the first part,
we will go over on how to create
Vista mountains, which you can easily place
around aesthetic measures in your scene to make your environment feel
larger and complete. We will also go over on how
to create billboard trees, which you can place on the
mountains for ded realism. In the second part, we will
go over on how to create buildings that can be used in both medium to far distance. They will feature
tilable materials and realistic parallax
interiors using a simplified system based on the system that the
unreal metrics demo used. Next to this, we
will also include bonus chapters on
how to create highly optimized and quick to create buildings using more
traditional techniques. In the end, you will
be able to create various types of Vista
assets for games. For this tutorial, we will be using three EMC
for the modeling. However, we will only cover
very basic modeling and UVnwrapping so you can easily replicate it in
your preferred program. We will also be using
Mamas at Tolbag and Photoshop for most of our
baking and texture creation, and of course, we will be using unreletent V to
set everything up. With a total of 12
plus hours of content, I'm confident that at
the end of this course, you will have the
skills needed to create various types
of VISTA assets. This course is designed
for intermediate artists, so it's helpful if
you already have some decent knowledge of
the software mentioned. This course will also come with outer generated subtitles in English, Chinese, and Spanish. I hope that you will enjoy
this course and that it will have a positive
impact on your life.
2. 01 Quick Introduction To World Creator: Okay. Welcome to our
Vista creation tutorial. So what we're going to do, as you probably have noticed, if you've seen the images and all of the descriptions
and everything, and the trailer of
this dole is we are basically going to
create two types of vistas. One of them is going to be
a classic one, mountains, and another one is
going to be more urban, which is going to be buildings and skylines and
that kind of stuff. So I'm going to nicely split
this up into two chapters. We are going to now start
with the Mountains chapter, and then we will also have
the building chapter. And after that,
there will be some additional content
where I show you how to actually build some small environments
using these assets. So for our mountains, just like with any
other project, what I first want to do is I want to go ahead and
find some reference. Now, I'm just going
to go ahead and just go to the US
because the US often has a really wide range of different environments
or landscapes, I should call them
that we can use. So I like to go ahead and
go simply to Google Maps. Make sure to go up
here and to set this to Train so that you can Oh, no, sorry, not Train to
satellite over here. And what you want to do
is if you go to more, make sure that Globe Vw. Yeah, make sure that the
globe view is also turned on. Wait, actually, that
doesn't matter anymore. I think, but now they updated
it, so you can ignore that. Anyway, what will
happen is we want to go ahead and we want to
find some mountains. Now, if you have
specific storytelling, of course, you would go in
and find mountains like that. I'm just going to go ahead
and just go I don't know, just go to like an
area that looks like it has a lot of mountains. Here it looks like.
And I do want to, like, try and probably avoid
these really old shots. So I'm trying to, like, find some more higher resolution
camera shots over here. But once I'm basically
happy, with what I found. So I think, over here, this looks quite interesting. What I can do is I
can hold control, and then I can switch over
to my treaty view over here. So yeah, this kind of stuff, it's, of course,
quite low resolution. But in general, this kind of
stuff, if you just zoom in, then it will become a little
bit higher resolution is quite good for us now probably, like, preview these mountains and then we can get some
inspiration from it. We are not going to, of course, exactly create this mountain. So anyway, find your
mountain that you like, just to get some
good references. And this one is
looking quite good. You can see it's
not like too sharp. I might want to make
mine a little bit sharp. I might want to make
mine a little bit more like in this direction, not so much with the cliffs,
but just like the sharpness. And for the rest, I
quite like the fall of that we have here that
goes into these valleys. So that's mostly like the general look that
I want to go for. Anyway, now what
we're going to do is we are going to use a tool
that is called World Creator. You do need to pay for
it, but the license is really cheap and
World Creator is a really powerful real time
tool that allows us to basically create rains very quick and very
flexible from scratch. Over here in World Creator, let's just go ahead and
quickly row over the UY, although it is quite easy. On the left hand side, we
just have new file open, loading or yeah, opening, loading, saving,
that kind of stuff. You can also create screenshots
and stuff like that. We will only really
be using this just to save some files. Over here, we have
some rando settings like you can have fast
render to basically increase your ndo speed if
your PC is a little bit slow. You can turn off
real time render, and then you need to
press this button every time you want to
render a change. You can add well,
if we go down here, you can go ahead and you
can add some clouds, for example, stuff like that, or you can add some water. So there are some quite
cool stuff in here. Now, we don't really
need those too much, and the most important one
is on the right hand side, which is our scene
or our settings. So we have some global settings
which are really handy because it means that
we can press a sat, and you can see that once we actually created our mountain, because it is non destructive, using this sat, we can basically generate many different
types of mountains, which we can all convert
into background assets. So we only really need to make one Wy good mountain with
willy good textures, and then we can
instantly generate multiple of them right away. Down here, what we have
is we have our precision. If you set this lower
to like one eighth, you can see that your noise and everything and all
of your details, they will become
much more clear. So that is something where
while you are working, you might want to set
this a little bit lower. I'm going to set this
to like half a meter. And then when you are ready
to export your final models, then you can set this to 18, just to get that
extra bit of quality. And we can also
make this seamless, which is actually pretty cool. Although our mountains
will be standalone. If you ever want to make a seamless square mountain range, this is amazing. Like, you can just
quickly make it seamless, and then you can
copy paste it and it will just like
properly transition. Now, below that, we
will have our biomes. If we click on this, there
is a feature inside of World Creator where
you can basically generate different biomes
that behave differently. When I say biomes, I mean different section sections of your rain will use
different settings. Because we are only
creating one mountain, we only need one biome, so I won't look into that. World Creator has some amazing tutorials on
their website that I created that shows you
everything in detail about, all of these settings
and stuff like that. So I recommend
looking into that. We have some base settings
which we will go over. They are settings
like controlling the strength of your terrain. It can control the general noise of your terrain to make it
like this really blocky noise. Like, now it feels more like
what you can see in Iceland, those type of rocks,
all that kind of stuff. You can find in here.
We will go ahead and, of course, go over
this later on. And you can find also
some presets like, for example, I want
to have dunes, and then you like tone
down my strength, or I want to have a mountain, and now I have like a
mountain and stuff like that. So definitely something that we will go into in just a bit. We have a few different layers.
These two, we can ignore. This one is for real life data, but it is a paid feature. And for me, for some reason, the feature doesn't even work
even when I try to use it. But for the rest, we also over here have
a custom paint layer. We won't be using that also. Custom pane layer basically
allows us to, like, paint in specific
types of shapes or anything like that or
flatness inside of our train. And once again, the reason
why we won't be using it is because we are wanting to
use a procedural method. This one is really
important, filters. In filters, we can
add a bunch of stuff. So if I just go ahead and
change my seat like this, in filters, we can
add a bunch of stuff, and you can see that
when you zoom over it, you can see that
all these things, they basically generate
different effects, see, on your train. So this allows us to basically, like this, I can make
it, for example, smoother and this kind
of stuff allows us to manipulate our twain
until we get what we want. If you want to, for
example, delete a filter or delete
anything in this program, you want to click and hold,
and then you can delete it. So that happens also for
biomes and anything else. Now, a classic one, for example, would be if we go to
a over here, erosion. And here we can see,
like, for example, some classic rain erosion
that you often see, which already starts
to look quite similar to what we are going
to need later on. So it's really quick, really
cool to do stuff like that. You can also go to simple
render if you want to have a slightly better
look and stuff like that. We will, of course, go over
this in the next chapter. This is just a
quick introduction. Now having that done. Over here, we also have our materials, which we will go over later on, which we can use to
basically apply textures or plain colors or
anything to our terrain, which is going to be a
very important thing for our rain specifically, because we are going to bake those textures down so
that we can use it as a vista asset rather than having a really complicated landscape
material inside of unreal, because we want to go for
something quick, easy, and cheap to use since it will be very far
in the distance. There are some
additional settings. If you go up here to the sun, you have various
settings like you can change the direction
of your lighting, you can set your sky strength, your sun strength, all
of that kind of stuff. You have some camera views
like your filter view. You can play around
the brightness and contrast to improve that kind of stuff.
Some cloud control. If you turn on your clouds, you would have control over
just like I don't know, light scattering,
over the coverage, that kind of stuff,
there's a lot of controls. We don't need clouds,
so we can just turn it off. Same
we like your water. If you turn on water, you can
go ahead and control this. Okay, in this case, we have a mountain, so water would not
really work well and also some
atmosphere strength and scale and that
kind of stuff, which can control
those kind of values. Yeah, and some extra about
displacement and train. So they're just settings. Now, we won't really
need these too much. We, honestly, we're just
generating a train. It can be as easy or as
complicated as you want it to be. And finally, we have
the safe section in which we will be exporting
our hight map and our other assets
that we can then go ahead and later on convert
into actual models. Okay. So I would say that that is about
it for introduction. You have over here, again, like a setting step for some additional settings
like your user interface, but we don't really need
this kind of stuff. So we can just go
ahead and create a brand new scene because I don't want to use
whatever I use before. Moving around in your viewport, right click to move around
WASD to fly around. You can also zoom in, and you can also go ahead
and you can hold Alt Leftmuse button to basically rotate
around if you want to. But that is sorry, alter mouse, but I mean. But yeah, FRS movement is very easy inside of World's creator. Let's go ahead and jump into the next chapter where we will go ahead
and we will go over now to actually generate our first mountain
and I will show you the entire workflow from
generating the mountain all the way to actually
getting it into real and making it look good.
3. 02 Creating Our First Mountain Part1: Okay. So now that we had a
very quick introduction, let's just go ahead
and jump right in and start by generating
our mountain. So I have my
reference over here, which I will use, and for the
rest, you can, of course, generate or you can of course look up for more reference images,
stuff like that. But often thanks to the filters
inside of World Creator, we can get something
pretty close to this. Gonna go ahead and
move this over to my screen just so that I
can look at it easier. And the first thing that we
want to do is we want to get started by generating
a base shape. Now for this, I'm going
to set my position to half a meter because I'm going to slap on a lot of filters
and stuff like that. I don't really like to work
with really high position because it can really
slow down my PC a lot. We just go ahead and
click on our biomes. The first thing that we want to do is we want to go to style, and we want to basically
already get like our base over here,
our base style. So it has, like, a few styles, and all these styles,
they come with their own unique settings. So they are not just presets, they are actually
controlling some settings. I want to probably go for like a mountain range
over here because, as you can see in our reference, I probably want to have like
yes, it is like a mountain, but I want to have some
sections to the mountain because I want to be able to use it in many
different directions. So we got that one, and then what you can do is
you can go in and you can start by controlling
your scale over here, and that will
basically allow us to see how big do we want
the mountain range? That sets to, like,
I don't know, 1.15. I just need to get a
couple of mountains in. The general goal is that we
are going to generate this. At the very end,
all of the edges. So all of the stuff you see on the edges over here will
be completely flat, and it will softly fade out. And then what we will do is we will build
basically just like grab mountains from
like a top view. So you can imagine it like this. If I look here, I can cut out this mountain and I can cut
out these hills, for example, and those cutouts will
end up being like actual our actual
mountain meshes that we will use in real. So, let's see, we have a
valley range over here, which can control the height. I quite like having
it a little bit lower like this so that my mountains go into, like, a flat area. Now, next, that's a range the
height doesn't really need, and the steepness
doesn't seem to do much. I do like to play
around with settings. I don't know all
of the settings, but I do like to play around it. Over here, the forest
range basically allows you to control a little bit
more weather than trees grow, and I'm just going to keep
it probably the same. And we also have a mountain
height where we can control the general
height of the mountains, which I guess for this case, yeah, that shouldn't
be too bad like this. Now, next this, what we can
do is we can go up here. And yeah, by the way, you do have a noise height,
which can once again, like, control the overall
height of your mountains. But what I'm more interested in is I'm more interested
in, like, the seed. And I want to basically
grab a seed that I feel like looks visually interesting. And I want to try and get the
mountains a bit like this where the mountains are not
too close to the edges. So if I would go ahead, for example, use this as
like my main mountain, and you can see that
it already starts to, like, show some of
those, f offs over here. The only thing I don't
like is that the mountain just continues on in this area. So I'm just going to basically
play around with my seeds. And the nice thing
is that later on, we can actually just, like, on, let's say my
skill a bit lower maybe. Later on, we can literally when we have our entire
mountain ready. Oh, yeah, over here,
this might work. When we have our
entire mountain ready, we can just use our sat to generate
more mountains. That's what I'm trying to say. I'm going to go
ahead and I'm going to set my mountain height. In the end, I don't like
the seat after all. Let's see, what is this one? No. So it takes a second to just get
like the one you want, but it's quite important. I think this one
might be quite nice. So we can, cut it
out from over here, and then probably
we can cut it out at this point over here, although it would need to
be a little bit lower, but it's like an
extra look around. And the seats are
always different, so it's not like I can just, like, find a seat and you
guys can replicate the seats. So yours will look slightly
different most likely. To This one might work if we now set the mountain height a
little bit more over here. I don't one thing I don't understand why they like
the blue stuff so much. It's like it makes it really difficult to just see the thing. So what I'm going to do is I'm
just going to go ahead and set my angle and my vertical angle down a bit to basically try and minimize the amount of
lighting like this. And then maybe let's go into
my brightness over here. Maybe my exposure. Not
so much my exposure. Yeah, my brightness. And
Contrast in my camera, just to give it, allow me
to preview it a bit easier. Let's go ahead and
probably go for this one. I think this one will work fine. I can have a quick look
at my mountain range. But let's say that this
is something we want. Over here, we also have a noise. This is the actual noise that gets added to your
mountain ranges. Without it, it just
looks very flat. Noise is cool. We
can leave it a bit. Not too strong, maybe like 0.3. However, we are going to
go ahead and use filters to basically apply a lot
more different noises. In your noise, you
can also control every aspect of your noise from big details to small ones. So here you can see, I can
remove some of these values. And here you can see that
the noise will start to change based upon that. So that's something that I just wanted to show you because
it comes back later on. Okay, awesome. Now that we are happy with,
like, a base shape, what we can do is we
can go ahead and go up here to this little
filters button. So the first filter
that we would need, because we first of all,
want to make our mountain look a little bit nicer. Let's go ahead and
maybe try to, like, inflate our mountain a bit to
make it feel a bit better. Then we want to go
ahead probably use some like water erosion, which will cause some of these, like, will long streaks. And then we can
take it from there. Oops. Wong screen, there we go. So I'm going to go to
my art filter button. Over here. And then
if we go ahead and go to design, no, not design. Let's go to effect.
And let's see. So smooth riches. And I like
to often just like here, see, you can see that it
makes quite a big difference. I like to often play
around with it. So here we have like distortion, inflate, normally inflate gives me better
effect than this. This looks more like like how you say it from the Grand
Canyon and stuff like that. I feel like let's try
something else. Let's see. Canyons. Rocky
hard. Rocky sharp. Hmm. I like the
sharpness, actually. But I'm not sure we should
do that now just yet. These layers, they stack, which means that we can
actually stack them on top of each other
to apply more effects. What I can folks example
do is right now, I feel like it's too
much of one mountain, so I can go ahead and I
can try to get some more of like if we go to hydraulic in our simulation over here, here, see, I can try to
use hydraulic to get a bit more of those streaks
that you can see over here. And let's say that I
add some hydraulics, and then on top of
that, I can add another layer which will
once again affect it. So these hydraulics
they start to give me definitely like
those streaks. Oh, there's another
interesting mountain here that we can
probably capture. It's handy if you
can do multiple. So it gives me those
interesting streaks. And let's go ahead
and go down here. There's a lot of
settings in here. Ferocity basically got
off like how intense. If I go ahead to set it less, it will become less
intense like that. Now, let's say that I'm
going to go for quite intense because I'm going to
change my shape later on. We have some range
strength, which will also control the intensity here. It can make it look
like a skeleton. I'm going to actually,
you know what? I was happy with the
first value that we had. Oh, it doesn't some reason, it lost the undo. Honestly, is there anything else that we really need to do? You have some smoothness
controls over here for, like, the top mostly, but it doesn't make too
much of a difference. We can go ahead and over
here we have an angle offset in which we
can also once again, change the angles where
everything will show up. Now, most of these settings, honestly, I don't know
all of the settings. I just play around with it
and you can see the effect. So that's what I
would mostly do. But let's say that
something like this is starting to
look quite interesting. Now, what I want to do is I want to just go ahead and
press Art filter again. And, oh, by the way,
you can actually I no, maybe I was hoping
those would like art some additional larger details by changing this
value, but it doesn't. Anyway, art a filter.
And let's see. So we got this one now, let's say that we want
to go for, like, I can try effect once again, but I probably
want to go at for, like, some rocky effects. De noise. Let's go
to dry. Let's see. We have a rocky white. No, that doesn't really
look like what I want. Rocky hard. Yeah, maybe
that if I lower it, but let's Oh,
actually, you know, platas does look quite
good, sharp and cliffs. Let's try platos. Uh yeah, yeah, I hope I say
that correctly. And let's see. I'm just playing
around with my noise to see what effects it has. So over here, you can change
your general strength. And it actually has very
little effect, to be honest. I swear it had like
a longer effect. You can also play
out with the length. Yeah, to be honest,
I don't think you can use this e icon to turn off. Like, it pushes it out
a little bit, yes. So I guess it is fine, but it doesn't yet do exactly
what I was hoping for. Terrace, drift, simulation.
Yeah, and then we have, like, Let's first of
all, go to sediment. And sediment basically adds like some pieces at the bottom. So I was hoping that it
would add some interest, but I don't think the
sediment is great to create this type of where the rain kind of
flows into, like, flat areas. That's where sediment
is really good for. But basically, what I'm
trying to do is I'm just trying to get like Oh, for some reason, a real
time view doesn't work. Let's try again. I'm
just trying to get some type of softness. Let's try dry white,
so let's see. M Okay, so that does add some width to it in these
areas, which is quite cool. Let's go ahead and set
the max count a bit higher to give it
some more ridges, because what we need to remember is these are really
large mountains. I'm not so much looking
at it like this up close. These mountains are more
looking at like this up close. Let me say it like
that. So of course, over here, these
are really smooth. I want to, like, game a
fight a bit by giving it more in the direction over
here with, like, these ridges. But you don't want
to go too small, because then when you
look at it from, like, really far away like that, it might not feel Correct. So I do sometimes like to
look at it quite far away. So, okay, so let's say that
we have something like this. Is there anything else that
I let's see, Layer strength. Yeah, just pushes that
in a little bit more. Let's set our layer strength
to around five ish probably. And now what I want to do is I want to do the most
impactful one, which is going to
be our erosions. So if we go ahead
and ter filter, we want to go ahead and go to our erosion because I
don't think, erosion. And then over here,
we have a bunch of different erosions that
we can do to get like that classic flow
effect over here. It makes actually a
really big difference. So let's see, rigid flows. This one rocky feels a little
bit too smooth probably. I do kind of like it. I just don't like how it
looks at the bottom. So what I might want to do is I might want
to go for, like, rocky because I like how
it looks at the top, and then I might want to use sediment to basically
move it down. But first of all, let's just
have a quick look at Yeah, like the tin flows are a
little bit too strong. And the soft flows
rocky soft flows. I think I'm going to go
for rocky here or see. Rocky makes actually
quite a big difference, especially like at the
bottom. So we got this stuff. You can go ahead
and you can play around with your values, and you can see here
that, it starts to flow quite high.
Now, don't worry. We are going to, like,
balance this out a little bit more later
on, stuff like that. So right now I'm just
looking at, like, the tops, mostly, like half of the mountains
what I'm looking at. I'm going to go to my strength. Honestly, I'm quite
happy with my strength. So let's say
something like this. And now, if I go ahead
and add my sediment, and I want to go
for shall I do hard or mud is also pretty cool. Sometimes soft, and then
toning down your lower layers, along with your general
strength might work. But it often cuts away from your mountain a little
bit too much, see? Which I'm not in this
case, not too happy about. So let's go ahead and click
and hold to remove it. And rather, let's go ahead for sediment and let's go
for hard fill over here. So now we have more
like our mountains. And once we've done that, I feel like I still want to get a tiny bit of
sharpness back. So we have our heart fill. Let's play out a little bit
more with our length to see it doesn't do much. General strength. I don't know. I don't know if I want to use
sediment too much. That set this to
like maybe like ten. What you also need to
what you also need to remember if I just go
ahead and type ten here, is that these filters,
the more filters you add, of course, the more intense the calculations are
for your environment. So you don't want to go
too intense with it. Now, I'm still just gonna
shy and having this. I feel like I want to add
a little bit of sharpness. Oh, 1 second, my strength broke. There we go. Okay, Wi
doesn't like me typing, so then I'm just going
to go ahead and do this. So you also by the way, some combines in which you
can say min or max combine, which will add some
different changes, but I don't really
need that right now. So let's have a look around. We have over here
our rocky version, which just increases
the base, that's fine. We have a rocky white, which makes quite a
large difference. Yeah, so all of them do make
quite a big difference, especially hydraulic over here. So, let's see. Hydraulic. Let's try
and play around with your iterations a bit more. I'm just trying to see what kind of Additional effects
I can give it. Maybe make a bit softer or I don't think
there's much to do. Okay, what I want to do then is I feel like I want
to gain a fight a little bit by making
the tops a little bit sharper because even
though in real life, the tops look really
smooth in these areas, you can still see some sharpness
and I quite like having that kind of sharpness in here just because it
looks a bit better. So I'm just going to go ahead and I'm going to art filter. And then I probably
want to use erosion, and I want to use the really
sharp one, which is why. No, it's like tin flows. Let's do rigid flows over here. So we can do our rigid flows, and you can see that they
have a little fall off. Now, you can go
ahead and you can play around with your noise first to see if we can Okay, so we definitely want
to keep those up, control some of these values. And then what we can do
is we can play around, let's play around maybe
like our depth to, like, push it down a bit more. You can have rain strength, which controls how much
of the rain has affected. I'm just trying to,
like, basically get a bit of a sharper value. Now, these noises, they
do not actually mean height most of the time
as far as I can remember. Unfortunately, we
cannot just use these to fall off their height, but I still like to play
around with it just to see if it makes a
visual difference. Unfortunately, in this
case, it doesn't. You have iterations which
you can set lower to basically control how
often it actually cuts. Six to ten. And I just
go at it and I'm just basically playing around with my values over here until I have something that
I'm sort of happy with. Flow smoothness. Stone
that down a bit more. And another cool thing
that you can do, which I can show you is you can go up here and you can basically control where we
want to have this noise. So right now, what
I feel like is that I want to have this
noise mostly like the top. So I want to probably set my iteration is a little
bit higher like 15, and then I can go
to my distribution. I can press R distribution. We will mostly go over this
inside of our textures, but we can go ahead
and press height. And then what I can
control is in my height, I can control in what range do I want this effect to happen? So I can go up here
and set my range to be only at the high values. Give the second. There we go. Now what you can see
is over here, see. You can see that it controls basically my range a bit more. And you can also control
a bit more far off over here by these lower values. So now what we can see is like
it is sharper at the top. But if I would turn
off my height, you can see that it basically removes some of that sharpness
from, like, the base. So we got this stuff.
That's looking pretty good. I don't know if I
want to maybe, like, do something with my sediment to flow this off a
little bit better. Let's see. So without width, without width, maybe it's a little bit too intense, still. Let's go ahead and
set the iterations to ten without width. Okay, so, yeah, that's already looking
quite a bit better. So we got that
stuff ready to go. Now, I'm still not
happy with my flow. So right now I have my
sediment over here. And what if I set my sediment? Oh, actually, my
erosion over here. Let's go to my erosion, art distribution, and let's control the height
in here a bit more. Basically said it's a
little bit lower over here, so that our far off is a little bit softer,
like you can see over here. Okay, so we got that. Now, the last thing that I
would say is that I feel like the cuts inside of here
are a little bit too deep, which is probably going to be in our hydraulic,
yes, over here. So let's set our
max erosion depth. Oh, is that not the one? Oh, no, yeah, it
does do something, but it doesn't do the
stuff that I wanted to. In that case, we
can go vibration, probably. Yeah, yeah, vibration. Let's set that one a
little bit lower to make our cuts a little bit
less white over here. Okay. Pretty cool. Now, at this point,
let's say that I set my position to 18. And now you can see that we get some more interesting noise and effects and stuff like that. So that is looking
quite interesting. The only thing is that I'm
not yet happy about my seat. Now, we can go into our
global, and in here, we can go ahead
and first of all, control a little bit
more like our noise. And our general seat
and range, let's see. I'm just having a think
what I want to do. So here, if you just let
it random for a second, it is starting to look
quite interesting. I'm just not yet happy
about what I got. So remember C 31. And what I can do is I can
go to different seats. Now, it will take a
while to generate. So I recommend setting
this back to, like, 1 meter because all
you will need to care about is you just need to care about the general look of it. Also, at this point,
let's just go ahead and first of all, because we got a We solid base save and just press Save and then go to your let's
do source files. Mountains saves and call this Mountain underscore 01
over here and press Save. Okay. And now let's go ahead and play around a little
bit more with my seat until I get something that
looks visually interesting. I was playing out
a bit more with my noise range to
see if I can maybe, like, make it a bit
more interesting. Nah, it looks like not much. Okay, in that case, I'm going to mostly rely on my seeds to
basically generate, like, something quite interesting and maybe set my scale a little bit bigger over here to
set this to round one. Okay, now we get something
more what I was looking for. Yeah, now we get more of like the mountain range
that I wanted. Okay, so this is quite cool. So 39 and with the
scale of round 1.08, Let's set our range a little bit lower so that we bring out a little bit more of the mountain because this is where we
are going to cut it off. Okay, so we got
something like this. Yeah. That is looking pretty
it's really sensitive, moving around for some
reason. Visually interesting. I'm going to set my position
to 18 just to have a look. Nice. Yeah, that starts
to feel a lot more like what we have over here, although then on a
slightly smaller scale with slightly more ridges. But, yeah, that's quite cool. Okay, so let's go ahead and
go back into our filters. And what I like to do is
sets back to 12 for now. Give it a second to generate.
It's going into my filters. And then whenever I
do new generation, I, of course, do want
to have a quick look. And over here in my
dry rocky white, I probably want to go ahead and I like what it
does at the base, but I probably want to
go at an a limitation. So let's add a height, and then I'm going to show
you another cool trick. So let's go at an a
height limitation, and it's at the height to affect we want it to affect the
base, yes, the base. So we want to go ahead and
push it down until it's just hitting the tops or
not hitting the tops. Like over here. And then what you can
do is in your height, you can press FX and you
can add some more filter. So let's say that
we add a blur and the blur is great to
basically give it like a softer transition
because we are blurring the transition between
the height far off. So that's really good to just, you have full control over
how you want to use this. There we go. So now
it's a bit sharper. Yeah, we got some more
of the sharp ridges, let's see, we do our
erosion, which is good. We want to have some of
that erosion sediment. Yeah, let's just use
that to fill it in. That's fine. And our ridges
to make it a bit sharper. That's also good. I would say we would now
want to go ahead and add our last one,
and our last one, if you go ahead and
press T filter, it's technically not necessary because it doesn't work 100%, but you can go to general
and add a zero edge filter. And in the zero edge filter, if you go ahead and move
all of these values up, what you can see is that it will basically remove our edge. Over here. So let's just go
ahead and move these all up. So it removes the edge that
the edge is perfectly flat. Then what you can
do is you can go ahead and control
the smoothness, which basically like our
far off effect over here. And then what I like to do in this case is I probably like to go ahead
and go to my rules. And let's say that
I want to use, I want to use some
blood, but I also want to use probably
some distortion. And this distortion it
doesn't do much in this case. Let's just go ahead and
click and D to remove it. And let's see what else. Let's first of all,
check if the blur works. I guess because we are on our main biome, it doesn't work. Let's add a new biome new biome. Let's add a new distribution. And let's go for our
Yeah, you know what? I'm not sure there
is a good one. I might just want, there is
some whirly noise over here, I guess, but it just adds additional noise
back. You know what? I'm going to do?
Sorry about that. I think I'm going to leave it. I think it's not as necessary. I want to maybe,
like, give, like, a smoother fall off, but I
don't really care about it. What I can do is I can
go ahead and I can cut probably around here
my mountain range. And then we will have a
pretty good thing to look at. So at this point, I would say that
we are probably, I think our base mountain
over here is ready to go. So I will go ahead and
set my precision to one eighth so that we get some
nicer precision over here. And now I'm going
to save my scene, and in our next chapter, we will go ahead and we
will continue on by adding some extra actual colors
and textures to this scene. So let's go ahead and continue with this
in our next chapter.
4. 03 Creating Our First Mountain Part2: Okay, so we now have a really cool looking
mountain range over here. And what we're going to do now
is we are just going to go ahead and we are going to
work on our materials. Now, for materials, what
I often like to do. So if we go to this
step over here, we can go to our materials
is I like to always start with just plain colors, almost like to create just like the different colors
so that I can see where everything is located. I will show you in a bit
what I mean with that. And then what I like to do is I switch to actual textures. Because we are going to go ahead and this is a Vista asset, we will actually need to
apply real textures that we are later on going to bake
down into an actual model. So over here, what
we can do is we can go ahead and go
to our materials, and then you already
have one material, which is your plain
color over here. Now, the cold thing is that you can go up
here and you can, for example, go to your color. And although I don't really
like the color picker, you can go in here. You can, for example, change
the color of your train. There's also a texturing
over here where you can change it to apply textures, which we will do later,
and also gradients where you can change it to
apply a specific gradient. For example, what you
can do if on a way taxi, this one doesn't have preset. So I will actually not
be doing that right now. Anyway, so we have
our first color. Now, if I have a look at this, and I also keep an eye out on my things over here
on my maps over here, what I can see is we
will have some rocks, which we will be using
mostly at the top. They are blended in here. We will have sand,
we will have dirt, which is just like a
slightly different sand. We will have grass. And I think, yeah, that's probably
where we will leave it. Now, of course, we also
have trees and everything, but those will be placed
inside of in reel engine. So knowing that, let's start with the
first one over here. So let's go ahead and start
probably with like some sand. So we can go to our
materials and we can decide where do we
want to have the sand. We will mostly be using those distributions that
I was talking about, where you can go to your rules, and you can ar the distribution. I want to have my sand mostly
sitting near the base, and I also want to go ahead
and have it in between here. I don't want to have it
like the here we go. I don't want to actually have
it on the super flat basis, although I don't care
too much about it because we are only going
to cut out our rocks. But yeah, we won't
want to kind of, like, have a blending with the
grass on the basis over here. So I'm going to get
started by going to attribution art
distribution, sorry. And the first one I quite
like is to use a flow. So what I can do at a flow
if you give the second, Oh, what happened?
Where is my train? There is my train.
That was strange. So over here, what I
can do is with my flow, you can see right away that
we have over here our sand. Now, what I do notice
is that let's go ahead and quickly add the new material
and drag it down below. Let's try this over here. Okay, so that at least I can see everything
a little bit better. So our flow will basically have all of these in
between areas over here. And then what we can
do with our flow is we can go ahead and play
around the value. And this is great to just add some sand in between
these cavities. So the sand and everything,
it's quite a bit slower, although I need to
also set this to like half a meter to make it a
little bit faster. There we go. So we can go ahead and set our values a little bit higher. We can go ahead and
set the softness. I want that one probably to be, oh, that's really sensitive. Here we go, what's the softness to be a little bit softer. So then now you can
see that we really get that flow of all of our sand. And the way that this
happens is often that because of the rain
rain it's raining, and then the sand
will basically slowly accumulate and will slowly
fall down like that. So that's great for, like,
material number one. Now, as you can see over here, we will have a sand
and stuff like that. Another one is I'm
probably going to now, first of all, spend my
time on some grass. However, I often like to have two different types
of sand grass, as I was talking about,
which is going to be like this is like the typical sand that you
can see between here. And then we also have this more dirty dirt and stuff like that. So the first one, let's go ahead and add another material. Is it working? There we go. Sometimes when I need
to switch back and forth between my views,
it doesn't register. So these colors, I don't
care what the color is. I just care about
the information. So I can just go in here
and I can just make it again another color,
just so you know that. Now, for this one,
what I like to do is let's say we go
to art distribution, and let's say that
I want to start with shall I start with
like a height, maybe? Or a slope. Let's try slope because slope you
can control basically. Well, based upon the slope, you can control your grass. As I said before, I'm
looking at the mountains. Do not look at the base. We personally don't
care about that. So we have a slope, and then I can go ahead and play around with my
slope range over here. But I definitely
want to break it up quite a bit more. So let's see. So we have our slope
range over here. Oh, that's actually like this. And we do get a little
bit of grass on the tops, which we might want to blend out because I feel like that I want to have sand and
stone mostly on the top. So to blend it out,
let's just first of all, actually make this look good before we continue with that. So we have this one,
then we can go to our slope, and let's
say that we go, for example, often
like an angle blur, can often work quite well. So let's just go ahead and go angle blur, set the
strength a bit. You'll see that they
can do some angling. Or what you can
do is we can also try a simple flow over here, which can sometimes it's
a little bit more heavy, but you can see here it blends into with the flow
a little bit better. So let's see. So
we get some grass creeping up on the bottom. Let's go in and slope and maybe make it a
little bit more intense. Like that. And then
what I want to do is I can then go ahead and
I can add another height. So if we go to art
distribution height. And with this height, if I just go ahead
and first of all, select only the tops
until that shows, which is up until
this point, probably. Maybe the lower ones,
we can keep grass. That's up to you. Let's keep the low ones to be a
little bit like grass. And then what you want to do is you want to go
to your height, and you want to click on
the FX and grab an invert. And basically, it will
just invert your mask, which means that we will no longer have anything
on our height. So we now start to get
some cool looking grass on top of here, which
is looking quite good. Now the next thing
that I want to do is I probably want to go ahead
and go for my dirt, and then I will go for my rock. And the dirt and the
grass and the sand, they will all be
quite close together. So let's cut an art
and other material. Let's go ahead and just
grab it like another color. Doesn't matter, so
green in this case. And for my dirt because I want
to have the dirt on here, I probably want to use a
curvature or something. Let's go ahead and do curvature and you can
see that over here, the curvature it just
grabs these dirt pieces, we can tone down the
strength to control how much we want to have a
blending in between. So I will most likely make
white and red are both sand. Blue is going to be
grass and then green. I want this to be like
a slightly, like, dirty, sandy, grassy
looking surface. Wow, that's really bad
way of explaining it. But yeah, so let's just go
ahead. We have this one. You can play out with,
like, a radius if you want to make it a little
bit softer or not. I'm just going to
go ahead and tone down a softness a
little bit more. Oh, it's really sensitive. Uh, let's see, steps. No, I don't care a bit
too much about steps. Maybe tone down the
intensity a bit more. Yeah, something like that, that should probably help with, like, the grass and
stuff like that. Yeah, I think that will
work. Um, let's see. Do we maybe need, like,
some kind of, like, a flow on here or maybe, no, not edge because edges
just attacks the edges. Often, I just like to,
like, play around with it. Like, I don't really
like angle blur. Yeah, let's just try,
like, a fast flow. Okay, so fast flow if I now
push this out a bit more. Also, cool thing is you can
play out with your intensity. Oh, I guess, in this case, what I need to do is
I probably need to go FX and I need to
probably invert. No, no, no, no, no, sorry, not invert.
Curvature, fast flow. Instead of doing
the fast flow here, I might want to go
art distribution. Add a flow on top. Set this from multiply
probably to art over here. But this flow I don't
like this flow. This flow is only sitting in between the edges, and I
actually don't want that. So this is actually a bad one. Huh. Let's see. Sun direction. No, that won't do anything. Slope. Maybe slope does
something. Probably not. Yeah, here, see slope
is also too soft. Yeah, I'm just basically
looking around. So if I can't find it here, then I will try once
more over here. But it's not too
important this one. So I'm just basically trying
to look for something to make it visually a little
bit more interesting. Maybe some smell flow. I swear these small flows
always used to be, like, will more streaky, simple flow. No, I don't think
I'm able to get, like, Wy the stuff that I want. From this, to be honest. So
I'm just going to leave it. Okay, so I do recommend
that you just play around with all of these values to
get something that you like. But let's say that we now have our grass over
here or our grass, our additional scent over here. So now we just need
to have some rock, so we can go ahead
and art the material. And this time, we can go
ahead and find some rocks. So let's go for, like,
purple, for example. And for our rock,
there are actually presets that you can
sometimes use in here. Where are they? They're not
these presets over here. I guess we don't
have them right now. Probably because they are only applied when you do like
your textures or not. Ah. Strange. Oh, wait,
here are the presets. So here you can select a preset. And these presets do also add some additional
heresy that you can change things to be like
grass and stuff like that. However, I feel like they
are not really good, so I'm not going to use those. Let's go to our attribution, and let's go to probably angle. It's try angle to
get started with. Oh, God, I already
don't like that. I do not like angle. Angle tree. Angle three D. I see it happening a little
bit here and there, but it's not Here. I guess I do want to do this, but I need to blend
out the height again. So it's just a tricky one
to get completely right. So let's see. Let's play
out my horizontal angle. Oh, no wait. I don't
like this angle. So angle sweet, I forgot
that it, of course, allows me to literally control in which angle it
is working for. I guess we can use the preset that's literally called rocks, although it's not yet
what I want it to be. So there is a preset
literally called rocks, as you can see over
here that will just, like, almost do the same stuff as what we did with our grass. Now, if you just go ahead and set our roughness threshold, a little bit higher,
which controls that flow stuff at the end. And if I set my
strength a little bit lower, so we have this. And then what I want to do
is I kind of want to try and get a little bit more
rocks on like the sides. That's more what I was
looking for, also. So Let's triangle again. No, I won't be able to use
angle. Sorry about that. Let's instead try cavity, but then we need to blend
out our flow from our sand. So let's try cavity. Okay, so yeah, okay, so cavity probably does work
a little bit better, although I'm losing my rocks. I'm sorry if you
just hit my cat Mio. I didn't realize he
was in the room. So anyway, we have our rocks, but then our cavity over
here, blends it out. So what we can do is we
can set this one to art, which will just art
our cavity on top, but, of course, it's
way too overwhelming. So let's go ahead and
set our threshold. Over here, quite a bit lower. Let's set our concave, yeah, because convex is our curvature, so concave is fine,
and let's set our strength quite a lot lower. So what I want to do is I'm
trying to basically get the strength strong enough
to be on the side over here. Then I want to go
ahead and I want to, like, blur the hell out of this. And I can probably
just blur it using an angle blur. Yeah, see? Okay, so that's
quite interesting. You also have a normal blur. The normal blur only it does
like basic blurring, see? So it kind depends
what you want to do. The angle blur often like adds an additional
variation because it blurs from well,
yeah, from an angle. So I can go over
here. I can blur it. And it will blur everything, but it will not
blur it everywhere. And I can play around
with my angle to, of course, control where
the blurring will happen. So we got those pieces done now. And now what I want to
do is I'm going to go ahead and add a height, probably to get started. And I'm going to
make this height set already the height
to invert over here. And I'm going to make
this height to only really happen near the tops. Am I removing it from the rest? Oh, yeah, I'm removing it from the rest because we invert it, so we need to go to the
other side. There we go. And then Okay. Just until we reach
mostly like the end. Something is something is wrong. Yeah, something is wrong. I am inverting it. But that should not affect
things this much. Ca man, where are you?
So this is the height. Yes. That's fine. But I want to have
the count height. Et's go ahead and
delete the invert. And I guess I guess what
is happening is because the cavity is art
if we just multiply our heights on top now
since it is a parent, it's a child node, not a
parent node to the cavity. I guess it will keep the cavity. I didn't actually realize
that it would do that. And if you want, once
again, here the softening, you can go ahead and you
can do an angle blur, or you can just go
ahead and blur it. I do believe that a normal
blur is easier to render. So we can go up here and
just like blur the height. Okay. So we got that, and now we want to
go ahead and remove. And which one was that
we used flow at 0.81, but we are going to, of
course, use way more flow. So if we go up here,
so now if we just add a flow distribution and
set the value to be like, Oh, sorry, it wasn't the value. I think it was the iteration. I forgot which one
made it so strong. Like I said, there
are so many values. Simply because I don't use
this tool super often, since how often are you
actually making mountains? I just know the
workflows, of course. So let's play around
with iteration. No, not evaporation.
Range strength. Yeah, I just want to make
this a little bit stronger, so's play around
with your values because we are
just going to once again use this as a mask. So we have our flow over here. Let's add maybe like
a quick angle blur to I think this one can actually benefit
from a normal blur because angle blur
is too intense. So let's add like a
normal blur over here. And then we want to go ahead
and set this for multiply. Probably. We can also do this. We can also set it
to subtract here, and that should cut it out. Or you can, of course,
use your invert buttons. So right now, what I see is that it cuts it out in
too many areas. So let's see, multiply. And I guess I cannot
just do an invert. Oh yeah, yeah, I
can do an invert. Just making sure
that I don't know, I'm losing a lot of
areas over here, but that's probably
because of the redness. But I'm losing it
also in these areas. So let's just go
ahead, go back into our flow and's set the values, maybe a little bit less to hopefully get a bit
more of those areas back. I need to always keep in mind that I need to
wait for the loading because often the loading
takes a second. Yeah, okay. So now we get somewhere
a little bit closer. So we got our rocks, which
are mostly on the top, and they're also
sitting at the sides. We have our dirt in between. I do feel like we are losing
some of our greenish dirt. So I might now
want to go in here in my greenish dirt
and then in our curve, just set the strength up
a little bit to basically push through some
of those values. And we can also
go ahead and also play around with our
radius a bit more. Here we go. So you want to push through those values
in those areas. So let's have a look. We have
our sand, it flows down. We have our base sand,
and then we have our rocks that are blending
in between the sand. Then we have this green, which is going to be a
slightly darker dirt. And then we have over
here we have our grass, which is blending with the rest. I feel like it might look
really strange right now, but I'm just looking
at the data. Feel like that's
looking pretty good. So I'm just going
to go ahead and save my scene at this point. And if you want, if you really want to preview this properly, it will make everything
a lot more slower. So normally, I only do
this when exporting. We can go to one eighth, and here you can
see that everything flows quite a bit
better. Oh, God. You can see how slow
it is with rendering. It's really difficult to render. For some reason, it just like
messes up with my mouse. So what I do is
let's go down here. And that is I don't know. I feel like it must be like an optimization thing
because to be honest, I have a really strong PC. So for it to render that badly,
that's quite interesting. I'm probably going
to go to my flow, and I feel like I want to
make it a little bit softer. I can set the
softness over here. There we go to
make a bit softer. And then probably
I also want to go ahead and start like
a little bit of like a blur just to Um, I don't know if I
like the blur one. Let's try maybe an angle blue. Play around to the angle.
Yeah, I think that might work. Okay, cool. We now have
these pieces done. I know that that took a while and the first time doing it, of course, it takes a while to blend them together and make sure that
they look correct. Now what we're going to do in
the next chapter is we are going to replace these
with actual textures, and once that is done,
then what we can do is we can just go ahead
and save everything. But the cool thing
about this is that everything is still
non destructive. I can literally go in here and I'm not going to do it because I don't want
to lose my work. I can play around with the
seeds and stuff like that, and it will just generate using the exact same values
that we have now set, so the exact same flows, it can simply generate
new mountains. So that's pretty
cool. Let's go ahead and continue on to next
chapter where we will go ahead and apply our actual
texture maps to these areas.
5. 04 Creating Our First Mountain Part3: Okay, so what we're
going to do now is we are going to turn
these colors that we have created into our actual
textures so that we can capture a proper base color
from our train which we will be using
inside of Unreal engine. Now, the first thing that we
need for this is, of course, we would need some
actual textures. So what I can do is in our source folders and
in our mountains, I can go ahead and create a
new folder called textures. And in here, we can have a look. Now, one thing is that personally for a vista acid and I know this from experience, so I don't have to show you, is that grass
textures look pretty bad just because of the
tiling and stuff like that, and because they
need to be so small, they will become very noisy. So I definitely dislike
using grass textures. So for the grass, I
actually like to use plain colors because often
from a large distance, you don't really notice
those plain colors, and on top of that, we are also going to use a special material
inside of InvaligenFV, which will add back a little
bit of that grass texture, so we don't really have to
worry about it too much. So we have sand. Sorry, let's say sand
on the score 01. Then we have another sand. On the score 02. Now, the base sand and the sediment sand, I'm actually going to
just make the sediment like a slightly darker
color than the base. So yeah, I guess you can
call it dirt, the blue sand. Then we have rocks, and we are going
to ignore grass. Rock underscore 01. And yes, rock. I'm going to ignore the grass. This one is a different sand or dirt or whatever
you want to call it. And this one's going to be
one sent. Okay, perfect. So we only really need three
textures in this case. Now, having that done, we now
need to get the textures. This tutor is not about
creating materials because then it would be way too big
tutoil and way off topic. So instead, there are
many different places where you can actually
find free resources. Some of my most favorite
places are to go to texts.com in which you can find PBR materials
and three scans. These textures,
they are depending on the resolution,
they are free, or you can get some credits, and those credits are
often not very expensive. So for ten bucks, you
can get a 1,000 credits, which you can use to
for example go in here, and then you can download
quite high resolution. So 1,000 credits, and these are only 25, so that's not a lot. Or if you want to
go completely free, and we can do that
in this tutorial because we end up with unreal, you can use mega scans. Mega Scans is owned by Unreal. So the stuff that you use
on mega scans for free, it has to stay within Unreal. You cannot just
go ahead and grab some mega scans and
then use it in, like, a completely different software, technically, like it would
not be copyright proper. So we can, for example,
go to Mega Scans, and Mexicans does have
a much larger library, and you can go to surfaces, and let's say that we
want to have some rock. We can go ahead and
we can scroll down, and we probably want to go into stone on a right
here, rock over here. And we can see here cliffs, jackets, lava, mossy like
we can do quite a few. Now, we probably because
this is a really, really large rock, we
probably want to go for, like, some cliffs or
something like that. And in here, we can
just go ahead and find interesting looking rock. You want to go for details
that are not too specific. Like this is already
too specific. If they are too specific, we will see the
tiling way too well, and that won't look very nice. This one might actually work. You just need to go
ahead and sign in. Over here, which I just did, and then you can go ahead and you can choose your resolution, and we need four k.
If you go eight K, World creator, it
will get so slow. So four k is more than enough, especially for Vista, I said. Like I said, you are so far
away from these mountains, you don't need a
lot of resolution. I will give you a lot
of resolution just to give you the option,
but technically, we are working in much
higher resolutions and later Plcuns than we
honestly really need. So you just go ahead and
drag this into your folder, right click Extract here. And the only one that
we really care about is the normal yeah, I guess the roughness you
can also do and the albedo. I'm just going to
leave everything in, just in case because I want to show you a
little bit about, like, displacement, but
that comes a bit later. So but I'm just removing,
like, the junk fries. So next, we have a scent and we want to have,
two different scents, but we don't want them
to be too different. So we have soil
and we have sand. So let's have a
look at soil first, and I'm just going to
scroll down and go here. So here we have, yeah, it looks like it I
already used it before. So it is quite a good one. And then you also have
some more muddy sand. So I quite like this one, honestly, so I'm just going to go ahead
and download this. And let's see. So if we just
keep that color in mind, we want to get something
like that's what I mean. If you grab a color like
this, don't go for, like, red or don't go for, like, super, super yellow sand. Try to go for, like, a this one, although it might
look a bit too basic. I don't know. Maybe gravel
road might look nice. We can always change it
up if we don't like it. So let's do the gravel
road over here. And I'm just going
to go ahead and drag these files into my folders. Give me 1 second. Here we go. Okay. And once again,
I'm just going to get rid of these junk files, which I don't need that
all that we have left is the actual files, and
that should be it. So another thing that
we're going to do, now that we have these, is
that inside of World Machine, if you just go ahead and go to your settings over
here, World machine, it's really nice that
this can autodtect all of our maps in
the same folder. The only thing that we need
to do is we need to make sure that the end of the
naming is the same. So all BIDO correct. And then we have normal,
and then we have AO, and then we have displacement
is called depth. So I can go in here
and call this Oh, no, wait, actually.
Why would I do that? I can literally just change
the setting once inside of. Here we go. I can literally just go in here and
change the setting. I forgot about that. So
yeah, that should be fine. And now what we can do is
we can go ahead and go to our settings and we can
go to our materials. So if I just go ahead and
move this to my other screen, let's start with the first one. So I will leave
grass until last, but let's start with
some sand over here. Oh, looks like I need to wiggle around my view to showcase it. So let's just turn
everything off except for the send
to get started. And quite easy, all you need
to do is go to texturing, because it will just keep all of our settings in mind,
go to textures. And then if you just go ahead
and click, for example, on Albedo over here, and you then just go
ahead and navigate and grab this one sent.
Now, one problem. The send that we have right now, it is way too dark, and I almost forgot about that. And this often happens with mega scan acids. They
are way too dark. So if we would go ahead
and open this up, the reason I'm not going to
do it is I will tell you, if we open this up, it will look way too dark
on our environment. An annoying thing in World's
creator is that when I open it up and I change my texture to be
lighter, it does not update. I need to literally change the name of my texture in
order to basically update it. But because I don't
want to do that, I'm just going to go ahead
and go straight into Photoshop and already change
these textures a bit. We go inside the photoshop. I do want to mention
that at this point, your computer is
going to slow down quite a bit when we start
working with textures. So for our brightness, can I maybe, I don't think the
H scrum scan will do much. But for our
brightness over here, we want to go ahead and move it a little bit closer to the end, and I often set this to around
80 or something like that so that the RGB values
more are just past half. And that seems to often do the trick inside
of World Creator. I know this is often
too bright for, for example, game engines,
but for some reason, doing it in World Creator, this seems to give me a
better brightness. I go up here, make it bright. And worst case, I can always
just tone it back down. And I specifically
use brightness and not levels because levels
also adds contrast. And over here, this
one, of course, I want to be a bit darker. The nice thing is that
in World Creator, we can use colors to tone
down the brightness. So it's easier to make things brighter or darker than
to make them brighter. So I can now go ahead
and go back in here. I can go to my texturing. I can click on the albedo, and it should load
in everything. And now you can see
that now we have our first texture on here. Now at this point, we want to go ahead and go to our UV scale. And make this quite a bit
smaller, something like this. So it can still stay
quite big because, of course, we are looking at it from a really long distance. So we need to keep that in mind. You can go ahead and use
the triplanar projection. If you want to have
your projection to be world space and
not based upon UVs, it's up to you what looks
better. You'll see? You can see that often it does look better
to do triplanar. And this distribution, what it will do is it will
improve the tiling amount. I just cannot pronounce it. But over here, it does
change the tiling amount. Well, actually, no, sorry, when it's on, it does not
improve the tiling amount. I do. Don't quote me on that. I'm not 100% sure. I do apologize. You also
have a displacement. I will show you that
one with the rocks because you can actually add actual displacement to your mesh wherever this
texture is located. So now that you have this
done, that's sos fine. We still have our
colors. You can still go to your
colors and you can control the darkness of your
sand and stuff like that. You can also control
the roughness amount by making it more
shiny or less shiny. I'm going to set
mine around 0.9. Next, what we're going
to do is we're going to work on our second color. So our second color over here, the first thing that
we need to do is we need to set our color back to white just by clicking on
one of the white presets. Be else what will happen is
our dirt will also look red. I once again going to go set
my roughness to round 0.9. And this one, I was simply going to go ahead
and go to textures, select the same dirt again. And then I'm just
going to go ahead and so we did a UV scale of, let's say, round ten,
so I can go in here. Triplanar UV scale around like
ten. And that's about it. Okay. Now what I'm going to
do with this one is I'm going to go into my color and
make it a bit darker. See? There we go. So that art's already
like a big change, and we don't actually need
to do any special type of texturing or art
additional textures. So let's do a
darkening like this. It's looking quite
good. Now next we have this is our grass. Our grass, as I said before, I actually want to go ahead and use plain colors for this. Going to grab my color, and I'm going to make this
color to be like yeah, this is why when I don't
like the color picker. This color picker, you can actually go to like
an image with grass. You can hold Control and
click to grab your color. However, for me, it's broken. So I can't actually do it. But you can see that over here, if I just go ahead and, like, play around even just like a simple plain color like this, can already give me from a
distance, quite a good effect. If I go ahead and grab this one, and let's say that I go for something like this,
a color like this. Next, what you can do is you
can control right click On? What was the shortcut?
I forgot shortcut. No. Alt Okay, d
double, right click. It's a bit of a weird shortcut. Double right click allows
us to basically duplicate our grass over here so that
we keep the same settings. And now what I maybe want to do with this one is I
might want to, like, go ahead and add
like some kind of, like, noise or
something like that. So the first thing I need
to do to actually be able to see that noise is
to go into my color, and let's say that I make
the color like a little bit darker like this and we can
balance it out later on. And next what we can
do is we can go to our distribution over here. If you sometimes see
me moving, strange, this is because my mouse logs
sometimes into the view. Like I said, for some reason, the program is a little
bit buggy on my PC. But basically, we want to
go to art distribution, and let's like a pearl in noise. And then with this
pearl in noise, if we just go ahead and one sec. I need to click on my
biome and then add it. Because if I click on
my height and add it, it will add it as a child object of the height,
and I don't want that. So we have my pearl noise. I'm just going to go ahead
and set this to subtract. Go to set the scale down
so that until we get to see a little bit of noisy
pattern that we see over here. And you can also
play around with your strength to make
it more or less. And then what you want to
do is if you just go into the pearl noise and add
something to distort it, like distortion, for example. And here, what you can
see is this distortion is just kind of like messes
things up a little bit. And we can go ahead
and we can set our settings here, we can, like, make sure that our
distortion is not too big, maybe set the scale to be like quite large or small,
something like that. So that from a distance,
it just feels like there are some
slight differences. Now, of course, on a
really large scale, this will look really tilable, but we don't care about
that because we are looking at it from
the mountains. We are not looking at
it from the flatlands because we are not
creating any flatlands. So something like this will
work quite well, I think. Yeah, I think my dirt is still I feel like maybe
I want to go back into my dirt and make the color a little bit more
like yellow is your orange. Here we go. Maybe they
make a little bit lighter. There we go. I think that
looks a little bit better. So we got our base
grass over here done, and we will improve
this grass using a material inside
of unwelEengine. So let's go ahead and save sin. Now the next one is this one. And this one goes hand
in hand with this one. This one was our
additional dirt. And this one was our rocks. Yeah, that looks about No, wait, or is this one. Huh. I kind of forgot,
so we have our, this must be our rocks, right,
because it's mostly at, like, the top and the sides. But then, again, this one feels like more like it would be
rocks than the other one, to be very honest, because the rocks they are way
too overpowering. But then again, they
also at the top. I guess it's up to you. So to be honest, I kind of forgot
which one it was, but let's just go ahead and
let's decide that for now, the top one is rocks, and this one over here is going
to be additional dirt. So what I can do is I
can grab our green, set the color back to
white, click on textures. And this time, I want to go
ahead and grab our sand 02, open that one up,
which as you can see, oh, that's really intense. Let's try try playing
a projection. Ah, in this case,
triplinPjection. No, no, wait. It does look better. Then let's go ahead and just
set our UV scale. As I said before, noisy pieces don't often look very well. I guess, I guess it's
okay from a distance. So we have this one, which
is more like a third and if we go ahead and
set our roughness to be even lower, let's say 0.8. And now let's go ahead and go into our color, and let's try. Yeah, let's go to
like an orange color. Let's make it a
little bit darker. Not too orangy. I do
want to have it like a little bit of like a
sandy dunes like this. I think something like
that should probably work. And then we would
have our rock on top. And for our rock, we can once again set the color to white, set our roughness
to like around 0.9, textures, click on it, and this time we
can grab our rock over here, which is this one. Planar projection.
Let's go ahead and play around with our
scale a little bit more. And I feel like, yeah, I'm not sure if this is
the rock that I want. I think I want to swap them
around to be very honest. Because this just doesn't feel right to have this much rock. It's up to you. I think what I'm going to do is I'm going
to make my hills probably, like, a little bit more sandy. Yeah, and then have
the rock in there. So what I will do is I will
go ahead and unfortunately, you cannot just swap these around because of the settings. So instead, I'm just
going to click on here and I'm going to grab rock. Then I click on
this one. And I'm going to grab my centu
and do it that way. So first of all, let's
just quickly go ahead and go to our rock and I want
to show you something. Oh, it's really sorry,
scrollel is annoying. I don't like the controls
in the software, but okay. So here we have, for
example, our rock, and we can make it a little bit larger and more impressive. Now, the cool thing is that
you can turn on displacement, and you can actually add
jumtree displacement where your rocks are like this, which can add an extra bit. Now, this makes your
sea quite a bit slower. But, I mean, it does add like some extra cool effects over
here. So that is up to you. I will turn this off for now just to make my scene
a little bit faster. And especially when
we go to like 18, your scene will be really slow, so only use that when rendering. And now we will have our scent sitting on top of it over here. And let's have a look. Okay,
so if the sand is on top, that is looking ready
like a lot better. I'm going to make my rock a
little bit darker, probably. So this is right
now is the sand. So let's just, tone
this down a bit. Oh, sorry, this is the rock, but it still had
the sand colors. And now if we go
to our rock color, we can go ahead and move
this more in direction of the sand color like that. Okay. Let's go ahead and
make our sand a little bit shinier and our rock
in our roughness, a little bit duller
by setting it to 0.9. Yeah, you know what
I quite like that. Imagine this with trees
and stuff like that. I don't know if I
maybe want to, like, add some additional
grass in some areas. That is something that
we can also work with. So for now, let's go
ahead and save Asin. If I now go into my rock and see if adding the displacement, yeah, that adds like
an interesting change. And just to really see
what it looks like, what I want to do is let's
find a nice angle and set our position to one eighth and
give the second to render. And now you can see
that over here, we definitely have a more interesting position
and stuff like that. So it is starting
to look quite cool. I do feel like maybe, like, the graininess that we have over here might be
a little bit too strong. But then again, it won't look
this strong inside of real. It's also because of the
lighting and stuff like that. So that's something you
want to keep in mind. Now, in general, you can see that my scene
is quite a bit slower. In general, that's
looking pretty good. Let's twy one fourth. Oh, God. I think I backed again. Yeah, my scene is
bugged again. 1 second. Let me just go to
half. Okay, it's back. I think maybe we want to go ahead and render
everything out at like one fourth to just bring in a little bit more of
those smooth details. Sometimes Wi sharp details
are not always the best. So we have this stuff over here. Now, let's go to our base grass, and let's go into our height, and let's see if we
can maybe Include? Oh, that's the one way the
grass a little bit more in, like, where we have our rocks. Okay, so over here, so now the
grass is a little bit more included in some of
these areas on the side. And now if I just go
ahead and go to maybe like my single flow, you know, my strength is already set like super set my slope range
a bit higher maybe? Yeah, there we go. So not too
high, something like that. And what I'm going to do is
I'm probably going to move this grass below my dirt. Oh, wait, I can do that. Although it does
look quite cool. But if I do that, the
dirt will overhear. Instead, what I'm going to do,
then it's probably better. To have this one, and
then we have a flow. If we then go ahead and add
another distribution and like a really soft flow
and said to be subtract over here and tone down the value
way down just to avoid the grass in the deep
ends of all of our sand. And then we can go ahead and play around with the
height values a bit more. And let's play around
a little bit more like our slope. Here, see? I'm just trying to introduce
a little bit more grass in some of the tops areas over
here. Okay, you know what? I think this is pretty good. You can go ahead and
you can refine it more and more if you
want, but by now, we have already spent 1 hour
on just creating the train, and I think that we got
something pretty cool looking. So what I'm going
to do is I'm just going to go ahead
and save my scene. And in our next chapter, we will go ahead and
we will start with the exporting process where we will export all of our textures and all of our height
maps and stuff like that. And then we can start
turning this into an actual geometry model. So let's go ahead and continue with this in our next chapter.
6. 05 Exporting Our Mountain: Okay, so let's go ahead
and get started by exporting our terrain over here. So, this isn't too difficult. The only annoying thing
is that I personally, wow, it's really sensitive, Aon. I personally have
quite a few bugs within the program
for some reason. So let's just see how it goes. First of all, what
I like to do is I like to go up here and we have our mountains and texts. And let's go ahead and call one like let's call it raw
or something like that, just to have like our
raw textures in here. Circle, let me just
do this. And then I can copy this over. Okay. And now, in order
to save our maps, we want to go up here
to the save button. 1 second, I once again have that bug where it
doesn't respond, and we want to go
ahead and press art to our export presets. And we want to go ahead and want to
export our height map. A normal map, a split map, and a column map. I guess I guess you can use
a roughness map if you want. Yeah, just for fun. Let's also do a roughness map. I actually normally
don't do that, but I do realize that I can show you how to use
that in unreal. The reason I normally
don't do it is because the roughness map has such little response
in unreal because it is so far away from the camera that it often
doesn't really matter. But we can just export it. Now, next to this, there was
also an option to export your mesh over
here. Mesh Export. You can click on it, so you click on Mesh and
then over here. So this way, you can actually
export it as an OBJ. Unfortunately, in my
case, for some reason, this one literally crashes world creator for me.
It always did this. I don't know why.
So unfortunately, what I'm going to
do is I'm not going to include that one. Instead, what I will do is I will simply use the height map. So here you can see
the height map. So let's have a look. For my height map,
I want to export my hi PAP height map, sorry, as a 16 bit PNG over here that is often more
than enough for what I need to keep it simple. My norm map, I want to
also export as PNG. Yeah, we can just get
away with eight bits. You can do 16 bits if you want, but rarely nor maps
need above eight bits. Only if they have very
specific layering details, would they need a little
bit more of a bit rate. So we have that one done. We don't really
need anything else. No. Our map, our splat map is
basically the map that has, like, all of the
different colors in here. So we can also go for pinchy. Right now, you
don't see anything, but a splat map is
basically the map that controls where all
of our materials are. So where there is
grass, it will have one color, where there is, like, I don't know, rock, it will have another color
and stuff like that. So yes, it should be fine. Only thing is with the
splat map, it's RGBA. So there are four inputs. However, we have more texture, so we'll see how it goes. Color map over here, this is our actual texture, which is looking good
and our roughness map, PNG, that's also looking fine. Okay, awesome. So when you have all of these maps exported, there's two things
that you can do. One of them for me,
often is Willy buggy. So what I'm going to do is I'm going to save
my scene first. And that is to export all
of them at the same time. I often go up here
to select folder, and I basically paste in the raw folder
that we have created. And then I basically
press Export. If this does not
work, and I will try, sometimes it just like freezes. If this does not
work, you can also go, I believe was it this one. Oh, no, no, sorry, this one. You're going to go up
here, and then you can export individual maps using
this save button here. But let's just go ahead
and try it out, shall we? So first of all, what I want to do is
right now my height map, it is like 2048. I want to go for eight
K maps, actually. I'm going to go and set
this back to 18 over here to go for nice high resolution and
give the second a load. And now what you can
see is that now it is exporting at an
eight K resolution. So that is what is controlling
the resolution mostly. Now, having that done, I'm going to now go ahead and Okay, yeah it's
still working. I'm now going to simply press Exportl and we will
see if it works. So it looks like that it has managed to export
the height map, although it is
setting at zero KB. So what I will do is I will pass the video because it might take quite a
while to export this. It can take a few minutes. And depending on how things
go, I will let you know. So it looks like it is able
to export the height map. Yeah, let's just pass the
video because here you can see that one map is like 85 Bs, and we'll see if it properly has been able
to export everything, although, oh, it looks
like it already crashed. Yeah, see, here it was
only able to export the height map and not the
rest. Okay, fair enough. In that case, what I'm going to do is I'm just going to go to my normal press Save and
just call this normal map. And yeah, honestly,
I don't really care too much about the
names because we are not going to use
this one anyway. So, well, we are
going to use it, but we are going to rebake it. So let's just export
it like this. So what I will do is I
will export and pass every single time until
everything has been exported. Okay. So that one
has been exported. Now our splat map, I am quite curious
about the splat map. I'm expecting to see, like, here layer one, two,
three, four, five. Okay, so we'll see how it
goes with, like, a splat map. Yeah, so it should
stay on layers. And I'll see if it works
good enough so that I can translate it
inside of unreal engine. So Splat map, let's go
ahead and export that one. Okay, so that one
also has worked. Our color map, one of
the most important ones. Let's go ahead and
save that one. Okay. And the last one is our roughness map over here. Let's go ahead
and save that. And now what we can do is if
we just go ahead and open up the splat map inside
a Photoshop, yeah, see, here, this is what I was
worried about the splat map, it has some information in it, but not the correct information. So let's just go ahead
and go back over here, and into our splat map, what I'm going to do is I'm going to first of all,
turn off transparency. I'm going to export this just
as like a taga file because sometimes those channels
or actually not taga sorry, TIF over here. Those channels often seem
to work a bit better. And the tricky
thing is right now, so our layers are
present over here. But I might need to, like, export them as double layers, which is what I'm a
little bit worried about. So it has exported now. Let's have a look inside the photoshop and
let's track ar tif. Okay, so yeah, that looks
a little bit more logical. Okay, so let's see which
ones it managed to capture, because I don't the splat map is not super vital
for specific maps. Reason is we only need
sand, grass, and rock. So what do I have over here? So, this one is definitely
like the grass. Okay, that's fine. This one
looks like the rock, correct? Yeah, that must
be like the rock. And this one is
probably like the sand. So I think that we can
get away with this. I think this is
already enough for what we need specifically. The reason is because
a splat map for a vista is not as
important because we are only using it to
basically enhance some of our textures a little bit so that they look slightly
nicer up close. But we rely mostly
on our base color. So that's why I wasn't
too worried about that. But yeah, in general, so it managed to export
these layers over here. I guess another thing
that you could do, although I have not tried it, is you can go up here. Go into your materials
and basically turn off some of these materials so that they do not interfere
with your splat map. So I don't know if this
one is like, so you can, turn off one of the grass, one of the O, maybe you want to actually
keep this one on. Yeah, you can turn off,
like, one of the grass, one of the dirt and
stuff like that. And that way, you
can also try and capture your splat map. However, honestly, it's
not needed for what we do. I'm trying to keep this way
more simplified because we are simply not creating an
actual train right now. We are just creating a model. But anyway, so our spat map
is now looking correct. Let's just go ahead and
delete the PNG one. And now what we can do is we can go ahead and we can open up. In my case, I want to use MmsetTolbg and we can start turning this
into actual geometry, and then we can start baking it. So let's go ahead and continue with this in our next chapter.
7. 06 Baking Our Mountain Mesh: Okay, so now that we
have created our train, we can now move on to
some other softwares, which I'm personally quite happy about because they
are a little bit more stable for me to use, so we won't have as many arrows and workarounds and
stuff like that. Here we are inside of marmoset. Now, the first thing we need
in order to basically use our height map on our in
Marmoset in order to, like, bake our actual
mesh is we need a plane. You can just do this in
any other three software. I'm just going to use trees Max. I'm just going to
create a simple plane. I'm going to make it
it's not about scale, so I can just make it like
100 by 100 centimeters. I like to set it
exactly in the center. And then what I like
to do is I like to give quite a bit of geometry. So let's say 100
by 100 over here. And that's it. I can just
go ahead and I will, of course, supply this
plane for you guys. So export and nice
thing is a plane is already Uvnmapped perfectly in like a square, which
is what we want. So I can just go ahead and I can export this stuff over here. Plane underscore
HP, for example, and it doesn't really matter. You can just export it as
like an FBX or an OBJ. All we need is we need to get this plane inside of Momoset. Here we go. Okay. Awesome. So we got this plane over here. In Momoset I just like to
always set my sky to like a plain color over here so that I can preview
things a bit better. And that's a really weird sky. Oh, they changed it looks like they changed the default
sky in the newest updates, but again, so we have
a plane over here. Now, what we're going to do is we are going to
create a new material and call this train
underscore HP, and just drag it onto the plane. Then the second thing
that you want to do is we want to
go to the plane, click on the sub child
over here of the plane, and you want to
turn on subdivide, and you want to give it
quite a bit of geometry. I'm going to give it
like five subdivisions until I'm at 30 million or okay, yeah, 20 million should be fine. Like 20 million triangles. I do hope that you have a
slightly strong PC for this, else, it might be
a little bit slow. The next thing that we're
going to do is we are going to go over here to material, set the displacement
to be height. Over here. Now, with
our maps over here, we want to just drag them
into the correct slots. So we have our height
map over here. Whenever we drag
in a height map, it's a little bit
difficult to see, but we will go over
it a bit later. First of all, let's also
drag in a norm map, and now we can see everything
a little bit better. And now with our
norm map, we can play around to the
scale of our height, and you want to kind of get the correct scaling that
we used to have before. But this is also giving you flexibility to play
around to the scale. I think that's a pretty
good looking scale. So 0.125. We have our
albedo map over here, which will right away,
give it some color, and we have our
roughness map over here. Okay. So of course, it doesn't feel Ooh, wow, our roughness, we
definitely need to edit a little bit because
that is way too shiny. But I'm still going to bake it. It's just like
it's really shiny. So, we have this,
and at this point, it is looking fine because we don't need
to use our splat map. If you want, I'm not going
to go into how to do it, but if you want, you can
add a directional light. If you want to quickly
preview your scene over here. Maybe make it feel a bit nicer. Also just play
around with, like, your shape to give it
like a softer shadow. And I really dislike the sky, so I'm just going to
quickly change the sky. It's not needed. I just like
to look at something that's, like, a little bit more decent. But since the latest update, some stuff has changed
inside of Momset. Okay, that's honestly,
that's fine. Okay, so we now have this mesh, which is going to
be our hi polymsh. The next thing that we need
to do is we need to have a low polymsh that
we can bake all of these hi pole details into a lower resolution because even though we have
nanite in unreal, I want to show you the
general technique. I don't want to show you how importing like 20
million polygons. That's just not necessary. And also, what I also want to
do is I want to cut things up a little bit. So
this is quite easy. All we will need to do is we
need to grab our plane HP. And I'm just going
to navigate to my Exports folder over here. And then you want to
go to File and Export. Oh, hey, they changed
this. Oh, they completely changed this window. This is the first I've seen
because I just updated it before the tutorial because I expected that there wouldn't
be that many changes. But it looks like it's
pretty straightforward. So exports. Call it Train underscore HP OBJ and I don't need to
export my materials, my model, and I can just
go ahead and press Export. And that should
give me the option. If it crashes, lower down your subdivision levels.
That's pretty much it. If it crashes, you can
just lower it down a bit, and it won't make that
big of a difference because we are going to
lower it down anyway. But if it works, then it
should be totally fine. So what I see over here is that it's taking
a little bit too long. So what I'm going to do is I'm
just going to cancel this, and it's probably taking no, does it take a while or not? To cancel. I'll just pass the video until it's done
canceling. Oh, okay. So to make it all
easier to handle, we can just go to
plane temporarily, we can set this to
like four segments. Whenever you do
that, it's reset, so you just need to turn on and off your displacement, see? And then it goes back. I
don't know why it does that. But now we are
only at 5 million, and that should be
way easier to export. So once again, we can just
go ahead and press Export, and now it should be able to export it quite a bit easier. Now, what I'm going to do is
I am going to use ZBrush in order to basically optimize
this and also to Van bit. So while this is exporting, let me just quickly
load up ZBrush. Here we go. So it
is done exporting. Make sure they're safer scene. And now inside a C brush, I know that my UI
looks very different. If you want, I can switch
to the one that you guys probably have like
this one over here. And I like to always go to document and
set my range a bit lower and press Zoom to
basically zoom in my Canvas. And all we need to do is we just need to go
ahead and import. And we want to import
our Train HP over here. So in zebras, we are going to decide the shape of a mountain, and we are also going
to optimize it. So this is actually
quite exciting. So this is what I have been
talking about non stop about not caring about the
grass and stuff like that. It is because over here,
I'm going to select out the mountain that
I want to have. And I'm just having
a look, so I will probably go, I don't know, we can probably keep
this site over here. So what if I go like,
from here? Next to this. And because I'm only
making mountains, I want to cut it off quite
close to the mountain. Let's say that I cut it here. Let's do here, and then
I go around the back, and then over here, I will
just cut it like this. I think that's a
pretty good idea. And then what we are
going to do later on is we are just going
to jump in, like, any tree software, and
we are just going to, like, improve it a
little bit more. So having that done, if you hold control, you can
go to your masking tool. And then if you click on your brush, while holding control, we want to have a mask lesso it's a bit tricky sometimes
to see it from the top. So what I'm going to do is I'm
just going to go ahead and let's oh, let's see. We were going to
go there, right? So I'm just going to go up here. And I try to give it, like, a decent looking cut. So here you can see that
I'm just going to go, like, close to my mountains. And then if I'm not
sure, I can just finish my selection, okay? And then I can see
that now I want to go down here and here. And let's say that I
also want to now finish this selection just by
selecting it like that. And then I'm just going
to go ahead and I am also going to
cut it off here. So let's go down here.
Now, let's undo that. I did not like Osak. I did not like how much I
cut it off. Let's do this. And now we are going
to cut it off here. Then we want to go down here and probably
just want to, like, probably leave it
somewhere along this line. Yeah, that looks quite nice. If you want, you can also cut that little dimple down here. Because it's not really
part of the mountain. So if you want, we can
also get rid of that. And maybe you also want to get rid of this part over here. Okay, cool. So when
you have decided on the shape of your mountain
that you want to use, then what you can
do is you can go to poly groups and you can
press group mast over here. Then hold Control and
just drag in empty space. And now if you
hold Control Shift and click on your mountain, like this, now you can see that this
will be our mountain. So you can see
like now it's like a classic standalone Vista
mountain type thing. At this point, we just
want to go to geometry. Then we want to go to
our modified topology and want to press delete hidden, which will just get rid of the hidden mesh,
and there we go. Okay, cool. So at this point, it is up to you to basically
decide how much of the shape you want to how much of the shape you
want to optimize. Right now we have around 8,900 million points that
does not mean polygons, but it is often quite close. And you can see
that we have this really dense polygonal mesh. What we are going
to do is because I want to show you how to create generic vista assets
that you can also use in Unity or any other software
that doesn't use Nanite, I want to go ahead and I
want to optimize the bit. Now, this might be a
bit tricky to explain. I am going to optimize it. However, I am going to
keep it slightly higher poly because I will be
using Nanite than I would, if I'm making this
for, for example, Unity or another game engine. The only difference
is literally how much we decide to
automatically optimize it. So I want to probably
go around 50 K polys. But if I would be making
this for, for example, Unity or something, I would be at around 20,000 or something. So I can go pre
process current over here in our decimation master. And I do apologize if this went a bit fast because
I was distracted. Basically, if you
go to Ziplugin, you can drag this
window over here, and you want to go to
decimation Master. You are pressing pre process
current to basically index the calculations of the mesh so that it
can optimize it. We are now optimizing it so that only 20% of our current
active Polycold is left. So I can press decimate current. And what I like to
personally do is I like to keep pressing
preprocess current. Like to keep decimating
it until I'm happy with it so that I can see
the actual changes. So what I want to do is I
want to go pretty close up and I want to try and keep the shape of my mountain intact. So if I press decimate,
you can see that now here, 35, you can see that now it
starts to lose the shape. If I would do it again, you can see that now
we are at 7,000. Now, 7,000 might
seem very extreme. However, remember
that we are having a normal map that will bring
in all of our details again. So from a large distance like this, you won't
really notice. However, because I like to make
something that you can also look at a little bit more
close up for a tutorial, at least, I'm going to go ahead and I'm going
to Indo this once more, instead of 20%, I'm
going to set this to 35. Preprocess. Decimate.
62 million. Let's preprocess once more. And this time, set it to
like 80 or something. 50,000. Okay, that's
looking good. Now that we've done
this, right now, whenever you use your
decimation master, you lose all of your UVs. So what you want to do is you want to go ahead
and you want to go into your UV master tool,
which is a little bit down. And I like to just often
do a simple out of unwrap. I just press nmap,
and that's it. It's now already done. Oh, no, wait, it was still
loading. Now it is done. And because it is
one large plane, it will have still kept all of the out of unwrap
in this one plane, which means that there
are no seams, well, on the outside, but we don't
care about the outside. So this mesh is
now already done. You can press check seams and then you can see that heres. The only seams are
around the edges. And with the UV master, you don't often really need to worry about any stretching. It's really good at keeping
it at a good value. So having that done, what I'm going to do now is I'm going to already
export my mesh. So I'm already done
inside of brush. You can go ahead and
press Export and call this Train underscore
LP and save it. Now, the first thing
we are going to do now is we are going to bake it. However, I also already want to just import it
inside of Tres Max. But you can use M or whatever. The tools I'm using are
literally the tools that are in every single tree
and modeling software. Even the naming is correct, and else I will
mention you naming. So over here, if we just go
at an import, A ran here. You don't yet want
to change anything, but here you can see that, yes, it does feel like quite hipoly, but this is where Nanite
would come in, in my case. I can go to my
Unwrap UVW modifier, or you can just open up
your UVs, basically. Whatever tool you're using,
just open up your UVs, and then you can check, and
you can see that over here. It has nicely stretched out our entire island, so
that's looking good. Awesome. So what are
we going to do now? We are now going to get started
with the baking process. We want to go at
and we want to go back inside of marmoset. The first thing that
I like to do is I like to quickly
go into Photoshop, and I like to edit my roughness. Because for some reason, the roughness is
a little bit off. I think where it is off is that these shapes of a roughness, when something is
white, it looks dull, when something is dark, it looks shiny, and
for some reason, they decided to make the rock
shiny, which I don't like. So I'm going to just go to
edit adjustments and levels. And then what I want to
do is I just want to go ahead and I want to push up my black slider to the top to make everything
quite a bit lighter. And then if I simply
press Control S, and because it's eight
K, it might take a second to actually
save the mesh. So, um, 90%. There we go. Now if we switch back to Mm
set, it will update, see? That's looking a
lot more logical. Okay, awesome. What
we're going to do now is we're going to get
started with our baking. So for our baking, all
we need to do is we just need to go up here and press
this little bread icon, and then we get a new baker. In our baker, we want
to drag the HP in high and just turn on this
little I icon to see it again. And we want to import our low
poly terrain P over here. So there's a low poly in low. Because, of course, it's
exactly the same position because we didn't
change any positions, it can bake really,
really nicely. Next, what we need to do
is we need to click on Low set out the bake to none. And over here you have
your cage and your cage basically dictates from which
point it will start baking. If your cage is smaller than
the details on your hypol, it will cause baking error. So always move it a little bit above so that your
entire hypol is covered. Because our mesh is so
similar to our hi ply, this is no problem at
all because, yeah, it's just so similar that
we don't need to do a lot. At this point, we
are ready to set up all of our baking stuff. So if we go to textures, make a folder called bakes. Mountain on the score. 01, I'm doing this
because I will most likely capture a few
more mountains later on. Yeah, if you want, you can
also capture this one, but I'm just going to
stick to the main one. I'm going, of
course, in my output set this to be Mountain 01. Call it mountain on score 01, and I'm just going to
go for P&G formats. I don't really like PSD because it is
annoying to preview. So PNG format, I like to
set my samples to 16, which will give us
slightly crisper results, and I like to export this
at eight K resolution. Next, we need to figure
out what we need. We need a normal map, Let's turn off all
of the other stuff. We we don't really need a
height map in this case, because we already
have a height. Oh, sorry, you know, we don't need a height map because we already have a mesh. We need a amultclusion
is always handy, but the most
important one is that we want to export the albedo, which is our color and the export and the roughness,
which is our roughness. Funny enough, this technique you can do with any other asset. If you ever have an asset
where you need to bake the textures from one asset onto another asset that
is very similar. You can always use
this technique. As long as your hipoly has a
material with stuff on it, you can simply bake whatever is in deep material
onto another asset. See this, for
example, as that you have a highly optimized mesh. You you grab a A model. I've had to do this more often. You grab a A model that
is high resolution, and you need to turn it into a mobile asset for
mobile and VR. So you optimize
the entire asset, you re unwrap it. And then what you
can do is you can simply as long as the
shape is very similar, use Mamset to bake it down from that really high
resolution asset to the lower resolution asset,
just as a quick tip. At this point, so
roughness, normal. Okay, we don't need
to do anything else. So once you're happy with
it, turn everything on. I'm pretty sure that
the bake will go fine, so I don't need to
do a test bake, and then we can
simply press bake. Now, give it a second. The first time
always takes longer. Oh, then, I forgot to set my hypol back to
high resolution. So I will just let
this bake finish, and then I'm just
going to quickly higher my resolution
and bake again. So give me just 1 second. Okay, so that is now
completely done. So we now have our
bags here ready to go. If you want, you can, of course, double check by going and turning off your
hypol or just hiding it. And if you press this
little P button, it will automatically
create a material for you with the maps assigned. See? So now we have a
default material. And here you can see that now
we have our low poly bake, which is looking pretty good. We are not done yet, however. So we now have a bake, yes, that's totally fine. It's not super high poly, and it will look really
nice from a distance. But we will have one problem, which I'm going to show you now. Save my scene first. And that is if we go in three years Max, so we have a mesh. Now, actually, there
are a few problems. The first problem, which
is quite easy is that Unreal engine always
reads from 000, which is where our
pivot point is, which means that we would
like to move our mountain. After you've done our baking, this will be a new version. We will ops move our mountain over here in
the center. Like this. So that a pivot point will be in the center
of the mountain. Now, if I just turn
off my heads and faces, we have another problem, and that problem is basically
that now if we would go ahead and expoti to reel
and we would place it around, what will happen is
whenever you place this, there is this
really large change in height because we,
of course, cut it out. And, of course, this
will cause, like, really large holes
and stuff like that. We do not want that. So instead, what we are
going to do is we are going to decide on our
base height level. I will probably go
probably somewhere around, like probably something
around this level. I want to twine
sit in between so that because we
are going to move some pieces up and
some pieces down. Yeah, I think something
like this should be fine. And then what I like
to do is, I like to just create a
very quick plane, just to make it easier for
me to preview something. And next, if we just
go to our twain, we want to go ahead and
go to our border select, basically what you
want to do is you want to select the entire
outline over here. Once you've done
that, you want to grab something called
soft selection. It's named the same
I Maya and blender. You turn on soft selection
and you control the file off. And what you can see over
here is it will give us a small file off like this. And then what we can do is
if we now go ahead and go to our scaling and
then scale this flat, you can see that
it will carefully scale our mountain flat. And then if we just move
it down a little bit, for example, we get this effect. So now what we are doing is we have scaled our mountain flat. If I just go ahead and
hide hide this over here. We have now scaled our
edges of a mountain flat, which means that it
will blend much better. Do be careful that, of course, you don't make any
extreme changes because then your textures
will cause errors. I cannot see over here
that I have a tiny error. These arrows sometimes, you might sometimes
just want to, like, move this one vert C. And don't worry doing
that on will small scale, it will not cause
any UV problems, especially not on
such a large asset, but it can avoid some
weird shading arrows. It happens whenever we
sometimes optimize stuff. But I think that's
looking on the way. There's one more
here. One more here. It's more than
normal. Maybe because the higher poli you leave it, the more you often get of these. But it's just a little bit of cleanup, and once that is done, our mountain is ready
to be exported to nil already, which
is really cool. So, we pretty much got
this one now down. Now you can choose, of
course, once again, the height of your mesh, but I'm just going
to have it slightly below the ground so that
when we drag it in, it will also be slightly
below the ground. And I'm not worried
about the scale yet because I'm going
to set the scale inside of Unreal engine. Since scaling entire mountains is quite a difficult one to do. So let's go ahead and go file
export, export selection. And what I like to do is, I
like to export it as an FBX. Mountain underscore 01. Let's go ahead and make
a new folder called two unreal over here. So mountain 01, safe. And I like to turn on
triangulate just in case. And then I'm just going to
go ahead and oh, no, sorry, I don't want to do that because we did not bake like
that. Just press ok. There we go. Okay. Awesome.
So as a quick recap, we now have a final mesh, and we now have our baked
textures ready to go. The only thing that
you might want to do in your baked textures over here is double check that
the naming is correct, which looks like it is fine. So the next chapter, what we're going to
do is we are going to create a new unreal
engine project. We are going to input
all of our meshes, and we are going to
create a special material that we will use for
terrain so that we can properly preview everything so that we have a nice
finer mountain that we can use
inside of unreal. So let's go ahead and continue with this in the next chapter.
8. 07 Setting Up Our Unreal Engine Project: Okay, so we are now
going to go ahead and start focusing on a project. So I'm just going to create
a blank project for this, and I want to go ahead
and find a folder. Let me just go ahead
and make one over here. Vista. I always like to call my folders unreal
in capital letters. And let's just go ahead and call this FstaUnscore soil
or something like that. And yeah, we can just
go maximum quality, and it's quite the press Create. So now that that is done, we want to get started. Let me just move this over here by creating a basic folder
structure and then we can go ahead and we can start by
importing all of our assets. So here we have our content. I'm just going to go ahead and create a new folder and I will call this one Vista
underscore Tutil. And in here, I like to have
a folder called assets. Another folder called
textis another one called saves and another one
called materials like that. In our Assets folder, I'm going to create another
folder that I'll call mountain or
mountains over here. Sorry, let me just go
ahead and get rid of my filters and stuff like that. And in this Mountains folder, we can import our
Mountain 01 FBX. So let's go ahead and
input that in here. And now, so the only
thing that we do not know yet is the scales. That's something that
we do need to work on. I'm just going to go
to Advanced and I automatically always
turn on combined meshes. When I turn it on, it will
remember the setting, so we can use this
setting later on. And for now we can just go
ahead and we can press Import. Next, in our textures, we can right click New folder. Mountain underscore
01. And in here, what I want to import is
all of my baked maps. So we can go ahead and we
can import them over here. Now, there's a few things
that we need to do whenever we import something
into real like this. The first one is that
roughness maps are grayscale, so you want to go
ahead and open them up by double clicking. And then what you want to
do is you want to turn off the SRGB over here. This way, the material is able to read it properly
as a roughness map. If you don't do that, your roughness will
not be accurate. The second one is that we
want to go in our mountain. And because we have baked
this in open GL format, while Unreal engine
uses direct X format, we want to go to Advanced
and flip the green channel. The only difference is that
the green channel is flipped. So you might hear about
this a little bit more later on about
OpenGL and direct X. You can also see
that our normal map is really strong,
but don't worry. This is something that we
will compensate inside of our material. And
that's about it. The rest, we can pretty much
leave the same for now. Now, the next thing
that we are going to do is let's just go ahead and create a base
scene that we can use. So over here, what
I'm going to do is, let's go ahead and probably
create a new level. But let's just go
ahead and start the basic over here
and press Create. Basically what I'm thinking
about is we will create something more visually interesting, but we
will do it later. I first want to just be able
to preview my mountains. So here we just
have a basic level which just like some
basic lighting. Looks like that all looks
a, it all looks fine. I'm going to go to File.
Save current levels. And in my Vista tutorials
and saves in here. I want to go ahead and
call this Mountain and maybe let's call
it mountain range or something like
that, and press save. While I will later do
is because, of course, this is a Vista tutorial, I will later on probably
import a basic environment, and then I will go ahead and I will place the vistas around that because else it will not look very
visually interesting. Okay, awesome. Having that done, the last thing that
we need to do is we need to go into
our materials, and here we are going
to get started by creating a custom
material for mountains. It's actually going to be
quite an easy material. Let's just go at the right
click, create the material. Vista mountain
underscore master. And I always like
to call it master. And this is not an
introduction to Unreal. We are just working on
creating Vista, I said, so I won't really go over
too much in depth or like how instances work
and everything like that. So you can just follow along. But what we will be doing is some basic material creation. Now, let's get started by grabbing all of our
materials over here. Dragging them into our mountain master and we can
just go at them. We can place these in here. And then I just want to drag. Looks like my unhels bit slow. This sometimes
happens when I have, like, too many things open. So let me just close
down Photoshop, and I will keep Trees Max open. There we go. Hopefully, this
is a little bit faster. It's just when I'm recording and I have multiple
software open, it just starts to
slow down a bit. Now, the next thing
I want to do is, I'm just going to
go ahead and I'm going to convert these to Pemter so that we can later on swap out the
maps if we need to. So right click,
convert to Pemter. This one is called Oh, we do need to call it a
little bit more specific. Let's call it
overall base coolor. The reason I say overall is because we are
also going to have, of course, our mega scan textures that we'll
overlay on top of it. This is what the
splat map was for. So Covert PemterOall score AO. Over here, we have if you want, you can place the
empty seclusion off of your roughness map in order
to save some texture memory. But I'm not really going to
focus on that right now. Overall score. Roughness. Okay. So we have these few maps. Now, there's a bunch of stuff that I want to go
ahead and do with this. So we have over here our
overall base color right now, we don't really need
to do anything yet, so we can just place
it into a base color. Overall embitclusion, we don't
need to do anything yet. Now, in my normal over here, I want to add a node that's
called a flatten normal node. What this allows us to do is it allows us to
plug in a normal. And then if we a and click once, we can add a scale
pemter and we can call this overall normal
strength over here. And by doing this, and I'm going to set this
probably to like 0.5, we can control the strength of this norm map because
this nor map right now, it has an additional strength. This always happens with rains. For some reason, whenever
you bake a rain like this, the norm map comes
out too strong, and it's most likely
because it's trying to overlay both your height map, your hypolbke and it's
trying to also overlay the actual non map details from our nomp that we have inputted. However, if we
would not do that, we would get lighting errors. So just trust me on this. We can just go ahead
and use this for now. Plug this into our normal
and our overall roughness. I guess what we want to do is maybe we just want to create a multiply over here, and we are going to plug
in our roughness at the B and then a scale
parameter called roughness. Amount over here, and we
can plug this into the A, and let's set the
roughness amount to I believe one is default. Yeah, yeah, one is default and plug this into
our roughness. Okay, so we now got something really basic over here yet
that's looking correct. If you want, you can already
apply this material to our mountain and we can drag in our
mountain in our scene. So what you want to do
is you want to go to materials, grab your master, create a material instance, and just call this
mountain underscore 01. Then go ahead and
go into our assets, and let's open up Mountain 01. Just go to drag it in here. And there's a few things
that I like to do. First of all, I like
to go ahead and drag in my instance over here. Safe. Then I like to drag in my mountain and I already
give it like a rough scaling, and then I like to
turn on my nanite. So over here, right now, as you can see, our
mountain is cute. It's such a nice, tiny mountain, but we are going to
go for something way bigger. So you
want to scroll down. Go into your import
settings and transform. And in here, I'm going
to make this like 100 times bigger to get started
with and press reimport. That's why I don't
want to do Nanite yet because I don't
have a turn on yet. That's 200 times. Press reimport. 200 times, still feels probably
like too small. Let's do 300 times. And this is where
we can basically control how big we want
our mountain to be. Now, without actually
having an environment, it's always a bit difficult
to find, a good context. But as you can see over here, the mountain already
like up close, of course, the textures
look quite low resolution. But from a distance,
although I would probably like rotated like
this, from a distance, it's starting to already
feel quite nice, and we don't have really
nice lighting yet, but that can also come later on. Yeah, let's for now
start with 300. Next one I'm going to do
is, I'm going to press Enable Nanite spot and apply my changes just to
enable Nanite on this, and then I can save my scene. Now that that is done, what
we're going to do is we are going to import our
mega scan textures. So the ones that we had to import because we
didn't use all of them, is we need a rock underscore 01. We wanted a Sand underscore 01, but I also wanted a grass. I actually wanted
to have a grass in here just to give it a
little bit extra detail. Because here we have
more control. Sand 02. Let's have a quick Look. Let's go at where are
you textis Mountain? Where's my splat map? I forgot to bake my splat map. So if we just quickly open up
our baking scene over here. All you need to do
is in your train HB, drag in your splat map in
your Albedo map over here, and then we can right
away bake our splat map. And then we just go Bags, turn off everything
except for albedo. And I'm just going to
go in here because else the naming will
not be the same. Bigs mountain, Mountain
underscore 01 underscore split. And let's do PNG. And let's save. And
then we can just do a really quick bake. So that's
all we will need to do. And the only thing that I then like to do is if we go into our bakes once it is
done, there we go. I just go ahead and remove
the underscore albedo behind it to keep the naming conventions
a little bit nicer. Okay, so sorry about that. Let's go ahead and
go back into reel. Drag in our splat map over here. That's now looking fine. And I want to just go
ahead and open it up. So we have our grass, rock, and one sand. So we only will need
to import one sent. So, send one, and let's do also Grass underscore
01 over here. Now, the nice thing
is because we already have a roughness
map on our terrain, we don't need to waste a lot
of texture space on that. All we will need to do
is we need to import our albido and normal map
from our rock over here, and even the albedo map, you can technically
just like, leave it. I just like to add the albedo, and then I like to blend it
with my original texture to sometimes give it a little bit more of like nicer quality. Just open up your normal and make sure to flip
the green jannel around. Then we have our send one, and let's just go ahead and
import our send one Abdo normal over here like
this. Flip green channel. And now for our grass, if you want, what you can
do is you can go down here. You can go to the Quixle Bridge and just import the
grass like this, or you can just go
to the website. Let's see. Yeah, because we
only need a normal. The reason why I'm thinking
out loud is because the roughness and
everything gets imported differently whenever
we use Quicklebidge, but we don't need the roughness. So we can simply go in here. We can go grass, and then
we can go like wild grass. If we just grab something
that's quite generic looking. Um, honestly, the one
that we had here. Mostly grass, I don't know. I don't want something
that's really patchy. I want something that
looks really even. So probably this one. Just
go ahead and sign in. Here we go. So I signed in. And now, what you can do is
I just need medium quality. I don't really need
super high resolution. So I can just press Download, and then I can press
art and it will automatically be
added to our scene. And now in here, I only care
about diffuse and normal. So I'm just going
to track those into our grass over here. And then for the rest, what
I can do is I can actually just like, What I like to do is, I like to save my scene, always, when I do this stuff and
just save all of my content. Then like the right click
on my contact folder and press Fix up redirectors. And this will just
make sure that when we delete our Mexican folders because we no longer need them, we can delete them,
and then it will not link those textures that
we moved to our material. So now at this point,
all we need to do is in diffuse of our
grass over here, we want to go ahead
and set the brightness quite a bit up because this is, of course, something that we
used to change in Photoshop. So let's say we
start with three. This feels really
low resolution. I know it's two k, but that
feels really low for to k, but we'll see how it goes. Anyway, so and this one
is already correct. Now that we have
all of our textures imported and ready to go, yeah, what we can do is we
can start by just dragging these
into our material, and then we can start setting
them up with our splat map. Let's go ahead and just
drag this one here. Let's go ahead and drag This one and finally,
also our grass. Although I feel like our grass is probably still too dark. Let's go ahead and go over here. Okay. So those are now all done. Now I need my splat map. So let's just go ahead
and grab that one over here and also drag it in here. Now what we can do is
we can basically assign these maps to the colors
inside of our splat map. Now, the way that we are
basically going to do that is we are going
to use lubs for this. So with this done, I'm going to go ahead and
start with like a lub. Oh I cannot type linear
interpolate over here, a lub. And one sec, I don't really
let me just do this. One, two, three. I just need to keep the order correct so that I don't get mistaken, which norm map belongs to which
larp and stuff like that. So, Okay, so we have this one. Now, the first thing
that we need to do is we need to figure
out our masking. For that, I do like to open up my splat map, and I
like to have a look. So it looks like that our red channel is
going to be our grass. Now, if we just go ahead
and leave grass to default, that means that the next
channel would be our rocks. So if we larp our
grass over here, with our rocks, which
is this one over here, we want to lurk it using
the green channel. And then because we only
have one channel left, if you just click and drag, and add another up. Okay, I wanted the sand in the top and our
base at the bottom, and then lub this one using our blue channel over
here in the Alpha. You can see this
almost like a blend. We are just blending between the different maps using a mask. Now, having that done, the next thing that I want
to do is I want to give it a bit of control over
both the tiling, but also over my mask
strength over here. So let's start easy. Let's add a texture
coordinate note over here. And let's a scale
perimeter and let's call this one grass
underscore tiling. The reason for this is because I want to go ahead and
I want to give it different tiling for
each texture because some textures need a lot of tiling, some need very little. Let's set the default to like
ten or something like that, and then multiply it. So when we multiply these, what will happen is that we are multiplying our
texture coordinates using our grass tiling. So the more times or the
higher we set this value, the more times our
textures will be tiled. I can now go ahead
and I can go in here and duplicate
this three times. Call this one Rock on the score tiling and call this one
sand on the score tiling. Next, just simply
plug these ones into their correct
UVs over here. And while you are at it, you can also go ahead
and plug them into the correct non map UVs up here. Like that. Okay, so
that one is also done. Now the next thing that I
want to do is I probably want to go ahead and just
duplicate my lubs over here. And let's have a look. Grass
goes in B Rock goes in A, and sand goes in A over here. Green channel goes
in this Alpha, blue channel goes in this one. Now, we might now need
to also alter our masks, the strength, and we might need to invert them
and stuff like that. However, that kind
of stuff will only happen when I
actually preview it. So I'm just going to temporarily drag my larp straight
into my base color, and the only reason I'm doing this is so that I
can actually see what I'm doing inside of
my material over here. So let's just go ahead and have a look. So what do we have here? Our grass right now, is
sitting where our rocks are. So the first thing I
need to do is I need to invert and probably
also control the strength. So let's add a
scale perimeter and call this green strength, I guess, I will call it with
the default set to one. And then I want to add a multiply so oh, no,
sorry, not multiply. I want to add a power, and I'm going to
control my power over here by holding
control and dragging my green channel into the
power and then dragging the green into the base of our power so that
now we can control the power of our green mask. Then what I want to do is I
want to add a one minus note. Hold control again. And we're going to use this
to flip it around so that our rock is in here and
our grass is at the base. Now, if I go ahead
and press Save, this should flip
around our textures. Yes, it does. And it looks like that we do have the
sand overpowering. But if we just go
ahead and go into our materials and our
mountain 01 instance, we can now start by just
having some control over it. So I'm just going to
turn everything on and green strength. Here you see? You can see that
now I can control, how much of it I want in here. The only thing is that it doesn't seem to really
bring out the grass. I know that we didn't
have a lot of grass, but I did expect more than this. So I feel like something
is probably still warm. Like, I have my grass here, but I don't know. I expect more. So what I
will do is I will also add controls for my rock over here. No, wait. Actually, I'm doing
this in my green channel. So this is controlling, this is controlling the
rock and grass. I am doing this correctly.
So I just need to go ahead and so I
sometimes just forget, like, the order in which
I need to do stuff. This one is going to
be Blue strength. That's hold control. And I do not need to infer this, so I don't need a one minus. Throw this into blue. Yeah,
that should be correct. Like I said, it's just
about the order of things. I sometimes tend to
forget that a little bit. So now we have our blue strength and now we can go
ahead and go in here. And this should basically see. It should give back a little
bit more of the grass. However, we don't want to
make this too intense. We want this, like,
just on the level where there's a little bit
of blending between the two. So now we clearly have our sand, and we have our rock and
our grass sand over here. Don't worry about it
looking really bad. This is why we have
our main base color because this looks
just really bad. So now what we're going to
do is we are just going to go ahead and let's see, sand tiling that sets
to maybe like 15. Our rock. I'm quite happy
with my rock tiling. And my grass, although
it is way too dark, I'm going to set
that one and grass tiling to maybe like 30
or something like that. Over here. Okay. The next thing I'm going to do is
let's go into my grass. Let's open it up. And let's go ahead
and set this to like Bidens of five maybe, and maybe set my
saturation to like 0.9 to basically tone down
the saturation a bit to make it feel a
little bit more grounded. So, okay, so we got our grass. It's not a lot, but
it is something. And you can play
around a little bit, but I don't need
that much grass. So yeah, I do want to set my green strength a
little bit lower, so to make the
fading a bit better. Our overall normal
strength over here. This is something that I want to preview when we actually
have everything blended. So I'm going to go
to my base color, and then here I'm going
to add another lub, and I want to throw into my A, the base color from our
textures and into B, our overall base color, plug this one into the output. And then add a scalar
premter that we'll call base color overlay blend, for example, let's
go ahead and just set this to 0.5 to
get started with. And this is basically
to control how much of these base calls over here, we want to blend
together with this. Next, what I like to
do is, I like to add a blend color burn. And I often set this to the
base and then in my blend, I often set a constant
tree vector over here, and I make this like white, and this basically often balances out my
texture a little bit. You might not really
be able to see it. You can also go ahead and
convert to Bremra if you want. What do I call this? Burn
color or something like that. It's just like a trick that I'm so used to doing just because
it balances out our color, but sometimes it just
doesn't do anything. It's kind of like
a balance. Yeah. Now, next we have
over here our normal, and this is where the
most important stuff comes from that we have
been doing over here. And that is that I wanted to get mostly the normal detail. The base color is a bonus, but I mostly wanted to get
that fine normal detail. You almost can call
this a detail normal, which is quite a common term
if you are familiar with it. So we want to add
something that's called a blend angle corrected normals. We plug in our base
color over here. And then we plug in our
normals in the additional normal like that and throw
this into our normal slot. So this will blend in
and you can already see it happening, these two normals. At this point, you
can also, of course, go over here and you can use your flattened
normal if needed to control the strength of
your individual normals. I will simply see
if I need that. Roughness, we can leave. Our embiot occlusion, I guess, if you want, you can
add a scale pemter. A O score. Strength. Set the default to one and
add a multiply. Over here. So that we have a bit of control over the ambient
occlusion strength. But you can see, here we go. That's already it.
So it isn't a lot. But now if we save our scene, and hopefully with
everything added together, here see, we start to
get a nice blending. So we start to get the blending of our rocks in here
and of our sand, but we still get a little
bit of our overall texture. Or yeah, overall texture. So at this point, you can control how much
you want to blend. So often 0.5 is
quite a good one. Let's try play around with
my color burn to set it like slightly lower to
give it a little bit more like a darkening. But it's super sensitive, so I don't want to play
around with it too much. Let's see. So we got this one. I like my rock. I like the norm map strength
and stuff like that, and we now get our grass. So definitely, I feel like my grass should have
been a lot more, but that might just be a limitation of our
splat map because our splat map has used
the other grass texture. Yeah, I see over
here. But honestly, it's not really that big of
a deal for a vista asset. Like we could spend a lot
of time trying to fix that, but it wouldn't really
be that necessary. So, the first thing
I'm going to do now is I'm going to go
probably my mountain. Oh, sorry, my rock. And I
want to open this one up. I'm probably going to make
my rock a little bit darker. So let's go into our
brightness that is maybe like 0.8. Maybe 0.5. No, it doesn't stand
out enough with 0.5. So yeah, let's use
0.8 over here. Okay. So we got that one
working quite well. Now, of course, right now, because we are in like
a really basic scene, it will not look very nice. It's very flat and
stuff like that. We can, of course, but we
will do this later on. We can, of course, play around
with our light here, see, that we already,
instantly give it a more interesting look whenever you control
your light a little bit. Here and we can soften
the angle of our shadows, which I guess, for this
scale doesn't do too much. But here, that already instantly changes up our
mountain quite a bit. But basically, that's
something that we will go over in the next few chapters. Now that we have this mountain, I hope that you can already imagine that it's
now very easy to, for example, duplicate it. And let's say that you have
another one over here, and you basically create
a mountain range. So if you have this
and you also have a just like a base train that you would also give,
of course, like a texture. So let's say that I have this really large base
train over here. I grab in my mountains. Yeah, I'll probably
stay like this. And with just one mountain mesh, we can right away, create
a lot of variations. So you can imagine if you just have a few mountain meshes, and they also blend in
together really well. Here Cs are from a
distance that can give us instantly like some really
nice variation over here, and now it's just a matter of playing around
with the silhouett. So I would say that that is
the first way that you can go ahead and create a vista
asset of some mountains. Now at this point, what we need to do is
we just need to go ahead and we need to improve everything
a little bit more. So what we will do in the next chapter is I will just have aT laps
chapter where I create a few different
mountain variations that we can also import in here. And after that, we will
have another chapter. And in that chapter, I will
just show you a use case where we will be using them in a little presentation
environment. Once that is done, we are
done with the mountain parts, and then we will go
ahead and go over into our buildings into
our Vista buildings. So so far, I hope
that this was useful, and let's go ahead and
just polish all of this stuff up until we have
a nice presentation scene.
9. 08 Creating Mountain Variations Timelapse: M. I M
10. 09 Bug Fixing And Placing Our Mountains In A Sample Scene: Okay, so what we're
going to do in this chapter is we
are going to go over on how to actually
place our mountains into a sample environment, and then we are also
going to later on create some billboard
trees just to really bring everything together and show you a proper example. Now, before we do
that, there was one bug that I want to fix. Now, you might have
already noticed that I actually in the baking chapter, I gave a quick notification
on how to fix this bug. But in case you missed
that, I am very sorry, but it does mean a
little bit of rework. It's something that I
did not notice myself. Basically, where you are
baking your mountains, bake them without the
norm map selected. So don't just turn it off,
but literally just remove the norm map and then
bake your normals, because it turns out that we had some problems with the
strength because of this. Initially, I wanted
to bake it with the normals that I can get a little bit more
detail out of it. However, it made a really strange almost like double
overlap on our normals, which normally never happens. So I feel like it's more of like a baking bug inside of Momset. But I don't know. Anyway, so that will fix the
problem and that will make your mountains
look a lot better. Now, what we are going
to do now is I have this absolutely amazing looking large scale pine forest
environment over here. Now, this environment,
the guys at Real Biomes, which I can show you over here just to show you
where credit is due, they were kind enough
to borrow this to me. They make absolutely
amazing environments. So definitely check them
out, and you can get these environments in their
store over here also. So basically, over here, what we are going to do
is we are going to use one of their pine forest,
which you can see here. Of course, their presentation is way better than
what I can do, but that's a cool one. So this environment,
unfortunately, it will not be
included, of course, into this project because
this environment is worth hundreds of dollars and I do not own the copyright to actually
give it to you guys. I will not be included, but
I will be using it just as a sample scene to basically
overhear in the back, make the mountains a little
bit more interesting. Definitely, very
cool environment. So if you want to have a really
nice natural environment, I definitely recommend
checking them out. Everything's also
filed, procedural, which is also really cool. And for us, we have a
nice template to already start using it because
the environment, I on purpose, removed their
Vista assets so that we can, of course, have a
nice look around. So what I'm going
to do is because this environment is so
large, I'm going to, first of all, like, change my camera speed up so that
I can move it around. You can see over here that it is quite a large environment and
the mountains go or sorry, the trees keep going like this. So what we are going to
do. Sorry about that. My audio went a bit crazy. What we are going
to do is we are going to go into our assets
and into our mountains. And I'm going to
Placement Mountain, and then I'm going to
kind of try and balance it out based upon what
we have over here. So let's just go ahead and grab, for example, Mountain one and
start with the balancing. Now, mountain one for some
reason, it is really small. I guess it is small because I still messed up the
scaling compared to, like, a really, really large
environment like this. And it's also a little bright, but that's something
that we can fix. Now, this isn't really
a problem, of course. It just means that I need to scale it up a little bit more. So oops did not mean to
select all of the foliage. What I'm going to do is
I'm going to get started, and hopefully they
have some cameras. No, not that one camera tree. Four. Yeah, maybe like
something around here. Oh, God. Let's just low
down my camera speed. I want to create like a starting point
because once again, I'm just growing to create this environment based
upon what I can see. I think this is quite
a nice starting point. Let's use this or maybe here. I just want to basically create a nice point. Now,
you know what? I think I'm going to
go over here and use this one to create
my final renders, and I will make my environment based upon these
pieces over here. So let's say something like
this would be quite nice. Although I do see that we have a small issue over
here with some rocks, but that's something
that I will fix in post. So let's see. Maybe. I know that you guys
don't have to do this, so I'm not going to spend
too much time on it, so I'm just going to go ahead
and I'm going to create a cinematic camera over here so that I can at
least have a look. Okay, so if I base my environment on this and I'm going to
place my mountains, I'm going to place one mountain, starting with all
the way in the back. And now what I need
to do is I can, of course, just
scale it up in here, but it's often better practice
if I want to drag these in more times to just scale them up inside
of our actual mesh. So let's go down here and
we set our scale to 300. Let's set this to like 700. And Pasi and port. And let's see how that looks. Oh, wow, we will need
to go quite high. Let's do 2000, then in
that case. Over here. Um, you can also decide how large you
want your heels to be. So if I have
something like this, that does look like a nice size. I think what I'm
going to do is I'm going to leave it at this size. So I'm just going to scale the other ones also up to 2000. And then the rest I will do with manual scaling
because, of course, when we place multiple
mountains around, we can use manual scaling to basically give it a little
bit more variation. So I will go ahead and do this, and then we can start
with the placement. The techniques that
I'm showing you now, sure you can skip
it if you want, if you just wanted to know
how to make a mountain. But these techniques they
will actually apply with any type of environment when you are placing your mountains. So for the people
find it useful, you can definitely go ahead and continue watching. We
have this over here. Now, there's multiple
things that we can do in order to basically
keep this preview. I can go to my cinematic
camera actor over here, and let's say that I want
to keep this preview. The first thing I will do is, I'm just going to go ahead and think what I want to do
is I want to actually go for something a bit
more cinematic like this. And I already want to do this
now because then at least I can have a mountain range
that goes along here. And let's see. Let's go from Universal Zoom to maybe
like 50 millimeter. No. Let's try I
often like 35 by 35. There we go, see? So this
is probably going to be a mountain range so that
I can kind of cover it. And honestly, our mountains fit pretty well in this environment if I look at it like this. So knowing this mountain range, what you can do
is if you will go outside of your camera actor, you can click on it, and then you can go up
here and you can pin your camera like this so that we can keep
track of our camera. Or what you can do is you
can go to Window viewports, create a second viewport, and then in this one, set it to your camera. That's
another way of doing it. For now, let's just go
ahead and pit it just to make it easier for you guys, see, and we can get started
with the placement. So we have a mountain over here. I'm going to get started by
probably pushing this back a little bit more
until it's really outside of the environment, although I don't want to
push it too far back. So something like this, maybe scale this one up a little bit. And then what we can do is we can go ahead and we
can just duplicate it, and then I'm just going to
go for mountain number two. It's like a long mountain range, which I can maybe,
rotate a bit here. As I said before,
I'm really only going to make this
based upon the camera. That's going to be my focus
right now, like this. Now, honestly, I feel like we probably won't need
billboard trees. I will still show
you how to make it, but this might be one of those environments
where we probably do not really necessarily need a billboard
tree or something. This one, let's say
that I make it, larger and maybe move
it back a little bit. We rotate it a bit. So that we have a core
mountain over here. And I'm just going to go ahead
and I'm going to actually copy this one and
mountain number four. Just want to use
all the mountains. So let's have a look at
this one. What will I do? What if I lower this
one down a little bit? There we go. So we get, like, a nice mountain range. I feel like I'm still
missing something. Let's see if I can
grab Mountain one and maybe make it a
little bit larger and no, I don't think that one
is working for me. Let's go ahead and grab
Mountain Range four. Let's see. I probably
make a bit small. I just want something
like sticking out, because what I'm
mostly looking at over here is like
a nice silhouette. That's what I'm
mostly looking at. And over here, it's
just nice if you have a silhouette like
this where everything just kind of goes into,
like, a nice view. So that's looking pretty cool. So we have this mountain range. We still need to continue it on a little bit more over here. But definitely we now start to get a more interesting
mountain range. And the resolutions are still
looking pretty good, also. Yeah, I guess we can
probably throw on some trees. Let's see. I feel like I want to have
maybe something quite neutral. So maybe let's
duplicate this one. Over here on this side,
let's quickly just pin my camera actor so that
I can see what I'm doing. Scale it up a bit. There we go. Just have one mountain that
is mostly sitting at here, it's coming in from the side. That's quite large. Then we
have a mountain range here. And now what I
also often like to do is when I'm looking at this, I like to just sometimes, like, move things up and
down to see here. See, for example, with this one, I feel like moving it down
looks a little bit nicer. I'm just trying to get some
additional visual interest. Like this. And now I can also decide that
maybe I want to have some mountains really
far in a distance also that are a
little bit larger, but that are just because, I will then increase the fog
to make them barely visible. So let's say we try
something like that. Let's say that we have quite not too intense mountain
range like this. And I just want to see if I move this like really,
really far back. Okay. I feel like at these
scales, we probably won't, I can play around my
fork to see if we can kind of get a decent depth. But I'm not sure if it will
maybe be like a little bit too overpowering,
but we can see. So let's start with
having some of these. I'm going to scale them also just on the Z axis
just to kind of, like, push them out. And then over here, the mountain ranges are
pretty much blocked, so I don't know if I
really can do much there, I can try to maybe, like,
duplicate one of these. But here, you can see
that these mountain ranges are already pretty high. So let's say we have
something like this. I don't know if it's work yet. So we get like this,
but I don't know. I don't I'm not sure if
I really like the look. I am going to quickly go
into my lighting and see if maybe working on the exponential
height for over here. Oh, God, that's really,
really sensitive. Let's set to 0.00 001. Mm. I'm not sure. I'm
honestly not sure. 0.007. So let's I actually
think five was nice. What I'm going to do is
let's say we have this one, this one, this
one, and this one. And when you have all
of them selected, we can just go ahead and we
can temporarily electron on off and stuff. So let's see. Without width. Without width. I can also go up
here and just force my game he once again so that
I do not see the outlines. Uh, I kind of like this one over here and this
one over here. Yeah, you know what? It is
actually looking quite nice. I think what I will do is I
will move this one over here. I will try to move
it further back, and that's probably going to be it for our
mountain placement. But you can see how
quickly that we can make an van to look, much bigger than it really is. And just like, I know, I really like being able
to, like, work like that. So let's go ahead and just move this one further back,
and maybe, like, say, let's see. This
is mountain one. That's twilight a
different mountain range. Maybe this one. Maybe Mountain Range four. I just want to, like, fill
up this hole over here. I'm just not quite
sure yet. Maybe this. Yeah, there we go.
That looks quite nice. Okay. Awesome. So that's push
Macht for our mountains. I think our mountains, they
are fitting pretty well. They might be slightly too bright for this
specific environment. So, of course, it is up to you what you want to do
with, like, the balancing. I don't know if I want to maybe change the lighting of my
environment a little bit. I will change the lighting
and everything because that's something that isn't really
about this tutorial. I will change that later. What I'm going to do is I'm just going to go ahead and go into my mountain environments or my mountain not my materials,
my instances, sorry. And this is a color burn color. Am I blending? Okay, so I guess I am
using color burn for that. I don't know if I also
want to use a multiply, what we'll see? Mountain 01. Okay, yeah, I use that like for making the color
The thing about the color burn is that it looks good in this
kind of cases, but it doesn't really change
the overall color intensity. So what I will probably
do is I will probably add one more multiply
to my material. And simply duplicate the color
bun color and call this. Overall color overlay. There we go. That might
look a little bit better. If I just go ahead and save this if we added
something like this. Okay, so that is saved. And now my annual
freezes a little bit, probably because it was
out saving or something. Okay, so now let's have a look. So we have our overall
color overlay. Now, I should be
able to, like Okay, that's that one, lower it down. And at this point, we can also decide if
we want to give it maybe like a orange
or more green color. I'm going to give it
a slight green hue just to make it fit in this
environment a bit more. And then when I'm
happy with the color, let's say, I'm quite
happy with this color, I can just copy the
hex SRGB Condo C, go to the next one, and then paste it in so that
it is the same color. Over here. Yeah, you know what?
I think that will fit a little bit better. Honestly, I think for
a tutorial mountain, that is not too bad. Now, these mountains
are, of course, not specifically made
for this environment. So maybe for this environment, we would want to maybe go for some more sharper mountains, but in general, it
works totally fine. I think the only thing that
I'm going to do is I'm going to select from this one, and I'm going to just lower down some of these
mountains a little bit more we go, that
should do the trick. Awesome. Okay, so I would like to basically save my
scene at this point, and I will enti chapter here. Now, in the next
chapter, what I'm going to do is I'm
going to show you how to create some vista trees. I'm not sure if they are really
needed for something this far because we have
more rocky mountains, but the Vista trees would be more these green
areas over here. But since they are still part of vistas, I definitely
want to show you. This environment here has a
really advanced vista system. Unfortunately, our system will be a little bit more
basic like that, but it should still
work totally fine. So let's go ahead
and go tu with this in our next chapter.
11. 10 Creating Our Billboard Trees Part1: Okay, so what I want to
show you now is on how to create some very simple billboard
trees that we will use. There are many
techniques from simple to very complex on how
to create Bilbo trees. You could say that nowadays with nanite we don't
even have to create billboard trees anymore because nanite can keep going
forever pretty much, and it will still
give you, like, a really nice visual
representation. However, this environment
over here, right now, because of the
complicated shaders, it is not actually using Nani. That's why you also see some shadow popping
and stuff like that, which I will fix later. But I'm going to show you the more very traditional
technique on how to create
billboard trees that do not actually use nanite. And this is really something
you can only use for very, very far distances like
you have over here, because else simply
will not look good. So what we want to do is let's just go ahead and
in our vista tutorial, we are going to create
a new scene over here. So let's go ahead and
go to probably saves and new let's do new level. And I want to make
it a completely empty level because we
are basically going to render out one single
tree and then map it onto like a very simple plane that we can use in the material to
basically move things around. There is another way
that you can do this, which is inside of marmoset, but in our case, we're actually going to fake
the lighting of our tree, and in order to fake the
lighting of our tree, we want to go ahead and we want to do this
inside of Unreal. Unreal is a little
bit more hacky. That's why I'm saying it. If you want to know
the techniques about how to do it in marmoset, have a look at the building
chapters that we will be that will be later on. And in those building chapters, I show you how to
bake down interiors, and it is the same
concept as that. So once you get there, you will start to
understand this. Anyway, new empty
level over here. And let's go ahead
and make that load up. Okay. Here we go. So nice empty scene,
nothing to see here. Now, what I want to do is I want to go ahead
and first of all, I need something in here, so I'm just going
to drag in a tree. And this can be any tree. Just import whatever you want. There are so many free
trees you can find. If you go, for example, which you can also find if you really need some free trees, let me just try and find
it for you. Here we go. If you simply type in mega scan trees inside of
the unreal marketplace, you actually get really large
scale free tree packs over here where you can get
more trees than you will ever need all
made by mega scan. So they are really high
quality and really nice. Anyway, so what we are
going to do is because, of course, my environment is
a pine forest environment, it just makes sense that if I would use one of those trees, so I'm just going
to go to my meshes and drag in one of my trees. At this point, I will
also start talking in, like, more generic terms. And I will only do one
Billboard tree just because I have a feeling we
don't even really need it. So over here we have a tree. I'm going to go ahead and reset my location to 000 like this. And I can also see that
we have some LODs, but that's something that
we can work on later. The next thing that
I want to do is I want to go ahead and
create a camera. So I'm going to go
up here, create camera and just a
simple camera actor. And I want to go ahead and set this camera actor to
active over here. And I want to set my aspect
ratio to one by one. So over here, if I set this one, guess I'm not able
to see it because I don't have any lights
or anything in here. So what I'm going to do
is I'm just going to go ahead and I'm going to actually steal a little bit of lighting. So for now, let's go
ahead and save my scene. So file save current level. And in my vista tutorial, I'm going to call this 33
billboard generation over here. And so basically the
reason why I'm a bit confused is actually
will logical reason, and it is because I have
created my camera actor, but of course, because
everything is black, I'm not able to properly
see what I'm doing. So I need some
lighting. And what easier way to get some lighting than to basically open up, for example, a very quick I'm not going to open up the Wiarge map because that takes a while. I'm just going to
open up the example. I'm just going to copy paste
all of the lighting in here to basically steal it so that we can
instantly use it. So let's go ahead and open
up this level over here. And this is like a smaller
level, that's also part of it. It's a little bit higher
quality, but it is small. And here you can see
their Vista buildings or Vista mountain. So their Vista mountains,
they are, of course, a lot more defined because they spent a lot
more time on it, and they are a
little bit sharper. But anyway, that's not what
I'm going on about right now. What I want to do is I want to go ahead and just
go to lighting, and I'm going to quickly grab my atmospheric fog direction
light, post effect, skylight, sysphere light, I
guess, reflection sphere. I don't know what
these planes are, but I'm just going to go
ahead and copy everything. And now I can just go
ahead and press Control C, go back into my three
billboards generation level. I'm going to press
Contrave. There we go. Okay, so now that we have this, now I should be able to go
into my camera, there we go. That looks more logical to me. So we have my camera over here, and what I want to do
is in this camera, I'm just going to go
ahead and basically place my tree roughly here. Another thing that I like to
do is I like to go to IT. And then over here, I'm going to go ahead and
have a look at my modes. So basically one of these modes, which I will most likely
be using roughness, I can use almost as a generation for like
a mask over here. Now, you also have your
opacity generation over here, and I can see that my tree over here right
now, it has wind. I actually don't want
it to have any wind. So if you have any winds, you just want to go
ahead and turn it off. In my case, I can do
this in my material because else I cannot
take a proper screenshot, then then it will look blurry. So I'm just going to go ahead
and I'm just going to pass the video and quickly turn off
all of the wind over here. Oh, it doesn't take
as long as I expect. In that case, I will just
very quickly do this here. So this one doesn't have wind. This one I can turn off. This what I can turn off. And this one I can
turn off. There we go. So now it should be
completely steel. Yeah, it looks more logical. So over here, what we have now is we have our opacity channel, which we can use to generate. The problem with
this one is that it doesn't actually
generate a trunk. But if we go ahead and try to
use the roughness channel, we can often generate this
and then basically push it around inside the Photoshop to get it to a correct level. So now, at this point, I want to cut off part of my
tree at the base over here. Next, what I want to
do is I'm just going to go down here in my console, and I'm going to
type dot four LOD. Then I want to say zero, which basically means
that it will use always LD zero over here like this. Now, next this, I'm also going to go ahead
and I'm also going to play around a little
bit my lighting to get something a little
bit more favorable. We have some planes over here. I'm going to get rid
of those. Clog let's see my post process volume. I'm just having a
think about, like, if I really need my
exponential height fork and my atmospheric fog, it doesn't really add
too much to my scene. So that's probably because
the skylight looks like it uses a cube
map. So we there. Of course, I did not
create this lighting, so I'm still having
a quick look. But over here, let's say
that I set this to like six. Oh, yeah, definitely. It looks like it
does use the sky. So what I'm going to
do is I'm going to use sky and then set this
to a desirable amount. Let's say, probably around six, and I'm going to change
my direction light. And then just before
we take the pictures, I will just go ahead
and turn it off. So my direction light, I'm just going to snap
this also back to zero. This way, I can see it and I can move it around a bit more. See if I can maybe, like, get
a more interesting angle. And I do want to
make the lighting, of course, a little bit flat, but we are faking the
lighting, pretty much. And the reason that, we kind of need to fake it at this point. So over here. And right now, the skylights also
giving me some, like, visual shadow bugs, and that's most likely
because we are trying to switch between various scenes that use screen space and
lumen and stuff like that. However, that should
not be a problem because what I'm going to do
is when I'm happy with this, see that's why now I'm happy. Let's go to my camera actor. Let's set this to zero. This one to 180, and this one also to zero. And then without rotating, I want to set this at like
a correct angle over here. There we go. And now, finally, we have our tree. And what I'm going to
do with my tree is, I'm just going to
Oops one angle. G to twin and see if I want to rotate it slightly
different until I get, a more interesting billboard. So let's say that something
like this is fine. Now, at this point, what we can do is we
can save a scene, and we can start with
the rendering process. So what I want to do is I'm
going to go ahead and go up here to my high resolution
screenshot. That we have. And at this point, I'm going to turn off my atmospheric fog, and I'm also going to turn off my exponential height
fog over here. I can see that I still have
some visual problems here. Now, this looks like a bug. So I will most like
the first of all, render out the
screenshot and then just see if it is wong or good
or something like that. We can probably set the
multiplier to one over here, and then we can just
go ahead and while the camera actors
active, press capture. And if you click on
this little link, you should be able to get a
nice PNG image like this. And I do see a little bit
of the visual errors, but I don't think it is too bad. So what I'm going to do is I'm just going to go ahead
and I'm going to turn on game view over here because that's something
I do want to do. And I'm going to go in
my post process volume, and this arrow that we have over here is most
likely the global elimation. So what I'm going to
do is I'm probably going to try and
set it to lumen. There we go. That seems
to fix the error. Now, this tree will
look a little bit flat. However, I am hoping
that from a distance, it will not be as bad. You can play around with your
lighting a little bit more to get a little bit more
definition in here. But you can see over
here, it's quite hard, and it all depends on the
type of tree that you have. However, compared
to our base color, see, it is still a lot better. So we are just going to
go ahead and set this to it I'm just going to go
ahead and click in my view, press G and G again to make sure that we do not
have any game mode. And now I'm going to go
ahead and first of all, double check the resolution
that we captured. So we captured 914 by 914. That's totally fine because
we want to go for 512 by 512. So we are going to capture
this one once again. And now you can see now we have a proper capture of our tree. And then what we're going
to do is we're going to go to buffer visualization, and let's go ahead and also
capture opacity just in case we want to use it to
basically generate a cutout. So let's capture opacity. And let's also capture
a roughness over here. And I don't know if
there's anything else that we might want to capture. Is there maybe like an
embitclusion that does something? No, empt clusion
doesn't do anything. And the scene depths
also probably, you can use this to
kind of generate some depth using an overlay inside a Photoshop, but we
probably don't need it. So let's go ahead and start
with something like this. That I think is
looking pretty good. So now that we have
these captures, all that we need to
do is at this point, I can save my scene, and we want to go ahead
and want to open them up inside a
Photoshop. Here we go. So, the goal is simple. We
have our tree over here. We first of all, we
want to go ahead and generate a mask and
place it into the alpha. So I'm just going to drag
it over here my pieces. And this is why I was
not too worried about my roughness using my roughness as opacity because
as you can see, with the resolution
that we have, we don't have too much
to work with anyway. So anyway, what I'm
going to do is I have over here my roughness. Let's go ahead and
steize both of these. I'm going to go ahead and
move my opacity at the top. And in my obsess,
I'm just going to go to select color range, and select only the
black colors over here. You can use your fuzziness. So let's try that to kind
of get the best result, and I'm just going to go
ahead and press delete. Yeah, that should
be fine for now. We do actually want to
keep a black color. So now what I can
do is I can also go over here in my roughness. And for my roughness,
all I want to do is go into my
adjustments and levels. And I want to push these levels
up to basically generate a better roughness over here. And then for this one over here, I'm going to go ahead and set the top layer to I always
like to scroll a bit. I think it's a collar burn, but let's just double check. Lighting can also work.
Yeah, let's use lighten. So let's go ahead
and go for lighten. And now let's say that
this is already like our mask that we can start with. Although for this one, I do kind of prefer that
mask that we have over here. So what I might want to do instead is I might want to
go ahead and set this back to normal and just
go ahead and try and get rid of those black
areas a little bit more. Let's go select color range. Try and select the black
areas a bit more and delete. Yeah, there we go. That should probably look a bit
better. Yeah, see? So that already looks
better compared to the one that we had over
here because this one, I feel like was a
little bit too strong. I might be super picky here, it might really make
no difference at all, but if it does, I just like to go ahead and at least try to get the most out of it before I
get it into unreal. So anyway, we now have
this one over here, and we can go ahead and we
can merge these two layers, Contra A, Contra C, go into our layer one, go into channels,
press the plus, and Contra V to paste this into our Alpha
channel over here. Now with this one,
we do not want to actually have the background
to be black in this case. And the reason for that is
because then what will happen is we will get a really
slight black outline often. So what we want to do is
once again, for this one, I'm going to actually select
over here my mask, yes. But press contre contra Z. And then if I go ahead
and go into my layer one and add a mask like this and press ops and then go into my channels while
the mask is selected, I should be able to paste
this into my mask over here. So now what you can see
that happened is that I pasted the mask that
we have over here, also into the channel
of my fill layer. So now you can see that we
now have a proper cut out. Now, the only thing
that we need to do now is we need to go ahead and there's two things
that I like to do often. The first one is I like
to add a solid color. Below it and make it
the most common color. So let's say over here, I'm using my color picker to go for, like, a bit of like
a green color. I'm just trying
to find something that blends well with our tree, something like this. So
that's already one thing. Another thing that I like to do which doesn't always work, but I still want to show you in case it
will work for you, and I don't know if it
will work for this one, is I like to duplicate
my layer over here, right click and convert
this to a smart object. And then what I like
to do is, I like to go to filter, blur. And I like to blur this Oh, I don't get settings because
I need to resturize it. Filter? Blur. And I like
to go ahead and blur. I'm selecting one gasienbur.
That's what I meant. Gasienbu. And now what I can do is I can
kind of blur this. And what that will do is
it will, as you can see, it will add some
softness to our outline, which makes it the dark
edges a little bit less harsh over here, you see? So that often also already
looks a bit better. And at this point, I might
want to probably go for, like, a slightly darker
tone for my background. Let's try something like
that. I don't know. The background is
not super important, but I do try to
always match it a little bit as well as I can. So now let's say that we
have something like this, and let's call this
our Billboard tree. Okay. Awesome. So all we need to do now is we
need to save this texture. So in our mountains textures, I'm going to go ahead and call a folder billboard And in here, what I will do is I
will go ahead and file, save as First of all, I will save it as a PSD. And next, I want to also
go ahead and save as copy, and I'm going to save
this as a PNG or PNG. TGA, and call this T
underscore billboard, underscore 01, and press Save. Okay. Awesome. So with that save, let's go ahead and
go to Tres Max. And now it is as simple as loading in texture
in our material, mapping it onto a plane and turning this plane
into like a square. Or if you want, you can add
a little bit more jom tree. So let's go ahead and go over
here. Call this Billboard. I'm just going to go ahead
and load in a bitmap, and I'm going to load in
the one that we just had, which is our Billboard tree
over here and press overide to make sure that it doesn't
do like any strange Alphas. And then what the ML is going to do is I'm also going to go to my cut out opacity over here. Select the billboard tree again. And then with this one,
I should have this as a Alpha output over here. I hope I selected the right setting because
I rarely load in opacity maps inside of Tres Max, because, of course, I already know that the
opacity is working. The only reason I'm doing it
now is more for you guys, so that it makes more sense for you guys to look at things. And that's something
that happens quite often with artists that there are many things that we
just don't really do, except when we are teaching
a tutorial because it makes it visually more logical. Okay, looks like that did work. It all depends how
you want to do this. So you can just go ahead
and play some loops here and here and at
the top and cut it out. Or you can use modes
where you can edit your plane without
affecting the geometry. So over here, we have,
like, a tree like this. Now, having it completely flat, I never really feel that
I like the look of that, but, of course, it's
a billboard tree. So I really want to try and keep it as optimized
as possible. So often what I do is
I tend to just, like, move it back a little
bit like this, just a little bit of
additional geometry, which I feel like nowadays
should be doable. And you want to place
it in the center, and then you want to go
ahead and you want to simply rotate this 90 degrees. I don't have snapping
turn on over here. And this is like a really
old school technique, but a really quick
technique to create some billboards because
from a distance, if I turn off my ance faces, you see, also, especially
because we rotated it. Now it will not look
very good in MX, but it will feel like the tree has a little bit of dimensions. I never really tried, but I
guess if you really want to, you can try and, like, add more geometry by
rotating it like this. And logically
speaking, doing this, it would show up the tree more, but it might here or see. So it might feel more
like a Christmas tree. So it's kind of like up to you how you want to handle this. In my case, what I'm
going to do is I'm just going to have these
two trees over here, and I'm now going to go
ahead and export this. So file export. I don't really care about the scaling because
that's something I need to figure out
inside of unreal anyway. So exports to real Billboard, three, underscore 01
over here and save. And we can just press Okay. Awesome. So we have
a billboard tree. I guess if you guys want, I can also just go ahead
and save the scene. Billboard trees like this. And now what we can do
is in the next chapter, we are going to go
ahead and import this inside of unreelEngine, and then we are also going
to just set up and do some nice tree
painting in our scene.
12. 11 Creating Our Billboard Trees Part2: Okay. So now that we have
created our Bilbo try, let's go ahead and
input it and set it up. For some reason, my
scene is a bit slow, but let's hope
that changes soon. So over here, we can
simply import this. I'm not going to go ahead
and use Nante on this and just make sure combined
message is turned on, and the uniform scale, we will go ahead and,
like, have a look at. So we can go ahead
and input this, and then what we can do
is we can, of course, also input our texture, and we will start by just
simply creating our material. So it's textures. Billboard T, and just import our
TGA texture in here. And that's pretty much all
we need. Now, the materials actually going to be
really easy for this. So let's go ahead and create
a new material that we'll call Billboard
underscore Master. And let's go ahead and open
it up, and for some reason, it opened up in my
other screen over here. And now what we can do is we
can go ahead and go to our where are you Billboard three and drag in our
texture over here. So what do we need in
our billboard master. We want to, of course, also keep our material as
cheap as possible. So add as little as
possible in order to basically make sure that the expense is not very large. I'm going to go ahead and set my blending mode from opaque to masked and not so much translucent because translucent
will not look correct. And I'm going to
make it two sided. Now, at this point,
I can go ahead and just drag in my base color, and I can also drag in my
Alpha in the opacite mask, and that should cut
out our trio here. Then I'm going to add
a scale pemter as click called roughness
and set is to 0.8, probably by default over
here to our roughness. And I guess if you want,
you can also go ahead and try to generate a normp
based upon this base color, but we don't need it
because it is so far away. So we can go ahead and we can do this over here and
save our scene. I am a little bit worried
that my scene is so slow. Also, what you can do is
you can also later on, if you want sets to foliage and have subsurface scattering
and stuff like that, but I don't think
that we will need it. So let's go ahead and
here we are in our scene. Yeah, I think I have, like,
a memory leak somewhere. Let me just go ahead and
save my scene over here. And now we can just go ahead
and assets, mountains, load up my billboard tree, materials, select my
billboard master, and just go ahead and apply
this material over here. So there we go. Quick and simple billboard tree like that. And now it's just a matter of going into our assets
and first of all, figuring out the correct
scaling that we want. So if I have this here,
it's absolutely tiny. I do want to make
it roughly the same scale as the trees that
we have over here. So let me just go ahead and
drag this in over here. Open it up and what
you can often do. So right now, the
scaling is one, one. So if I go ahead
and scale this up, I can see that this is roughly the nice
scale that I want, which is around 12,
so I can then go down here and set my default scale. And for this one,
it's extra important because we are going to
use foliage painting for it to set the scale in here
and not anywhere else. So there we go. Now we have
our Bilbotr over here. Next thing that we want
to do is we want to go ahead and do some foliage
painting on this. I'm going to go
ahead and get rid of these junk materials
that we have over here. Save our scene. And for
the foliage painting, it is really easy to do. Now, most likely, because this seen already has
a lot of foliage, it will look a little
bit overwhelming. But if we go into
foliage over here, we should be able to
simply drag in our tree, and then when we drag it in, it will ask us where we want to save our foliage
type because it will create a duplicate of this tree and turn it into a special file type for foliage. So we can go ahead and just save it into the same location over here like this. Here we go. And now
it just loaded in. And the cool thing
about this tree is that we can go ahead
and we can paint. So if I go ahead and only want to paint on my static meshes, because I want to only paint on these mountains over here, what you can see is now
that if I click, well, it would create way
too many trees, so that's something that
we are going to work on. So the first thing
if you hold shift, you can actually
get rid of them. Now, the first thing that
I want to as I'm going to set my paint density a lot
lower to probably 0.05. And what the paint density
does is it makes sure that we do not paint too
many trees in the same spot. Next, we can go up
here in our scaling, and I'm probably going
to set my scaling between 0.9 and 1.3. This will give us a
variation in scaling. Just like that, we can also have a variation in the random angle. However, this one, you
want to set quite low, so probably like
something like five. Now if I would go
ahead and paint, you can see that now
when I paint this in, and I honestly don't know why my scene is so
slow, there we go. You can see that now our
trees are painted in and they have random
angles to them. Now, I don't like this yet, so what I'm going to do is I'm going to go ahead
and I'm going to hold shift to basically get
rid of these trees over here. I guess I turned off real
time to make it faster, but I guess I do need to
have real time in this case. And I'm going to set my
random pitch to maybe, like, let's say we
will go for 2.5. And next to the paint
density that we have, you can also have a
density over here, which basically forces trees to stay further apart
from each other. So if I set this to 50, and now if I go ahead
and set this to my brush size to maybe like
2048 to make it quite large, let's have a look
and paint on here. Okay, it's getting there.
It's getting there. Now, another thing that you
can do right now they are aligned based upon our mountain. So I'm going to first of all, go ahead and set this
back to like 25. You can go ahead and you
can scroll down here and press and turn off
a line to normal. And this way, they
will just be straight, which often for billboard trees looks a little bit better. However, it might
sometimes mean that they sink into the
ground a little bit. My goal is that when I do this, I want to have,
like, a nice level of trees, but not too many. Right now, they still
feel like too many. So what I'm going to
do is I'm going to go ahead and scroll up
and probably set my pain density to like
0.02. And there we go. So now you can go
ahead and paint in your billboard trees
wherever you want. So as I said before, I don't know how many we need. I'm just going to go ahead and paint them in here for now. And then next this, of course, what you want to do is
you want to go ahead and balance them a little bit. So what I will do is I will
go into my billboard master, and this will cost
very little to do. Add a multiply and a constant tree vector so that we can have a little bit more control over the color. Color and score.
Overlay. And let's go ahead and do this
and press Save. And because we already
placed our tweet, saving it takes a
little bit longer, especially when
we are working on such a large scene
because there's just, like, a lot of background
stuff that's also going on. So it always takes
a little while for your scene to
properly update. Now having this down, the
first thing I'm going to do is because my tree is
really, really orange. I'm going to go in my
tree billboard and set my saturation down a little
bit. And this is my texture. So let's go for
0.8. There we go. And this makes it a little
bit easier for me to then go into my billboard material.
This is my master. Oh, sorry, convert this to material instance and apply
this instance to your tree. So select the instance. I guess I don't have the
tree turned on anymore. It will just update the foliage. Don't worry about that,
so we can just open this up select the instance and apply that one
because I never want to apply a master to my tree. And now what we can
do is we can go ahead and go in
here in our color. And also a color, remember, this scene
has like clouds, so the colors is once again, depending on where the cloud is, it's a little bit different. So I'm just going to go ahead
and make this a little bit orange and a little bit darker. And you can see that I orange, a little bit greener
and just like that. See? That fits pretty closely
with our scene already. So at this point, I would say, have some fun, paint the
trees wherever you want. I completely forgot
where my orientation is. I guess that's over there
where I want to have my trees. So you can go up here and
I can paint my trees. Or what I can do
is I can go ahead and go into my camera
actor over here. And then based upon
that, I can also try to, like, paint in some trees. Now, these trees they should Oh, I'm not in foliage
painting anymore. These trees they
should basically show up very far away, see? If I paint them all
the way over here, they do actually show up
all the way in those spots. So at this point, what I'm
going to do is I'm going to go ahead and well, undo
what I just did, go into my selection
mode so that I can select my And second, because there's so
much stuff in here, select my camera actor
and ping or pin it, go back to my foliage mode
and go all the way over here. And now you can
go ahead and just place the trees
wherever you want. So let's say that I
will place them here, and I'm just looking at
my scene to make sure that they look logical. And, of course, the trees,
they wouldn't really grow on, like, really steep areas. So I'm just having a
think if this looks nice. And, no, it does not look nice from my pin if I have
them on the top. So I'm just going to go ahead and move them around the base. At least now you know how
to paint these trees. Don't feel forced
to actually place the trees because it all
just kind of like depends. And yeah, I do apologize
for, like, the lagging. But, yeah, it all
just kind of depends on what you are creating. Like, over here, I can
see some of the trees. So definitely I want to
play some trees here. And at this point, it's
already outside of the view, but I guess if you want, you
can move some over here. See, you want to look for mostly flat areas or areas where you just
want to kind of, like, blend out the trees. So we have this kind of stuff. And honestly, over here, I don't think we will
be able to see anything. Maybe over here. Now, see here, sir, I see
almost nothing happening. I guess in these areas, you can play some trees. But I think that we are already
pretty much at our limit of what we can really apply because it doesn't
really show anything. In meaningful areas
because it's so far away, you will just see
specs at that point. So I will probably go ahead and leave it here and
not really paint in much more just because it doesn't
really art any visuals, and it will just be
extra expense for scene. But definitely, like this, you can nicely populate
your mountains. And if you have more like hills, this is great if you really have hills and stuff like that, then these work a lot better. So if I would go ahead and now go back into my camera mode, yeah, here, I can see, like, a little bit
here and there. Over here, we can see some
of the billboard trees. And from this distance,
it looks pretty good. The only one that I
really don't like is that one that I just placed because it feels like it breaks up a silhouette
if I have trees here. So I'm just going
to go ahead and I'm going to quickly get rid of these over here. And I'm going to
call this one done. And it is looking like
a quite nice scene. Now, as a cool extra bonus, although this will really
slow down your scene, there is some stuff that you
can apply in your console. One of them is R or foliage LD distance
scale is equal to three. And when you apply that, it will increase your LD distance scale. You also have R static
LD distance scale is 0.25 for static meshes. Maybe I might actually
set the scale into one. You can see the
difference one, three. Let's do two over here. And it will basically lower down when your LODs
start to pop away. Let's see. What else do we have? We have that streaming
pool size is 5,000. This will basically
increase your texture resolution sizes. I still have some old ones, which is, I have a
little list for this. A that generate mash distance
fields is equal to true, but I don't know if
that will work in Unh engine five because
these are more for, like, Unwel engine four. Yeah, you'll see, they
don't really do anything. Um, I would say
that at this point, yeah, that is pretty good. So I would say here, I place
like a little rock here, and I would say that I consider the Vista mountain part of this tutorial
course to be done. Now, what we're going to do is we are going to next continue on how to create Vista buildings
that will be not just from, like, a really far
distant Vista, but that you can also
have for medium distance. And those chapters are going to be a little
bit more complex. However, I hope that
you enjoyed so far, like the Vista mountains, and I will see you in
the next few chapters if you happen to
also follow those.
13. 12 Capturing Google Maps Data For Our Buildings: Okay. In the last part
of this tutorial course, we went over on how to create vista mountains and how to
place them into an environment to create a nice
presidential scene and also on how to create
some billboard trees. What we're going
to do in this part is we are going to go a complete 180 and we are going
to create urban vistas. Mainly, we are going
to create buildings. These buildings
will be really cool because they will
be vista buildings, but they will have actual, faked interiors that
look very convincing. And so they will also look
pretty good up close. And then I have a really
cool idea for, like, a presentation
scene where we are basically having a camera
looking from a skyscraper, and it is looking at all
the other buildings, and we will also
have a little bit of a small bonus tutorial on how to create some
streets and stuff like that. Main focus is going
to be our buildings. Now, for our buildings,
what I like to do is, first of all, let's go ahead
and find some buildings. So here I am in Google Map scan, and we are going to do
something quite interesting, and that is that rather
than making all of these buildings by hand, using just like a
screenshot, wait, let me just quickly find
one because else, it's hot. Let's do like I want to
go to, like, Seattle. I thought it was like
around here somewhere. I'm not from America, but Seattle often like because
I feel like New York is, like, really typical Seattle. Oh, yeah, I see. It
was just really small. Okay. So here we go. I don't know why
it's not rendering. That's a little bit
strange. Ah, there we go. Now with rendered. Okay, so
here if you hold Control, once again, you can just
see these three buildings. Now, I'm going to go over a technique where
we can basically, instead of going and looking
at these buildings and maybe going into street
viewer over here. There we go. Instead of
going into street view, trying to recreate all of these buildings and all
of that kind of stuff, I'm going to show you how
that we can basically borrow these buildings
from Google Maps, and the geometry
will not be great, but we are going to
borrow these buildings so that we already have
a general layout. And then what we
can do is we can recreate these
buildings inside of, in my case tree as Max, but you can use
whatever you want. And we can recreate it simply by basically mimicking the
shape that we will export. Now the cool trick is that the trick that we are going to use, you can actually also use
that trick alone as a vista. So you can literally
just export all of these buildings and use them
as a vista in real engine. However, of course,
the thing with that is that it doesn't look
very like a game. First of all, we won't have any interiors if you do
that kind of stuff. But just like in general,
it also doesn't really look like a typical game because this feels very
much like real life. I don't know if I can,
like, No, one sec. I messed up again. Get rid
of the labels. There we go. So right now, if you
would have this, maybe if it is very far
away and it's like, really foggy weather,
it might work. But in general, this feels too realistic for when you are working on,
like, a game level. And also, it's not as high
quality as I want it to be. Like, we are going to go for
higher quality than this. So let's go ahead and go
over the technique on how to capture these three assets and how to get them
inside of Ts Max. For this, we need a few things. We do need to use blender.
Blender is completely free. The only reason we need to use
Blender is because there's a very specific plug in that
we want to use for this. And I just want
to mention to you that this is a technique that I myself simply learned
from a YouTube video. I'm not going to be
special, like, Oh, no, I developed this
technique. It's not like that. So I myself just learned it, and that technique just
showed how to export them, and, of course, we will
take it from there. So there's two things
that you need. The first one is you need a
software called Render Dog. You can find it
on renderdog.org. And then what you want to do is you don't want to
download the latest one. For some reason, the
latest one doesn't work, so you want to go to
other builds over here, and then you want to scroll
down and you want to find build number V 1.9. And then you can just
go ahead and download the installer sick and just install it like
a normal software. Oh, sorry, use the 60 bit
version because I assume most of you guys have
a 64 bit version. So next to that, there's
another plug in that you need. And it is this blender
three D plug in over here. So with this plug in, I will go ahead and I will
include it for you guys. So just to make it easier. So let's say that in buildings, um, plugins over here. I will go ahead and place it in here so that you guys
don't have to download it. Or what you can do is
you can simply look up over here the link. And then what you can do
in order to download it, you simply go to releases. You click on this one. And then what you want to do is
you want to go ahead, you want to scroll down and
you want to click on the zip, and then it will
download it like that. So let me just go ahead. And we can just leave it
as like a zip file. So with these softwares
now installed, the next thing that we are
going to do is at this point, we want to close all of our home browsers over here because we are going
to use Google Chrome. However, we need to do some
specific functions for that. Now, the next thing
that I want to do is I will also for you guys, leave a file in buildings. I will leave it also
in the plug in files, if that is okay, just
to keep it organized. So I'm going to leave
you a text file that has some
specific code in it. So I'm just going
to call it code. Let's open it up. And then we can go ahead and
we can Control C, Contra V. So this
is what we need, and I will, of course,
show you how to use this. So let's leave this open. Now what we're going to do
is you want to go down here, you want to type in CMD, just for your command prompt. Then you want to go ahead
and go to your code. You want to copy
the first one over here and simply paste
it in and press Enter. Now, that this is done. Now what we want to
do is we want to go ahead and we want
to open up Reng. So n the doc over here. There we go. And then
you get this view. Might look very complicated, but it is actually quite easy. The next thing that
you need to do is let's go back to CMD, and we just need to
go ahead and open up the second command
prompt over here, which just grabs our location
of our om extendable, and then it adds some
additional code behind it. So we can just copy this.
We can paste it here, and we can go ahead and we
can press Enter once again. Now what will happen is
that it will start up home and next to comb, it will just be like
a white window. It will have this
code over here. So we just want to
go ahead and we want to keep track of that code. And then what we want
to do is so 20916, we want to go into Rando Doc. You want to go to file,
inject into process. And now what we're
going to do is we are going to find this number. Often, it is as easy as
typing in Chrome over here, and it is often
the one that says Google Chrome GPU
that you can see over here because we want
to read the GPU data. So 20916. Now you want to go ahead and you want
to press inject over here. And then what you want to do
is you want to press Okay, and that's quite
important on the code. It should be normally as
soon as you press Okay, that it says API and
then it will say active. Then if you now go to Com, you can see that now you
can just go ahead and you can select your user profile. And then it opens chrome and it's open it up
on my other screen. So let me just go ahead
and drag it over here. And you know it will have worked if you get this text
over here at the top. So now that we have
gotten to this point, all that we need to do
now is we need to go ahead and type in and type in simply maps over here. And then we can go
ahead and we can go to Google Maps like this. Okay, so then what we need to do is we need to go ahead and
we need to scroll out. And let's go ahead and go
back to Seattle over here. Let's go ahead and click
down here to Satellite. If you click on Me, you
can turn off labels. And now what we
want to do is to go to the buildings that
we want to capture. Which are over here. If I hold control, you can see that now I can go
ahead and grab them. Now, what I often like to do is many people they like to
capture an entire area. However, I find
that the quality is not very good
whenever I do that. So I like to often just like capture like two or
three buildings. So over here, the
first thing that I do is I on purpose,
start zooming in. The reason I start
zooming in is so that it loads in
the higher detail because just like with
game engines, it has LOD. So the further away, you'll
see if I zoom in over here, it should give me
o maybe not here. As soon as you zoom in, see, it will become higher detail. So that's what we are
also trying to do. We are trying to just go in here and find a building
that we want to create. So let's do these two
buildings over here like this. And when you are ready
and you say, like, Okay, this is the building
that I want to capture, you want to go ahead
and you want to go back to Rando Dock. And you want to go up here and
you want to say 5 seconds, and you want to
press capture after delay. The way that
works is this. You go ahead and you press
capture after delay. You go in here and you just want to move around your camera. The reason you want
to move around your camera now you can
see that it lagged for a moment is because your
GPU needs to render. When you are moving your camera, your GPU is actively
rendering these buildings. And now, after that
frozen piece has started, you can see that now render Doc has captured over
here a building. So at this point,
we can do this with multiple buildings
before we move on. So let's say that we have,
yes, a building like this. We want to probably we want
to go for, like, a high rise. So we probably want
to mostly capture, like, quite high buildings. And maybe I will capture, like, some smaller
ones like these also. So let's go ahead
and just, like, have a look around this
building over here. And then once again, what we can do is we can simply go to Render Doc trigger after delay. And simply start moving
your camera a little bit, and there is the freezing. Okay. And just like that,
we can do a bunch of them. So let's say that
these are going to be our lower buildings. Go ahead and zoom in
to make sure that I have the highest resolution. Oh, hey, why? No, I
don't mean to do that. Come on, Google Maps. For some reason, it just kept giving me the labels,
which I don't want. It doesn't matter
if you have labels, but I just find them annoying. Okay, so let's say that we grab these buildings over here. Let's go ahead and
zoom out. Once again, Render dog. Trig after leg. And you just want to basically
grab the buildings that you think you want to
turn into Vista assets. So what I'm basically
looking at is I'm just looking at, like,
a few high buildings. So we have, like, one, two.
We have some short buildings. I'm not going to make too many. The reason for that is
because it's a tus oil. Like, I'm not going to
make an insane amount, but you can definitely make
like ten, if you want. So I'm going to go this
one and these three, and then I'm going
to call it today. These two are close together
that I can probably just like zoom in and I can
make this as one capture. Over here. So once
again around the doc, trigger after delay,
wiggle it around. And there we go. There
was the capture. The last one is I want to
go ahead and just capture, Oh, maybe like these
two over here. Yeah. These three. I can probably do
these three over here just in case I'm going
to capture all of them. We have these ones
over here. You do want to make sure
that it is within your view because else you have a risk that it doesn't
capture properly, trigger after delay,
move it around a bit, and there we go
there is to capture. Awesome. Now that we have
captured these buildings, the next thing that
we want to do is we want to go ahead and go into Rando Doc and now we just
want to simply save them. I will go ahead and in our folder buildings
exports in here we will go map and then I'm going to make
another folder called RDC, which stands for render Doc. Now, in this folder, we
are going to save Asen. We simply want to click on
AfleR click and press Save. And then you want to go
ahead and you want to go to the folder and call this, for example, B one, save. Save this one, B two. This one, B three. B four, and B five over
here. And that's about it. At this point, you can go
ahead and you can close Render Dog and you can close Google Chrome and everything. And now the next thing
that we want to do is we want to go ahead and we
want to open a blender, which for some reason is once again on my other
screen over here. And we can just delete all of the default stuff and you want to go ahead and you
want to install your plugin, which we have up here. I already have it Install. I assume you know how
to install plug ins. But if you don't,
because of course, I did not expect use blender, you simply want to go to Edit, preference addons,
press Install, and then you simply want to
go ahead and you want to grab that zip file that
we have downloaded. And that's everything.
Then you just press Install addon and it calls Maps Maps Model Importer. So I can go in here, maps model Importer and
just make sure that it is turned on over
here. Okay, awesome. So the credit of this plugin
goes to Allie Mitchell, and it's a really nice plugin. I wish that other
software had it, but I could not find
any good plugins other than Blender that used this one. So we are very lucky that
Blender is completely free. Now, we can go ahead and we can basically go to File Import. And this time, you want to
grab a Google Maps capture. Then you want to navigate
to where we saved our buildings. Now,
this is very easy. All we need to do is
we are just using blenders like an intermediate, and then I will personally
go to my favorite, which is Tres Max. But you can, of course, stay in blender or use Maya
or whatever you want. All of the concepts are
exactly the same after this. You select when you
want to press Import, and it can take a
while to import. So your screen will freeze, and what I will do is I will
go ahead and probably pass the video until it is done importing because the
jom tree is quite messy. It also has imported
textures and stuff, so it often takes
a while for it to all import. Okay, here we go. So it has imported. And as you can see,
the reason why we zoomed in is because
over here you can see that the buildings are,
for example, missing. The further away it is
the further it's missing. But that one building that
we really zoomed into, we now have a pretty
decent looking mesh. Now, of course, this is still really bad quality
in terms of, like, what we want to capture, but it is a really solid
base for us to, like, kind of figure out what we want to have in terms of, like, scaling and just in terms of, like, the additional
objects on top. Extra cool is that it
also imports materials. If you turn on text
shot view, over here. You get there you go.
You get materials. And I guess a cool thing, although I normally don't do it because it's quite a
bit messy to clean up. I'm going to show you how to,
like, create some streets, but you might be
able to actually, create streets like over
here and this kind of stuff. But yeah, that is kind
of like up to you. We might create billboards, similar to this, for our twee, and our cars will also be
like top down billboards, but it all depends on the angle. So anyway, we have a
building over here. All we really need
to do now is we just need to go ahead and we
need to select everything, and I like to just go
ahead and pass Control J. Which give it a second because it's basically broken up
into different sections, which means that the jom
tree is not really amazing. And now that we have done this, if you want, you
can also go ahead. You can also move this up and place it better
in the center. This will make it a
bit easier when we import this inside of
tree as Max over here. So you grab your piece, you go to File export, and it doesn't matter. OBJ FBX, just export
it as something, and we are going to export it in our buildings or in
our Maps folder, create a new folder called FBX. And in here, you want
to go ahead and press B one and you want to turn
on selected objects. And now we have a
simple FBX file that we can use in any
other Tweet software. So having that done, I will now go ahead
and just kick in the quick time labs where I am importing all of these assets, joining them, and
exporting them again.
14. 13 Creating Our Vista Building Part1: Okay, so we now have all of our building I'm just going to call it blockouts because I don't really know
what to call them. We now have all of our
building blockouts ready, and I'm going to
go ahead and I'm going to use TSMC,
but don't worry. The stuff that I'm going to
do in TSMC is so universal, you can easily replicate it
in whatever program you want. So let's just go
ahead and show up. This little window here. And I will just go ahead
and show you how to do one building completely
from start to finish. And once that is done,
then what we can do is we can have a
time on doing all of the other buildings because it takes quite a while
to prepare them. So first of all,
let's go ahead and import one of our vistas. So export maps, FBX, and then I want to do B one. Let's just open it up because I want to do like
a tile building. A Tile building is probably the easiest one to showcase
everything to you. So I'm just going to go
ahead and import this FBX, give the second. There we go. And let's have a look. Yeah, so this one includes this tall building that we have over here. So that's looking pretty
good. Okay, awesome. So we have this building now. Honestly, I personally,
I don't need the textures because
we are going to change things up a little
bit later on, anyway. So I'm just going
to go ahead and open up my material editor. And do I get over?
Here, here we go. So, because I have
multiple screens, sometimes it just opens
up somewhere else, and I'm just going to
go ahead and give, like, a play material. Then the next thing
what I want to do is just to make my
life a bit easier, I'm going to go to my Face Mode, and I'm basically just
going to go ahead and delete everything
that I do not need. I guess if you want, you
can keep this one in. This one also feels like close enough in
terms of quality. But I'm not going
to go ahead and do that simply because it's Citi utoil I don't
need to go ahead and create like 20 different vista buildings
for Titil course. Since once you've done one, the workflow is the
same for all of them. So I only will need to show
you how to do one of them, and then you just
know how to do it. I'm just going to go
ahead and I want to, like, place my pivot
in a logical location. So I'm just going
to move this down and maybe move it in here. And then the next thing
that I want to do is I'm just going to go
ahead and go to my top view and I want to kind
of straighten this out because we all know it's not easy to model whenever you are working on a
non straight building. So let's just do something
like this over here. Let's go to my site
view. There we go. So that's like nicely
in the center. Awesome. Okay. So
we have this one. I feel like there is some junk. So what I like to
do is I like to always select my model pas contro I and then
just press the lead. Okay. Is the junk gun? Ah, C. Okay, so that's quite strange that it's still it's a bit annoying. Oh,
wait, that's why. If we go to Vertex mode now
we see why it is doing that. So it has these wy width. As I said, geometry that comes from maps,
it's willy messy. It's not meant to be for games. It's just meant to, like,
easily show in your browser. So I just want to go ahead and clean this up a
little bit better, even though we are not
going to use this. The reason I wanted
to do that is so that when I press Z, it will, like properly zoom
in and it will not tute zoom in really far away. So that's looking pretty good. Let's go ahead and let's focus on this one building over here. So the first thing I want to
do is I just need to look up the building again in here so that we
actually know what it looks like so that
we can recreate it. I should have saved
that probably. But I know because there was like this really
specific shape next to it, this shape over here, which means that it's probably
this building over here. Well, no, doesn't feel like
this one. This one is it? There we go. So this is
the building over here. Now, you can use this
view if you want. What I normally like
to do is I like to simply go ahead and go
into our street view, and then I can have a better look at what the
building looks like. And we can see that
it's like one of those classic really
large concrete buildings. Maybe let's move a bit back. Street view is your friend in everything that has
to do with Gay art. Even if it's like props, assets, reference, whatever,
it's always your friend. So having this stuff, now, there's a few things that we are going to
need to think about. One is that everywhere
where we have windows, we will most likely have
two types of variations. We will have one that will show interiors in our buildings, and we will have another
one that will just show like windows that you
cannot see through. So basically, Oh, actually,
this one is perfect. Yeah, you can literally
see the effect. So sometimes because
there is light, you can clearly see through the windows
and you can see bind. And sometimes because
there are reflections, you cannot see
through the windows. And we are going to slightly get the same effect like that
because if we need to have interiors on every
single building like this, two things will happen. One, or the interiors will look very repetitive
because we need to create many different
because we are not going to create many
different interiors. Or what you need to do
is you need to create a massive amount of interiors just to make it feel logical, which is both more expensive to render and takes way more time. So keep that in mind. Windows
are their own things. We don't need to worry about it. Now, the second thing that we want to think
about is materials. So this building over here, it's pretty much
concrete, as you can see. I do feel like, yes, it does have quite a bit of geometry, so it's up to you how much
geometry you want to give it. I'm probably going to make my
windows a little bit wider, to be honest, just to minimize
the amount of geometry. But if I look at the building, it mostly feels like it's
like a single material. So whenever we create buildings, there are often two
ways that we can do it. We can use tilable textures, which are just repetitive
textures like we have seen with the grass and
the dirt from our mountains, or we can use something called the trim sheet and a trim sheet. Let's go ahead and have
a look. Here we go. So here is an example
of like a trim sheet. Now, you can see this
entire environment, and a trim sheet is basically one single texture in which we reuse the same elements
over and over again. For example, all
of these elements, like I know that this
is not a building, but it's the same concept. All of these elements like
over here, we have the window, we have this pillar, we have this floor, and we
have this wall. All of these elements use the exact same trim
sheet texture. So if I go ahead and go
up here and open it up, you can see that this
is the trim sheet. You can see that here it's like a piece of the floor panel. It has a piece of rubber. It has a piece of metal. It has some additional
floor panels. And with that kind of stuff, you see, you can see
the floor panels, you can see this one. We are able to basically repeat everything over and over again. Now I have entire courses
on how to do this. However, for something
as large as a building, I often do not recommend
it for the core material. What I mean with that is
right now this building, as you can see, it's very
clearly a concrete material. However, there are also sometimes trim sheets can be
very useful for these kind of small details for like a trim sheet where you just have these details inside
the trim sheet, and that way you can save
a lot of texture memory. It all has to do
with optimization. However, I feel like
whenever we have these really large
textures over here, like we have these
bricks over here, which need to be repeated
many, many times. And over here, we have these
bricks or like the concrete. Then I recommend
tile boll materials. I guess for window frames, if you want, you can
use a trim sheet. However, for a vista asset, I sometimes literally use a plain color for window frames. I will also be doing that here. Like, I'm not even
using a metal color. I'm just using a plain color because from the distance that we will be previewing this, you will never ever
be able to see the actual detail in a black metal compared
to a plain color. So knowing that and knowing
that we have a building, what we will be doing for this building is we will be
recreating the building, slightly altering the windows. For your base, it is up to
you what you want to do. Over here, these
buildings have a base. You can create a very
very plain looking base like maybe some shop fronts
and stuff like that. And I recommend making
those quite generic. So I can give you a look, or I will give you a
preview on how to do those. So that's definitely
something that we can do. However, we are mostly focused on the large scale building. The reason for that is
because it's use cases. Often for Vista assets,
you have two use cases. One of them is far
away. Like this. When you are this far away, as you can see, it
is very difficult, especially if you have trees and everything to see any
detail in like the basis. So sometimes it's as easy as simply pushing the
building all the way down so that it just looks like one big building a bit
like you see over here. Another use case, which
is the use case that we are going to
have is that we are going to have a like viewpoint, let's say, we are going to
have a viewpoint like this. I want to make a
presentation scene, so it's really difficult to, like, do this accurately. I want to make a
presentation scene from like a skyscraper, and the skyscraper, I cannot properly show
you, unfortunately. We are looking down from
a window in a skyscraper, and we see like part of the city. Yeah,
something like this. So let's say that you
have, like, a skyscraper, and our presentation scene will be that we
are looking down, and we see, like, some of
these buildings in here. And we also have, like, a cool night scene where
we will have, like, missive and stuff,
and we will see part of the roads and maybe,
like, some of the trees. So just keep that in mind that
that will be our use case. Because that will
be our use case, it is one of the
few use cases where I recommend where are you? There we go. No, wait. Sorry, I was looking
at this. It's one of the few use cases where
I recommend having, like, a very, very basic entrance and stuff
like that on our building. And I completely
lost the building. There we go. There it is. Keeps changing Cool.
Butoke. Okay, awesome. Now, that was about it
for the explanation. Sorry that it took so long. What we're going to do
now is we are going to work on our
building over here. So let's jump straight
into Trees Max. I will have this view
over on my other scene. And the first thing that we
are going to do is we are going to define the
shape of our building, which in this case, is a
very, very simple shape. I'm just going to go ahead and I'm going to go to the top. Sometimes what I like to do is, I like to select
one red square so that I can from the top view
see which building I need. And then I can see that
this is the building. Now, this one is square, so the techniques that
we have been working on is not very useful
for something like this, although we can get the
scale right right away. So I'm just creating a box. However, if, for example, have buildings like
this or like this, it's way more easy if we
have an actual preview. So over here, we have
a square building, and we know that the building
is sitting exactly at 000. Do keep that in mind. So what you can do is you
can temporarily move it up because I do want to try
and keep the same scaling. We can temporarily move it up, select the top, and move this
one up up until this point. Now we know that
this is going to be the scaling of our building, I can now go ahead and
reset the Z axis to zero. And nextly I can do
this with all of them. I can set this building
now to zero, zero, zero, and over here for our blockout
what I often like to do. And in Blender, it's called
collections and in Maya, it's called layers and in
trees max also called layers. I just add this to
an extra layer. And call it back up
and then turn it off. Okay, cool. So we
have our buildings. Let's turn on our edges
and faces over here. And then the first thing
I want to do is I want to define most of the
solid elements. That's going to
be that over here we have an element where it's sticking out and we have
some various bill elements, and then over here, we also
have a top element like that. Now, knowing that, often what you can do is you can simply use a scale reference. I like to just simply
go up here and then if, for example, have a look, now, I know that my scaling is
not completely correct, so I need to not completely correct
based upon human scale. So that's something we
need to work. For now, I'm just going to create a
very quick cube over here, and I want to set the
height of this cube to be 180 centimeters. And the length and the width,
I don't know, 20 by 20. This is the average
scale of a person, knowing that you can
see that our buildings are way too small. So what I'm going to do is I'm going to go ahead
and I'm going to probably create a
loop, 1 second. I'm just looking at my have a L. I need to look at
it from a distance. So seeing the trees are
annoying. There we go. That's better. Okay,
so seeing this, let's say that I'm
going to create a loop roughly around here. We can still move it around. And the reason I want
to place a loop here is because I'm basically
guessing where our building is going to be inserted at
the base over here. That's basically what
I'm doing right now. So having this loop over here, yeah, that gives us,
plenty of building. And then what I'm
going to do is I'm simply going to go ahead and I'm going to scale up my
building to a massive size. And this is what I
was talking about. Have a look at what
you at the size. For example, car is
often at the height of, like, the neck of a person. Let's see if there's anything. Oh, yeah, wait wait. Over
here, we have a door. So here we It's yeah. Okay, you can see it.
Here we have a door, and a door is often two meter ten, something around that area. I'm not going to
go super precise. But let's say that if a
person is this height, one, two, three, let's say
3.5 to four people long. So we can go over here, one, two, three, and four. And now we can scale
up our building. And for now, I'm just going
to move it over here until the top of our line is
roughly hitting that point. And that's basically how I tend to like guess this
kind of stuff. If this is a building I would
be walking at up close, I would be way more
accurate because I would probably make the
building modular, but now I'm not doing that. So knowing that this is
our building over here, now what we can do
is we can start by defining where we want
to have these pillars, the top and these bottom
frames over here. So for that, let's go
one further over here. Okay, so we have even space between the top and
the bottom over here, which means that
I can most likely simply select these etges, place a double connect, and then evenly space
out this connect. And once again, I'm honestly
just guessing over here. And I'm going to
guess something like, Yeah, something like
this should be fine. Okay, cool. So we got
those pieces also done. Now what we need to do is we
need to create some pillars. I can go ahead and go up here, press Connect, and I can
see that these pillars, they are both of them are at an even spacing away
from the corner over here. So it's up to you to decide, so I'm going to go for
maybe like let's do. And keep in mind that
this is a massive scale. It might not feel
like a massive scale, but keep it in mind. So I can go ahead and I can create a quick box from the line that we just
created to the end. And then just as an easy trick, often, you can use cubes
simply to measure. So I can now move
my cube over here. And I can do the same where
I go in here, connect. And this time, I just need to move this back a little bit. And now we know that we have
pretty much like a rough, even connection on
all four corners. Now at this point, we are just going to
go ahead and we are going to select these edges. And we are going
to, in this case, arther hanf or Bevil depending which
program you are using, and you can use this
to basically split your edges up. Don't
make it too big. As I said before, it's
a massive building. I don't want to make it too big, so I'm just going to go
and I keep looking at my Google maps because the base is always the
most important one. Let's set this to 8.5 centimeters over here,
something like that. Yeah, that should
be pretty good. Okay. Awesome. So at this point, what you can do is for
these pieces over here, we can temporarily, although we are going to
improve them later on, we can select all
of this around, and then we can go ahead
and go to extrude settings, and extrude your meshes by the
local normal and push them in until we get something like this so
that it is pushed in. Then we can also go ahead
and we can get rid of our base over here because we don't really need
to see the bottom anyway. So let's go ahead and do that. And over here, I'm just
going to select by angle. Basically just get
rid of the base. That's pretty much it. Okay, so we got that one, done. Whenever you extrude,
sometimes these side panels, they are not perfectly straight. So I like to always
just, like, select them. Scale them flat just to make extra sure that they
are perfectly straight. Although, in this
case, they look pretty much fine. Okay, awesome. And then what we
can do is later on, we can place like some window
frames or something super, super basic right next to this. Okay, so we have this. We now have the stop bath. And often for an easier use
case, well, first of all, what I want to do is
I want to go up here, and I want to that might actually be a
little bit too thick. I want to give this
like a little trim. It's a bit difficult
to see over here, but often these buildings do have, like, a trim like this. Maybe it's easier
if I show you here, here, they have a little trim,
and then they go inside. So what I will do is I will
actually let's do this. Let's add another swift
loop roughly up here. And then for this one, I'm going to go ahead and I'm going to scale it and it will be super sensitive with the scaling,
probably, here, see. So that's one. I'm just going to twine and scale this
like that's two. And then I'm just
going to go ahead and do one extra extrude. Local normal, extrude
this out a little bit. Yeah, something like that. And then what we can do is we can go ahead and
I'm just going to select the center and grow
my selection a little bit. And then I'm going to,
like, extrude this in and extrude this down. There we go. So
that just gives us a very simple top over here. At which point that
we can later on, I will just have
a bunch of, like, rooftop assets that
we can throw in there to kind of like atras RC. But those assets, we will not
go on how to create those. I will just have
those ready to go. Okay, so we have a top part. If we go ahead and go back, data. Yeah. Okay. So we have our top part and we have the side parts that we are also going to work on and we are going to
slightly alter them. Now what we want to do
is we want to start working on our
windows over here. What I always like to do
because the windows is often such a large undertaking. I often like to just select the areas where we want
to work on our windows, and I like to go
ahead and detach it so that it becomes
its own model. Geometry for vista assets, they don't have to be as perfect as geometry for up close. I'm going to do the
same over here. We have these assets over here. I'm going to detach this I'm also going to go ahead and
I'm going to detach this one. The reason for that is
because we are going to create some
details over here. However, I don't know yet what these details will
be until I make my windows because
you can see that they link up with
every single window. There are a lot of windows here. I'm going to try and
save a little bit of polygon count by lowering
the amount of windows. First thing that I
want to do is I'm going to do I still
have a scale v? I guess I lost it. Let's go
ahead and do another one. So let's make a floor. If a person is 180, I'm going to make a floor
like two meter or 20, probably, just to make
it quite a low floor. And this one, I'm going
to set like at 15 by 15. Often it's like between 22250
that's the floor height. So if this is going
to be a floor height, we have a floor. And then what we will have
is we have an intersection. So this intersection,
it's going to be it's like this one. 25 centimeters maybe.
And let's try 25. 25 centimeters. That
feels a little bit low. Tie 35. Let's try 40. I'm just trying to give it a little bit of space in between. Okay, so we got these
pieces over here. And now what I'm going to do is I'm just going
to go ahead and I'm going to
duplicate this again, and then just keep
duplicating it up and up and up until we have reached
roughly the end over here. And yeah, that
looks like a pretty solid end, to be honest. I'm gonna go ahead
and, you know what? Let's move this one up to give
it like a proper closure. And over here, let's
also move this one up, and we will go ahead and
improve that later on. Okay, so we have these
window pieces over here. Now what you can do is, I'm just going to do
manual placement. You can, of course, do
actual automator placement. But I don't know, I
feel like often this is good enough measurement for manual because it's
a vista asset. I don't want to spend
too much time on it. So I don't care about that
1 centimeter difference. If you would be making this as an actual asset that will be
in your game level up close, like you're walking
right next to it, then I highly recommend using modular assets and not just creating everything
out of one building. However, for a vista asset, the strength comes from being able to just place down
an entire building wide away without needing to do any type of additional work. S. So we have this one. And this one, actually. Okay, so let's see.
So we have this one. I'm going to probably
move this then up because just like I
move the other one up, this one will also be moved up. There we go. That probably gives a pretty good closure like that. So we have that one done. If you want, you can
now go ahead and just delete these
pieces over here. Okay. So we now have our
floor heights defined. The next thing that
we want to define is how many windows do
we want to create? We know that over here,
these are going to be pillars and we need to have
windows right next to it. And this is why I separate it because now that
I separate it, it's way easier for me to just go ahead and
select everything. So what I'm going to do is I'm just going to go
ahead and go up here, and I like to because the spacing is
never exactly the same, we do need to do a
little bit of ifiness, but I like to go ahead
and ter connect. And just see how many
windows I can get away with. Remember, you need to keep some space in
between the windows. Here, the windows are way
smaller than what we will have. We will have quite larger
windows and quite larger space, as you can see over here, but that will, in our case, also improve the readability
a little bit more. I think like around
three windows is probably, I
don't know, three. If I do two, there's
a lot of spacing, but those would be really
large windows, to be honest. Yeah, I do feel like the
scale is a little bit small. Yeah, okay. So let's try
three windows over here. And then the next thing that
I want to do is I'm going to go ahead and Um, S No, wait, I don't want
to change for just yet. I'm just going to create a box, and I turn on an outer grid that I can create
a box over here. So the size of one of our
windows is about yeah, so long length and a width,
about 125 centimeters. Okay. Now, what I'm
going to do over here, these spacings should
be exactly the same. So if I go ahead and just
isolate these two pieces, go to maybe my top view and just select these corner pieces, I should be able to
just simply line up the scale I select them by
adding a connect feature. So that pushes out. And
that one pushes in. That's a little bit annoying. In that case, what we need
to do is we need to do like a tiny bit of I won't
call it cheating, but let's just go
ahead and place a box on both sides over here, and then we just need to
do the sides individual because we cannot move
one side to another side. Oh, sorry, don't place
the box on the outside. Don't know why I
sat on the corner. So instead, it might take be a little bit
more time consuming. However, we can use
symmetry if you want. Why? Yes, we can use
symmetry if you want. So if you want, we
can just create a quarter of a building, and then we can copy it over. It's kind of up to
you if you want. So if you just place one
single connect down here, it can save us a bit of time. So it should probably do that. Anyway, if we just go ahead and focus on only
a quarter of a building, we want to get started by
selecting one site over here, placing the three
connects over here. And basically, what I'm
going to do is I'm going to take advantage of
the corner window and make that one a
little bit smaller because it will be a
larger window anyway. And I can do the same
over here, connect. See? And then this window
will just be a bit smaller, but you will never really be
able to properly see that. Now at this point, we
can go ahead and go up here and one, two, three. Oh, that's going to be
an interesting scale. I feel like these
windows might need to be a slightly slightly wider. So let's just have
a look at that. Let's go ahead and
go to Connect. Yeah. So we have three. But
I do want even spacing. So it might be best to
keep these windows like this so that they are slightly thinner. You won't
really notice. And if you want, you can make
your building a little bit wider and stuff like
that to work with it. But I think for now,
this should be fine. One thing we need to keep in mind is where the pillars are. So right now, we need
to split up this one, this one, this one, this one, this one, this one, this one, this, this and this. And these edges over here. Okay. Let's go ahead
and cham for them. And we are going to go ahead and cham for them,
and after that, we will do, like a bevel because you
can clearly see and yeah, then there is, like,
additional extrusion up here. I felt like the windows
were bevelled inwards, or are they just,
like, straight? It's really difficult
to see if they are perfectly straight
inside or if they have, like, a slight bevel on them. I don't know if you
guys can see it. Ah. They feel straight
to me, to be honest. Whoa. Didn't mean to do that. Yeah, you okay, Google Maps? Yeah, I have a feeling that they are probably straight inside. So let's just go ahead
and go for straight. And this is something like it's really difficult
to change up later on. So do make sure that
you're happy with it. But I don't know
if you're making the same building as I
am creating right now. So, okay, we have these pieces. We are going to go ahead and
we are going to chem for them and give them quite
a thin chamfer over here. Let's see. Maybe like two. Let's try 2
centimeters over here. Okay. I feel like they
are a little bit long. Maybe maybe I miscalculate
the floor height, but I mean, I calculated the height based upon
a normal person. So theoretically, that
should be pretty much fine. Anyway, so we have these ones. Now what we can do is we can
simply do a normal extrude. So we basically want to
select all of these pieces. And then especially for
this one over here. And then what we can do is
we can do normal extrude. And let me just double check that I did not
forget anything. Let's see, so we
extrude this one in, and then we will
create a window frame. And I might want to, I might want to
just try and create that window frame
directly in here. The only thing is that it
might be annoying when we want to apply our materials
because we need to, like, select the window
frame and stuff like that. But that's something that we
can have a look at later on. So I'll just, like,
show you what I mean. That's probably easier. Let me just pass the video
until this one is done. It's a lot of windows.
Okay, here we go. So I have all of these
windows extruded in, and now it's up to
you how much detail that you want to create. I want to create some window
frames, so I'm going to, first of all, extrude this
in on the local normal, very important and push it
into the amount that you want, which is probably something, yeah, like minus four. Might be like a nice
amount, minus four. And then what I want to do
is I want to press Okay. Right away, I want
to go to inset, and I want to inset my meshes. In Maya, this means extruding and only
changing the offset, and in blender, it's
also called inset. I basically extrude
these meshes over here, and then I'm just going to
go ahead and press Okay, because we are now working with a lot of asset management. So what we're now going to do is we are now going to go ahead
and extrude this again. See? And now we have this. Now in order to basically
keep our selection, often, I will do it universal. Normally, what I would do in Max is I would grow this twice
that I select everything. I go down here and
call this frames, and that way, what happens
is when I deselect, I can save my selections. But I understand
that this doesn't work the same in every
single software. So the alternative is
to simply detach, okay? And now because
they are detached, we have a lot more flexibility. So we now got these
pieces over here. The next thing is
that we have all those windows over here. I don't know, can
you shrink your? Okay, so yeah, you cannot
shrink your selection. That's a little bit of a
pain because that would mean I would need to
select them again, and then I would
need to delete them. The reason I want to delete
them is because I want to make my windows separate. So what I'm going to do,
should I delete them? I'm just having a
If I delete them, it will be annoying
for you guys. Like, I can look past it, but it will be annoying when we mirror it for you guys to, like, properly see
what we are doing. If I keep them in, however, yeah, okay, I'm
going to do this. I'm going to keep this a little
bit more non destructive. And basically, what
I will be doing is I will mirror my
entire building, but I will keep it
as an instance, which means that later
on I can simply remove these windows and replace
them with our custom windows, and then it will just
automatically update. So just trust me. This is just like creating
a basic building. So we have these
pieces over here. One thing that I
notice is that it has this nice little
frame over here, which I quite like to capture. Now, unfortunately, I don't think just capturing this
because of the angles, that would probably be a
little bit more annoying. What we could also do is
we could also move this. However, if we do that, we do have some additional
faces that are hidden, and then we can
extrude this out. That is technically another way that we can do it if you
want to do it quickly. Or what you can do
is you can create a custom model and I'm just having a think
if a custom model, a custom model is
probably fastest because I only need to create
it in one area. So let me just quickly create
a random box over here. And let's place this box
in this position up here. And let's move it down here. And now I can just go ahead
and I can convert it soon at a Polly and I just realized I did not have my keyboard
registration turned on, so I do apologize for that. So basically, I have this piece. It's just sticking out if
I look at my reference, and it looks like it's
pushed down a little bit. It looks like it's a
little bit if I turn off my snap rotation
like this. Oh, wait. Let me first of all, fix the
thickness before doing that. I don't make it too
thin because then we won't be able to
even see the detail. So move this down a
bit, push it down here. And I guess last thing that I want to do is
I just want to go ahead and delete that
backface over here, that I do not need like this. And then it's up to you, with
your window frame if you maybe want to move this down or just going to
change to local. Let's make it a
little bit thinner. It's up to you what you want to do with your window frame. If you want to match this
up with your window frame or if you are happy with
this specific look. Now what I can do
is I can simply go ahead and move
this over here. And as expected, we have
a slight difference, but that's because
of that one window. So what I can do is
I can, first of all, move it like this. That's quite curious how big of a difference that
is, to be honest. Yeah, that is really a
big difference, isn't it? I'm going to slightly alter that because I'm
a little bit worried. I did not expect it to be
that big of a difference. So I'm just going
to go ahead and I'm going to select all
of these etches. Oh, sat spector view. And I'm just going to
wing it a little bit. I'm going to move this one,
a little bit to the side. And this one until visually, I don't really see
a big difference. Okay, so let's do that one, and we will know soon enough. So I know that it's not perfect yet, but don't worry about that. We cannot make it perfect since we don't have enough
space for that. And now I'm just
going to go ahead and I'm going to
move these pieces inside over here so that they are not clipping
with the rest of our concrete. Okay. Awesome. Now what we can do is we can go
ahead and duplicate this, and we only really need to
create one frame of them. I'm just going to move
this one over here, and then I will most
likely also want to wing this one a little bit. So let's go ahead and
select it. And let's see. So yeah, definitely, I can work much cleaner whenever
I do like modular assets. But, in this case, I'm lucky that Vista
assets are so flexible. Like, it's almost like cheating with how easy you can just, like, fake stuff
with Vista assets. So let me just kind of,
like, move this stuff out until by the naked eye, it feels almost like
most of the windows are the same with Okay. We also have this one over here. So while we're at
it, we can just as well move this one in a bit. Honestly, these ones
look fine right now. Yeah. Okay, cool. So that is now altered. So I'm really happy that I
decided to go for, like, a mirror or like symmetry
rather than anything else. Let's go ahead and turn on snap rotation,
rotate this one. Oh, wow, we are at
40 minutes already. That's really fast. Don't
feel like I've done a lot. I'm just going to go ahead
and web up these frames. Then I'm just going to
copy them a bunch of times. And then we
should be golden. And we will continue on to the next chapter where
we just need to work. So this is just
simply takes time. We are simply doing some basic modeling,
which takes time. The stuff becomes way more
interesting when we actually apply our interiors and when
we apply our materials. Now, again, like our materials, we will just go ahead
and use mega scans for those just to capture some easy concrete materials that we can use, for example. Okay. For this one, you can replicate this
in other software. However, this is the easiest
to do inside of blender, which is that you
just do a symmetry. Oh, wait. Let's first of all, reset our transforms so that
everything looks correct. Yes, we do asymmetry. We set our symmetry to
the Yaxis and then we simply rotate it 90
degrees over here. And when you do that,
see you can push it. And that will just instantly
here just add like some smoothing and there
we go. Okay, awesome. So we got this one. Now it's just a matter of
quickly combining these few pieces
because t
15. 14 Creating Our Vista Building Part2: Okay, so what we're going to do now is
we are just going to go ahead and continue with
our building over here. The first thing
that I want to do just to make sure that
everything is properly lined up because vista buildings are one of the few times
where I don't really care about connecting
every single vertice whenever we, of course,
split the mesh. But what I do want to do is
I want to go ahead and turn on my snapping and it's
snapped to vertex points, and I just want to re snap
them to our vertex points, which basically makes
sure that everything's exactly on top of each other
and that we do not have any, tiny holes or anything. The reason for this is because remember when we do symmetry. So if I look like William Close, there's like a tiny hole
in between these pieces, so I'm just snapping it back. And that well, in general,
improve our mesh. And then what we're
going to do is we're going to just add some small details over here. Then we're going to add
some window or window, some store fonts and
stuff like that. And then pretty much like
our base mesh is done. So let's go ahead and
finish this off over here. Don't forget that we also do
need to do the same stuff. Up here with this one. So not the most fun stuff to do. Oh, Do be careful that thinking still
goes correctly there. But once this is done. Then what we can do is we can just go ahead and continue on. I don't know why
it's so sensitive with the weird placements. That's strange. There we go. And, of course, if you
want, if you have the time, you can connect all of
these vertices over here, but we are now going
to actually add more edges to these
two pieces over here. Come on. So I'll try to do this a little
bit quicker for you guys. But leave that's it white?
Oh, no wait, sorry. I still need to do
this one, I think. Okay, that should be it. Okay. Awesome. So we
have these things, and what we're going to
do is we are going to just add like some really basic, concrete strips over here. In my case, it's easier to do these concrete
strips in geometry. Because then I can just
use the same concrete. So then I don't really have
to worry about it too much. Let's see. We look at it
over here at the top. I guess the first thing that
I want to do is I want to just place a quick double
connect at the top and bottom, which will just make
my life a little bit easier when we start
placing these strips. So just cup like a
little connect that we basically stop all of our
details in these two points. We can do the same over
here, just select this. And for this one, it's
especially important because here these connects go over straight into the rest
of these details. And now that we've
done that, if we just go ahead and
select both of these, we basically want to try and
give a fairly even spacing in between here to create
these additional details. So since these are all
at the exact same level in terms of the geometry or
at this exact same position, I can just go ahead and
gon out and add a pol, which in three years Max just means editing it
at the exact same time. And then what I can
do is, let's say, we probably need to do
this separately again. So I can go ahead and go up
here and let's go to connect. And let's probably add three connections or
shall we do four? No, no, we probably
want to Oh, yeah, we want to line this up
with our windows, don't we? I have a look? Yeah, we want to line this up
with our windows. I completely forgot about that, to be very honest. So if we want to line
up with our windows, I mean, it's kind of up to
you what you want to do. In this case. I think I'm just going to go
ahead and do it manually. I know that it might take
a little bit longer. But it is not the most
difficult one to do. If I just go ahead and convert spec to added poli over here, and I can probably actually
reuse this one at the top, so I shouldn't need to worry about that too
much, but we'll see. I'm just going to go
ahead and I'm just going to basically roughly place. When we place it like
this, I guess that you can merge all of these
pieces together, yes. Because you now
have coincidentally the exact correct Polycount. So in the end, I do realize that we could have just extruded this
and that would have probably extrude this when we were extruding
our windows, and that would
have probably made things a little bit easier. But for now, honestly, it might seem boring, but because it is a
bit boring to do, that's why it feels longer, but in the end, it might only take 5 minutes to do everything. So let me just go ahead
and pass the video, and I will just continue placing all of these
edges over here. Okay, so that is done. And now, just to keep
our life easier, what we're going to do is we are just going
to go ahead and select every other
one over here. But you do not want to select, of course, your pillars. So the selections will be a
little bit uneven like this. And then we're just
going to go ahead and we are going to
extrude those in, and for now, I'm just going
to leave it at that point. Then what I will do is I will
work on my shop windows, although those are going to
be quite interesting because, of course, we have quite
a height difference. One sec, let me
just finish this. We have quite a height
difference over here, and, of course, the shop windows would not be that
absolutely massive. So we can, of
course, have a look how they do it in real life. And in real life, I can remember
that the shops are like, lower or something like that. So basically you have this
one extrude settings. Normal push it in a little
bit like this. There we go. That is more than enough detail. I'm just adding a little bit of additional detail because
I know that the buildings, I will see them a little
bit more up close. But if you, for example, have a skyline that
is Willy far away, then I recommend not even
adding any of these details. Then I recommend literally
just having a texture of some windows and just
placing those on it. There will be a little bonus
where I will show you how to create an ultra low
detailed building, but this will come
after we have, of course, finished all of these buildings
and stuff like that. But I still want
to show you that. That's like a really old
school method where you literally just
throw on a texture on a cube, and there you go. You have a building
something in that direction. So what I can do is I can
go ahead and do this, one, two, one, two, one, two. Okay. And then if I extrude
this in local normal. There we go. Okay. Awesome. So now with these things done, let's have a look at our
shop windows over here, and then most of our
building is pretty much ready to go
for some texturing, but our texturing will once
again be super simple to do. I'm going to go ahead and
I'm going to have a look Ah, see here as I expected. So it feels like the shop
windows, they are quite large. She can see if this is the
door, they are very large, and then they basically
push in and then there will be another
layer of windows. Also, what I can see over
here is that you have a little trim where you
have your concrete. Now, technically,
this one is granite. However, what we will
be doing is we will simply be using
the same concrete but slightly changed the color. So this is an easy way to just quickly add that extra
bit of variation. So yeah, that is quite high. I'm going to make this
super simple shop windows. And the way that
I like to do this is almost like modular. A. So I'm going to well,
I'm going to, like, use this space over
here as a base, and we can reuse the shop
windows everywhere else. I'm going to go ahead
and create a box. Oh, turn off out a grid. Over here. And let's make this box
like 30 by 30 by 180. So we know that this is
like a person over here. And next what I can
do is I can create another box down here, and this one will be for,
like, our shop windows. I'm just going to make this
like quite thin windows because you will not be able to look through it or
anything like that. So let's go ahead and just
use this as a sample. You can make it perfectly
modular if you want to. I'm just going to make it and manipulate it based
upon my building. So we start with like a
granite base over here. It's not too high, something like that. Okay. And yeah, I will also do some doors. Don't
worry about that. So we have our granite base, and the next thing that I
want to do is I want to go ahead and I want to
duplicate the scube. I want to go ahead
and I want to scale this probably
somewhere along here. And then this one will be like
our default shop windows, which goes up until, like, this point, probably. Okay. Yeah, let's do
this point over here. Then I'm just going to go
ahead and I'm going to reuse, once again, the granite cube. I'm going to stone
this in a little bit, and I'm now just going to
create a little structure. Yeah, yeah. Yeah,
let's scalt in a bit. Now I'm just going to create the little structure behind it. I'm not going to make it
as intense as I have on my reference because
I just don't like it looking that intense. So let's go for
something like this. Select the ends and
do a double connect. Here we go. And you do want
to try and go for, like, slightly larger shapes
whenever you're working with Vista buildings if you want to be able to see the details. So you can see over here,
I'm just pushing this in, and then I'm selecting
the top face. Hold Oh, I wanted
to hold Control to, like, select a loop around, but it's selecting
the Wong loop. Basically, you want to
select these pieces, contra them and then
delete everything else because you cannot
see anything else anyway. For these pieces, what
we're going to do is we can simply extrude this
out into a window. I do want to make it for that. Yeah, I want to make my
cube exactly the size of these windows over
here like this. And then we can simply go for an even spacing, let's go connect. Four, let's make
them nice and big. Let's go for nice big
windows over here. Next, what we're going to do is we're just going to go
ahead and cha for them. Set this to zeros that we
only have a single chamfer. And once again, look
at it from a distance. I'm going to make my
window frames a little bit thicker so that we are just
able to even see them. And next what I'm going to do is I'm just going to go
ahead and do another connect down here for two. Move them down. Connect here. Little one over here. And now at this point,
what we can do is we can simply go ahead and I'm going to grab these planes
and I'm going to detach them so that I can use
them as glass right away. I'm going to hide selection. Next, I'm going to go ahead
and grab the backplanes, and those I can just delete. Then if I go for border select, I can select all
of these borders, and I can press bridge, and this will just automatically
bridge the borders. And then once we
unhide that one plane, we can push it back Panda. Here we have a plane. For now, I like to just go
ahead and attach them again so that I can
control them a bit more. Going to go up here,
select this back line, and just move this
back all the way. See, so you can see that I'm
doing this really quickly. Because these will be the furthest away from the
camera in my case, so I'm just going to do
this as basic as possible. I can go ahead and
I can go in here. I can, of course,
just push this down. However, if you, for example, want to maybe do
a double window, you can always go ahead
and push it down more. And then if we go and center a Pivot point and, for example, a symmetry over here, we can most flip the
symmetry around. See, we can quickly create
a double line like that. Add a pole again, and then I'm
just going to go ahead and I'm just going to
slightly move this down. And if needed, you
can move this one little bit back so that it
is in the center over here. Okay, awesome. So
that's like a really, really basic shop
font over here. You can go ahead and
you can, of course, reuse this shop font in all
the sides like over here, and center my pivot and
then rotate it 180. And see how far.
But it's actually quite far away from
no, you know what? No, that's not too far away. I like having it pushed
in a little bit more. And also symmetry
is your friend. I will show you how to do
the corner in just a bit. But what I can do over here is even for this one,
I can use symmetry. I can start at one point. And because it is way too large, I can simply go in and just
cheat a little bit by using a quick symmetry
and then pushing the symmetry modifier
inside of here. And then what I will do
is I will push it a bit further that we only
have two windows left. And then add and add a pole so that we
can edit everything, push one side over here, and place the other one
in the center. See? And once again, you
do want to center your pivot after this, rotate. Yeah, let's move this a
bit further over here. Okay. Awesome. So at this point, for the corners, we are going to have
basically two corners. One of them is just going to
be windows, and one of them, I will just go ahead and create the most basic door
you have ever seen, and that should pretty
much do the trick. So corners are once
again really simple. We grab one of our areas. We go ahead and we add
a symmetry modifier on the on the X axis. Yeah, I think on the
axis and flip it, and then simply snap rotate. Oh, no, no, not X axis. You know what I need to do? I think I need to
reset my X forms or freeze your transformations, however, or remove your history. Whichever program you're using, they all have different names. So let's try that again
now that I've done that. Okay, this is the
one. On the Y axis, when it is not flipped. There we go. Found it. On the Yaxs rotate this like
an even spacing over here, and then just push this back. This will be like a
window piece over here. Any chance I can
get exactly like a window frame. There we go. If I push it back, it's too bad that that window frame over here does not work, but it might be a bit easier if I just do a double
window frame like that. And then alter things
a little bit more. So let's see if I do that, and then I push this to roughly match up with
the window behind it. And then I want to match
this up to the side. No, I'm selecting
something wrong. There we go. That's the
one that I accidentally selected. So let's move this in. Let's go go to our top
view. Okay, let's see. So we have two windows here, and then this one will
become like a door later on, but I'm first of all,
just going to create the base window version.
So windows here. And then on this point, let's go ahead and just collapse this so that I can edit it. Honestly, it's up to
you what you can do. I'm not really attached to,
making it look perfect, so I'm just going to
quickly extrude out like a plane over here and
just call it today. Now, also, it does have some leftover jom tree,
as you can see over here. This leftover jom tree, you can, of course,
remove if you want to. Since I'm going to use Nanite, I'm going to basically say that it's not that
important because Nanite will add hundreds
of thousands of polygons to this mesh
anyway, just for it to work. So I'm not going
to be too worried. I do want to go ahead and
just add a smooth modifier to fix my smoothing on this one, on this one and on
this one over here. And now we can see that we
have a pretty easy corner. There we go. So let's
go ahead and grab. Do I have everything? Yeah, let's go ahead
and grab this one. Copy it. Center, 90 degrees. And move it over here. And yeah, it doesn't
have to line up, absolutely perfectly
because that's not what I really was focusing on. I just need something
presentable. And you can, of course,
make it way more accurate. If you are making the
Vista buildings anyway, you can just as well make
them nice and accurate. It's just like in my
case. Oh, whoops. It's just that in my case, begat is for tutorial, and I'm going to basically throw away all of the
work that I'm doing after the tutorial is done since I don't really need them. I don't want to, of course,
waste too much time. So I can see over here
that the rotation messed up Did it mess up a lot? Yeah, it did mess up a
lot. Sorry about that. Sometimes it's easier if
you just merge things together because sometimes
the rotation gets confused, and yeah, you can keep resetting your transforms and
stuff like that. Or what you can do is you
can simply quickly go ahead and just make it one
solid object like that, and that makes it
also easier to manage your pivots rotate it
without any issues. There we go. Now we
won't get any of those strange issues anymore. And I am going to fix those small problems where it's not touching
the rest of the walls. So first of all, I
will place them. Shall I I'll do another entrance
over here on that side. So basically, just
going to move this one. I want to probably place
this one in the center because I am a fan of
symmetry a little bit. Or not symmetry. I am a
fan of, like, evenness. I feel like they would
not just make windows at different widths because
then you would also need to cut the glass at
very specific points, and that would just be
a lots of extra work. While for these large buildings, all of these glass and all of these frames would probably have been made very standardized. Okay, cool. So for our door over here, let's say that we make a
little door around in here, so I need a scale reference. And let's say that I make the door from the
end of this frame. Whenever you have an edge that is not completely straight, you can simply select
it and scale it flat and then move it and
then it becomes straight. So we got something like this. I can go ahead and I
can select this piece, hold Shift, and rotate it, and then I'm just going to
select this to its own object. So now I've duplicated my mesh, and right away, I edited it. And I can use that basically to create like the door frame. So if I just go ahead and place the door frame somewhere
along this point, let's not make it too wide. Once again, I don't really
care too much about, like, the scaling
and stuff like that. Gonna place it over here. Oh, did not copy.
Huh, that's strange. For some reason, it doesn't
copy. But it does copy. Okay. That is weird. Doesn't matter. I
managed to get a beam, and that's all I care about
that I got one of those. And then for this
one, what I'm going to do is I'm going to just go ahead and
I'm going to move this one probably
down over here. And this one goes all
the way to the bottom. And this one I will probably
move to the end like this, just to give it a
better connection. And this way we can also
control a little bit better the width of our door. Something like that. Next, I'm going to go ahead and I'm
going to place another loop, scale flat, place loop here, delete, whatever is
on the side of it. And yeah, I'm just
going to bridge it, and I'm just going to
place it in front of here. I'm not too worried about that. If you want, you
can do it like this where it ends over here, but I like to just have like a chunk sitting
around there. So I can go in here. I can select the bottom face and
push this one also down, and then I can select the Oh, I need to place in Edge connect, probably need to place it
over here. There we go. And once again, for the glass, you can just go ahead and
because it is already detached, I can probably
simply move it up. And place a loop on it, and then extrude
this down again. So then now over here you can
see that we have a frame. Need to do some
cleanup, like bridging this gap that we
use to remove it. There we go. Simple door, simple frame. And at this point,
if you want, oh, wait, I can actually
reuse this one over here. You can, of course, also
create the actual door mesh. So what I tend to do
is I tend to just make this willy quickly
in those cases. Because I don't want to
waste too much of your time. This is not really a muddling
tutoil so that's why I don't want to also
spend too much time. So we have a door, and
if you have a look, it's a bit difficult to see, but it's like a standard
door frame with, like, a wider base. So it's basically like this. It's basically a connection
over, like here. You can choose the width. Probably gonna go for like 60. Then there is another
connection at the top the one at the top is even to the
ones at the side like this. And then the one at
the base over here, it's quite a bit wider,
like you can see. I feel like I want to probably
scale this out, maybe. Yeah, I feel like I want
to scale this out a bit more to give it a
little bit more space. Yeah, here, that feels better already as soon as I did that. So make sure to, of course, alter all of your meshes to
reflect this quick change. There we go. Okay. So we
got this one over here. And then what we can do is
we can just go ahead and oh, I can see the back.
There we go. I selected. The lets play a
bridge all around. Maybe make it a bit thicker. And we will, of
course, also have like glass sitting in here. So at this point, you can
just go ahead and I know, just create a plane, turn an outer grid so that
you can snap the plane right away on your door. And then, push it in. And then if you really want to, you can even create
a little door handle for which I'm just going
to go ahead and I'm going to create or use a line where I just create
like a square like this. The most basic door
handle you will ever see, it's just a simple square. I basically figure out
roughly the height, and coincidently the height
is pretty good already. Maybe make it a little
bit bigger and higher. And I'm just going to give
the ends a little bit of, like, a fillet to make
them a little bit round. And then what I will
do is I will add, in this case, it's a sweet
modifier, but basically, you just want to guide
a cylinder around. Make it quite low
resolution, maybe like one. There we go. And
that's already still quite high resolution.
But there you go. Most basic door ever, but from a distance,
it totally works. So we got these pieces
done over here. I'm just going to go ahead
and I'm going to select them. Oh, I was worried about that, that it's annoying
to select them now. Then I'm just going to do
some manual selecting. Here's this
everything? Yes. Okay. And then what I can do for
this one is I can simply well, another twig in Tres Max is to isolate your mesh
and then attach everything in the list
because it will only show whatever is attached
into the isolated list. And then I can just
do a simple mirror over here, flip it around. And move it into
place. There we go. Now we instantly have it.
After mirror in trees Max, I do always like to
reset my X forms. And the reason I want to do that is because I want
to make sure that my normal maps are not flipped or that my
normals are not flipped. So if I go ahead and just check. Okay, so that's all looking
totally fine. Okay. Awesome. So there you go. We have ourselves a building. Now, of course, it
doesn't look like much yet without any textures, but it is a really solid start. So what we will be doing in the next chapter is
we will go ahead and we will get started by looking up textures
for our building, and we are going to apply those. Once that is done, we go to a real and then the
real thing starts, which is going to
be the interiors. That's the biggest thing.
This is just basic modeling. Don't worry about these
numbers over here like 160,000 polis is because
we have a massive backup. If I actually select everything, it's around 20 polis 40 verts, which is fine when
you use nanite. However, if your buildings
really far away, you might want to simplify
things even more. So let's go ahead and continue
on to our next chapter.
16. 15 Creating Our Vista Building Part3: Okay, so we are now
going to go ahead and get started by finding our
materials and applying them. Now, we are going to make
some specific decisions. Let me say like that
in this building in order to basically save the amount of texture
that we need to use. I want to get away with
this entire building using only two
different textures. And the reason for
that is simply to optimize the material more. The more texture you have,
of course, on your building, the more expensive
it is to render. Now, of course, you could have
used trim sheets for that, however, we are
going to use tips. And the way that we are going to basically save some stuff is we are going to find a really
nice concrete texture. And we are simply
going to split up our building in multiple
materials that will have differences in darkness
and differences in color that we can control
inside of unreal engine. And then next to that, we
also have our window frames, which are just going to
be like a plain color. And our glass, I don't really
count because our glass that's going to be part of
the interiors and everything, which we will go
over in just a bit. Now, normally,
what I would do is normally I would
use vertex colors. And vertex colors is a way
that you can basically give your specific vertices or
faces a different color. And that way, what
you would be able to do is you will be able to inunreel assign materials
based upon those colors. I can show you if you want, very quickly, although
we won't be using it. So here, if I go
to vertex paint, what I would have been able
to do is I select one piece, and I want to go vertex colours. And then I would, for
example, make one of them. I would make red. Like that. And then if I select
another one and I will make it green and you
want to go for RGB, so red, green, blue, like this. Now you can see
that I've assigned vertex calls to these
different phases, and inside of unwel you are
able to then use those to basically apply
different materials based upon your vertex color. Now the reason we are
not going to do that is because I want to use
Nanite and unfortunately, Nanite does not support
vertex colors yet. 1 second. Let me just go ahead and set this back
to normal over here. And this is basically
the reason why I want to use just separate materials.
Makes it a lot easier. So let's go ahead and go back to mega scans because
that one is like a really easy resource
to find some stuff. If we go source files, this is really large. Let's go over here.
Buildings textures. And here I will go
ahead and I will start with concrete underscore 01. And I also want to have
something on my hoof. So I'm going to call this
Roof 01 for the roof slates. Okay, so surfaces. And I want to just
have a quick look. Yeah. It's like a pretty clean, yellowish looking concrete, not too many specific details. So knowing that, I can just
go ahead and go concrete, and I want to probably go for
smooth or painted concrete. Probably smooth concrete
to get start with. One concrete floor. But this one parking
garage, concrete floor. That one might actually
be. Of course, there's a floor, but
it doesn't matter. It's just concrete. This one has two specific
details, I feel. This one might also work. I have a feeling
that, where are you? Parking garage concrete floor
might be a nice one to use, although I'm a little
bit worried that the details are too
strong, to be honest. Now I look at it. But let's go ahead and open that
up in another screen. And then what I will do is I also want to have
a quick look at painted concrete and see if there's maybe something
interesting in here, but I don't see
something directly. No, so Casting stun, no. Yeah, I don't think I'm
just trying to have a look, but I don't feel like
there's anything else. And if this one doesn't work, we will just find
a different one. The nice thing is that UVs, we only need to make them once, and even if we change
out the materials, we can still just keep the same. So we can even, like,
switch out materials for these buildings to
use them multiple times, but have them looking
slightly different. Okay, so over here,
we have a concrete. Let me just quickly
sign in to download it. Here we go, and it's up to you, you can easily get away
with two K resolution. I will set it to four K, and then I will simply
lower it inside of the game engine depending on my needs because
inside of wheel, you can simply lower down your resolution of your
texture like that. Now, another one that we
need is we need a roof. I hope maybe I can just
type in a roof and then I'm able to find
what I'm looking for. I'm looking for, like, that
really specific ta look. But it's why texts.com. And let's try over here and go, maybe I can type a roof over
here and then it will work. Here, this one. I
don't know how to call it Bitumen Roofing, I guess, that's
what you call it. Yeah, I that one or are there more variations
that is also cool. No, I think that is like the right one that
I want to use. Where are you? There you are. Okay. Over here. So what you can do
is you can just go ahead and you can
download this one. I'm just going to go for the
free version for you guys. So I want to have the albedo, normal, and roughness, and
that's probably all I need. So first of all, let's
drag in concrete, which for some reason, the
file they called it asphalt, so I just want to open
it up to make sure. Okay, yeah, that's
fine. Okay. And then I'm going to go also for roof, and I'm just dragging
in those textures into my roof folder over here. Now comes the path of assigning materials and UVNwpping which might take quite a while to do. Let's go ahead and go over
here in our material, and I'm going to
get started with a Concrete Crete Underscore. Wow, I still can type. Concrete underscore zero, one, underscore A, and let's
see how many do we need? A, B. We can also use B over here. And maybe C at the bottom. Let's do three variations. Concrete A. If you want, you can hold Control
and you can drag it over here to duplicate it. Concrete B, concrete C. Roof, and frames. Let's start with that stuff. Yes. Okay. So now that
we've got this point done, yeah, we also have
a glass over here. What I'm going to do
is I'm going to do an automatic unwrap on
my entire building. So first of all, in order to see everything a
little bit better, let's go in concrete 01 A, and let's assign
just our base color. Give me 1 second to load it up. I'm just going to
select a bitmap. Now I want to go ahead
and select this one, and I'm going to
over white over here my Gamma in order to properly
give it enough light. Okay. And so, yeah, the way that automatic
unwrapping works inside of Unreal engine is inside of T max
is really easy. You can even use
triplanar mapping to do this in real engine. However, I will just
do the unwrapping in here because it is a
little bit easier. We basically assign
our material, and it's just an
automatic unwrap. It doesn't matter which
software you use. All the softwares have
automatic unwraps. So in my case, I
will use a UVW map, set this to be a box
to do a box unwrap. And then I make the
box an even number like 500 by 500 by 500. And now you can see that it
instantly has UV unwrapped, everything, just like that. So now that we've done
that, the next thing that I'm going to do
is at this point, I want to start to remove my windows because we are going to focus on
those in a little bit, because we are going to place make a very specific
window mesh. So I'm going to go
my dipoli over here, and it might be a
little bit annoying to be able to select everything. Here we go. But it will save us a lot of time if we
do this now over here. So I can just go ahead
and I can select this. The nice thing is
that it will just automatically select all
of our mirrod versions, and then we are going
to delete this one, and then I'm going
to show you how to create the fake materials
because just in general, we first of all, want to just go ahead and have the systems working before we actually start applying them
to the buildings. However, creating the systems
is not too difficult. Well, actually, okay, no, it is a little bit complicated, let's be honest, and it is a little bit time
consuming to create them. But we are going to have our
interiors in three layers. Layer one is the fake interior, and this interior will look very realistic even
when it's fake. Like, it will feel like there are three D models
just sitting in it. It's not just going
to be a simple image. It will feel like
there are three models sitting in it that follow
the camera around. And on top of that, we will have another layer, and this layer will be
the curtain layer in which we will basically
create an atlas with multiple different
types of curtains and blinds and stuff like
that that you can use. And once we've done
that, we will have a last layer and that last layer is going to be our glass layer, and that one is really basic. It's just simply a layer
of glass on front of it. The technique that I am using, it is slightly means you get a slightly
higher plcunt however, it will be so much
easier to do compared to creating a really
complicated shade that handles everything for
you in those multiple layers, and I don't want to go
that complicated because even I wouldn't probably
know how to do it. The only thing that I'm
a little bit worried about is that glass and nanite do not
normally go together. However, in the latest update, they should be able
to go together. Transparency should be able to work in the latest
update with Nante. However, in the event
that nans will not work, because I can, to be honest, remember that it was
not working completely yet in the latest
update, which is 5.1. In the event that it
does not work yet, what we will do is I will just do it in the shader and I
will show you how to do that. So there are multiple
options on how to do this. I of course, have done
the building before. However, the glass
and stuff like that, I'm kind of winging
creating the glass, so to be very honest,
but don't worry. I will figure that out. So okay. We have these glass
panels over here. Done. These ones will mostly contain our interiors,
however, not all of them. The ones down here, I will most likely give them fake glass. So that would probably be
like another material. So we have concrete roof frames. Fake glass because it is so far down and I
don't want to create an interior for something as complicated as the
ground floor level. Rooms are easier to basically
create interiors for. So we will have a fake
glass level on top of that. That is also fine. Yeah, I think for now,
that should be fine. So okay, we have applied all of our concrete over here.
That's totally fine. Now what I'm going
to do is I'm just going to go over here to my top. And I want to go ahead
and art and added pool. Oh. I'm going to go ahead and just grow
my selection over here and this one is
going to be a roof. Don't worry about the tiling. I know that the
tiling is correct because of all the stuff
that we have done. Sometimes this happens where whenever you apply a material, it tries to apply it everywhere, often just converting this to an added poly works better,
as you can see over here. And now I convert
it to an Adipol and it is able to read it
as two different materials. I know it's a little
bit annoying, but it's just one
of those things. Now, for this one, the outsides
are going to become No, wait, I will keep the outsize concrete zero so that it
properly transitions. And then the inside over here. So if I convert
this to Adipol and luckily it saved my
selection from last time, I can go ahead and call this
one concrete 01b over here. And at this point, I'm
just going to hide selection everything that
I have already finished. These pieces over here can
also become concrete 01b. The day become a
little bit darker. Right click height selection. This is just a massive frame, which is really annoying
to preview right now, but This one we can once again convert to Alipol
that's too bad. I lost the selection because
I was showing you how to do. Maybe I can delete
the vertex paint. Does that remember my selection? No, that sucks that
I lost my selection, so I just need to quickly go ahead and select all
of these frames. This one will also be dark,
just like the other one. Oh, yeah, I like that.
And then the bottom one, we are just needing to separate the glass from the
rest of the frames. Oops. So yeah, nothing too special with just assigning
our materials. So this one is also concrete B, and that should do
that trick over there. Now, for these
ones, we want to go ahead and make most
of them our frames. I think it's easier
probably at this point to just convert all
of this to an dipole. And then I probably want to go ahead and for these
frames over here. Since they are going to be fake, we should be able to just
simply apply our fake glass. No, wait, I'm going to
first apply my frames. That makes it easier. Let's
just select everything. Let's grab our frames over here and apply
frames on everything. And then we can go in set
this one to fake glass. And if you want, you can quickly change
the color to be like a little bit more like a bluish color so that we can see it. So that one is going
to be fake glass. All of these bottom ones over here are going to
become concrete C, which I probably want to also set to like a slightly
different color. And over here, once again, this one, fake glass. So it should probably
look something like that with our frames
and everything else. Hight selection. So
let's go over here. So this one is going
to be concrete. This one is going
to be fake glass, and this one is also going to be fake glass. Height selection. First of all, do
this one. Oh, nice. It's already Oh, no, A did not remember my selection, so I need to select it anyway. Fake glass. Fake glass. Concrete. See, it's
nothing difficult. It's just time consuming to do. But once this is done, we don't really have to
touch the building anymore and we can just start
focusing on our interiors, which will be what our next
chapter will be all about. Over here, I'm just
going to do this. And I'm going to make the
fake glass, of course, super generic in these
cases. Concrete. And normally this one would
be like a different frames. If you want, you
can go frames two. Yeah, I I do frame 02, and this one frames on score 01. The cool thing about
the frames, because they are going to
be plain colors, there's almost no expense
on them because it's literally just a plain color
that we are going to apply. So this one is
also fine. And now we get to a little bit more like a more annoying area because we need to it's like
one solid object, so we need to select more. So fake glass. And
then over here, I can just select the
entire bottom area, height Fake glass. Same over here. Oh, way, this one is not connected, so I can just select
the separate model. Hey, I'm trying to do all
of this stuff, of course, quite quickly, so you guys
do not get too bored. But just in case for the people who also
want to see how to actually model the buildings and not just know about
the workflow, I want to include this stuff. But if you are
confident in modeling, of course, and stuff like that, which often because I feel like a Vista asset is such
a Vista assets is such a specific thing to learn that most time the people that are learning
this kind of stuff, they would not
often be beginners. They would be like people that already know quite a
bit about the engine, and they just want to
know the workflow on creating specific Vista
assets and stuff like that. That's why I'm also not
going to be too worried. But yeah, as you can see now, our building is pretty
much ready to go, of course, without the glass. Awesome. So we have this
stuff done over here. Now, next thing that I
want to do is I want to go ahead and I want to
create, like, a sample. Oh, wait, sorry. I completely forgot that these
frames over here. Double checking? Yeah. These frames, I need
to go ahead and apply the frame one material
to them. Now it is done. Awesome. Okay, so
as I was saying, in order to prepare going into unreal and
actually creating a interior shader and
everything like that, which will be a complete
new chapter next time, I'm going to already go ahead and I'm going to create a plane going to place the plane
over here like this. And what I want to do is I
want to just move this back. And my main goal is to basically make this plane
at the correct size. Now, scaling of the
planes is not too bad. The nice thing about
all these techniques is that we only need
to create one floor, and then we can duplicate
it down down down, then all we need to
do is just juggle around our UVs a little bit, and then we have a
lot of variation. So over here, there we go. We now have our plane
also ready to go. I'm going to go ahead and
set my plane to zero, zero, and zero for now and
apply this to a new layer. Call it interior,
turn it off and then select the entire building and also apply
that to new layer. Building underscore 01. I accidentally place it
into the one. There we go. Now we have our building
and now we also have our interior plane over here. Great. Since this
chapter is not too long, I'm also already going to
go ahead and just export this specific plane
to Unreal engine. Here we are inside of Unreal and we can go ahead
and once again, create a new basic level
just to preview stuff. I'm just going to go
in assets, new folder. Buildings over here. I'm also just going to do a
file save current level S and just go ahead
and save this as our, just do buildings. Vista underscore. Buildings and save. Okay, so that's now also done. And then what we're
going to do is if we just go ahead and
go into our folder, we can already, prepare
some small stuff. So let's go exports buildings to underscore unreal just
in case and in here, I can go ahead and I
can grab this plane, file export export selection. And I have a feeling
that the plane needs to be square most likely in order for our interior to work better, but that's something that we can have a look at, of course. So don't worry
about it right now. I can just go ahead and
go in here and just call this interior underscore
test underscore plane and save our scene or export. And go ahead and let's
track it in here. And we don't need to really use nanite for now. That
doesn't really matter. So combine meshes, and
I'm just going to set the uniform scale back to one because this time we did do, like, pretty decent scaling,
as you can see over here. So the scaling is pretty decent. I might want to quickly
rotate it over here. Okay. Awesome. So we now
have everything prepared. In the next few
chapters, what we will do is we will create our system, which is very similar
to the system that they use in the
Metrics demo in order to create fake
interiors along with everything else
for our building. That will be quite
a large chapter. It will also be quite
a lot more technical. So I will try my best to, like, slow things down and
really explain everything, and we are going to
make something awesome. So let's go ahead and continue with this in the
next few chapters.
17. 16 Creating Our Interior Room System Part1: Okay, so now what we're going
to do is we are going to work on something really
interesting, which is interiors. Now, we are going to borrow part of this system
from the Matrix demo. I'm sure that many
of you already have heard of this and
else give it a look. The Matrix demo, it is like an Unrelengent five
showcase demo, and you can just go ahead
and have a look at it, and all of it is
generated in UnrelgentFV. Everything that you
see here is from UnrelgentFV. Now
this is really cool. You can literally download
this entire environment and all this kind of stuff here. You can literally play
around everything. But basically, the
goal with this was that and I
have it over here, these are buildings from
that specific demo, and they had an amazing system that can make your
interiors feel much more realistic
compared to just having those classical flat interiors. You know those interiors
where basically, it's just like a flat image
with like empty rooms. But over here, you can feel
like there's actual sofas and there are actual products and everything standing against it. Then just like
that, you can also see that there is a difference. You can see that
over here some of these windows are
not with interiors, some of them are with interiors. Now, what we are going to do is we are going to
create something similar. I was so impressed by this, so I really wanted to
know how to create this. However, there was
almost no documentation. So I had to develop or recreate, so to speak, their
entire workflow. Now, there's a few things before we get started that I
want to let you know. If we want to go ahead
and do these interiors, if I would literally
show you the material, you can understand
why, if I go to Oh, God. Let's just have a look. I should be able to go
city sample buildings, just give me one sec. I just need to like I
just load in, like, a building with an
interior over here, and I just need to find
the parent material. And you can see already like how many settings
that are on here. This material that we have, just give me a
second to load it. It's a very
complicated material, safe to say, way too
complicated to showcase you. Come on, where are you? Finally, I found it.
Okay. So this material, it is way too complicated to show you how to create
it from scratch inside of a as you can see over here,
inside of a tutorial. It would be its own
tutorial course on its own, all on its own thing. And on top of that,
I would not have enough experience to properly explain to you what
every node does. So you can see over here,
we have a massive material. The reason that this is so large is that next to the
interior system, which shows you like
this fake system, it also arts the glass
in this one material, and even adds all of our curtains and
blinds and everything. All of that is being done
in this one material. So that can be really,
really overwhelming. So what I did for you guys is we are going to borrow
parts of that material, but we are only going to
borrow the interior parts. So if we go in our
vista tutorial, I imported the material in
here, and let's have a look. So I went ahead and I
called it Windows simple, and this is the material
that I changed for you guys. As you can see, I
optimized the material. So all of this stuff,
it's not mine. Credit goes to the Metrics demo. What I did is I basically just removed a bunch of
stuff and optimized a bunch of stuff to get it
more to make it more readable, where we have a few
things over here. We just have some data orders. You don't have to
worry about it. This stuff over here handles
the UVs of our interior. This stuff over here handles the quality of the displacement, which is making your
interior pieces look three D. Over here, this one handles the
exposure so that we can control the brightness
of our interior. And then over here, we just have some technical debuffer loading, some position loading
and some more stuff that has to do with the height
map and the dittering. I won't try to explain to you. The most important one is
that over here, we control, we basically input
all of the stuff, all of those things that are created are
being inputted here, like your UVs, like
your Ditter steps, like your actual masks and your actual cube maps
and everything like that. And it will output it into
an emissive that we can use. So don't worry too much
about the material. It's simply too complicated
for this type of a tutoil and it just wouldn't
be worth going over it. However, we will have our
hands full, honestly, creating the actual interiors
that you see over here, and I'm going to show
you how to do this, or I'm going to show you an
example of the interior. But just creating
those interiors, that alone will already
take us quite a bit, because we need to create
entire systems for it. One thing that I want
to do is I created this cube over here,
this rectangle. However, I want to
turn it into a cube. So what I'm going to do is,
I'm just going to quickly go ahead and move it down here
instead of four windows, we will turn this into two. So I'm just going to go ahead and I'm going to go up here. There we go and make
it into two windows. And then I just want to
go into my UVs and just double check that the UVs are exactly going border to border. That's quite important
that UVs are covering all of the borders
over here, which they do. Okay, so having that done, I'm just going to
quickly re export this, and then I can show you what the material does that I have, which is just like a leftover from the much larger material. Then I will show you that
we are going to do it. And after that, we will go
ahead and we will start step by step and we'll take small steps because there's
quite a few steps in this. We will just simply
go step by step in creating our interior
system for one window, and once we have
done one window, it's easier to
just replicate it. So to unreal
interior plane test, let's go ahead and export that. And now if we go
ahead and go in here, and I will close this one. You can get this for free
on the Unreal marketplace. So you can just go
ahead and you can go to your lounger garment. Over here. And if you go free, permanently free, you should be able to find them in here. And else, what you can do is
you can just type in matrix. Oh, Let's type in
matrix over here. And here you can get
the city sample. The city sample is the
entire Matrix demo. However, if you
type in building, and set this to low to high. Here is the city
sample buildings, and the City sampl buildings are those buildings
that I just showed you. So here, if you want
to have a look, you can have a look
around in the buildings. They're really interesting
how they are created. It's all quite advanced technology on how
they are all like, placed together using massive building generators and
all that kind of stuff. And also with your
interiors and everything. But in general, it's a great thing to just
have a look at and just admire the quality of
all of your buildings. So we will also be creating
Vista buildings with basically interiors
close to this quality. And the way that we are
going to do that is if I just go ahead and I
can close this one. I can go in our scene, and let's re import this. Okay. So over here we
have our interior. What I can do is I
have my window simple into the window interior. I'm going to right
click and create a material instance for us. Interior on the score 01 on the score day because we will
also have night interiors. And if I go ahead and so, yeah, I'm going to basically
I've basically developed a more simplified
method of creating these interiors mostly
for Vista assets. Now, if I go ahead and
just drag this one on, and then the first thing I need to do is I need to go into my exposure, and I need to, like, tone this down quite a bit like minus
five or something. You can see that here you
can see the interior. It's not perfect yet because there are no frames on it yet. But in general, you can see
that it looks really cool. It almost it's really amazing to think that
this is just a plane. But when you actually look
at it, it just feels trey. It's not perfect, and I did
not create this interior. This specific interior
is from the Matrix demo. So even with those interiors, you can see that
it's not perfect, but from a distance, it looks really, really cool. So what we are going
to do is instead of having everything
into one single shader, I have now this one simple
material just for interiors. And we are just
going to go ahead and have a slightly
higher material count. The way that we would
do that is we would have over here our interior. And then in threes Max, we would go ahead
and place another plane over here in front of it. And this plane will basically contain our window
blinds or curtains. I will show you how to
create some with curtains, some with window blinds. And the cool thing about
that is that we can simply do really basic
UV unwrapping on it, and that way we can very quickly swap out the different window
blinds on our building. Then in front of that,
we can actually choose. We can choose the Oh
fake the window effect. On our, we can choose the O
fake like the glass, sorry, the glass effect on this layer also that would
save us also some geometry. And the reason we most likely will be doing that is because our nanite does not yet support
a proper window shader. However, if you are
not using nanite, you can simply duplicate
another plane in front of it and you can add a glass
material to this plane. Now, we won't be doing that. However, this glass material, you can find many
different glass materials simply even just by going to
the store or looking online, it's really easy to create a
transparent glass material. It's just that with anite
it doesn't work yet. So what we will do is we
will have two layers. One of them is going
to be our interior, and the other one is
simply going to be our blinds along with some
glass sitting in front of it. And that will make things
a little bit easier. Okay. Awesome. So knowing that, few more things to keep in mind. It needs to stay
square over here. Well, we can make it long,
but it's a bit more annoying. And we do not have control
over the textiu map. So our texture map
has to be also like a square texture that is
hitting all the corners. We cannot just go ahead
and, for example, map four of these interiors onto one texture to
save texture space, unfortunately, because we are
using HDR images for this. Okay, knowing all of that, there's a few things
that we need to create two big steps. The first step is that we want
to go ahead and we want to create the actual interior without over here or
Can I show you that? I don't think I can
just turn that off. Oh. No, so I won't be able
to turn this off for you. Oh, wait, yeah, sort of. I can sort of turn
this off over here. So this is basically
what we want. We are first going to
go ahead and we are going to simply create a room, which will be our interior room. Once that is done, we
are going to create a system which will be
our actual interior, and that is going to be that
we get the actual interior. As you can see, they are
separate from each other. So to create a room, what I like to do is you can go ahead and you can
create a new project, but for you guys, I
want to go ahead and just do a custom project. So in my SAS folder,
I'm going to go file. I'm going to create a new level, and I want to create a
completely empty level. Plus create. Yeah, I can
save this one for now. File and right away do like
a save current level a, we want to save this as Room
nscore creator. Over here. Now comes something a
little bit more tricky. So for this room
creator, later on, what we will also need is we might want to
use some assets. Now, we can find many
assets and materials, as I said before, from
our mega scans over here. But let's say that
we have a room. We might not have stuff like doors and
everything like that. So what I want to do is let's first
of all, create a room. Then I will show
you where you can find some resources
for the doors, and then I will explain something
about copyright to you. So we have this stuff over here. What do you want to
do for your room? It is actually quite easy. You just go ahead
and go, for example, in your Tris Maxine over here, we want to simply go in and
we want to create a box. Oh, turn on the right layer. You want to go ahead and
create a simple cube. Now, this cube, I'm going
to make it 100 by 100, no, no, w. Height 220. Yeah, let's do 220
by 220 by 220, just to try and get
roughly an average height. I'm going to place this
exactly in the center. And then what I want to
do is I want to convert this to an added Poli
if you are using Max, and you want to select
the font phase, which is, that's right. This is the font phase. I look up here and select
the font phase, and I'm going to go ahead
and I'm going to delete it. Next, I want to select
my entire cube, and I want to invert it. So I want to go ahead and go up here and press flip
to flip the faces. Basically, what I'm doing if
I would go ahead and turn on my backface culling is you can not see the
outside of the cube. We are only seeing the
inside of the cube. And this way, this is like, these are the walls,
and these over here are the ceiling
and the floor. So this is basically
going to be our room. It's just a basic cube,
not too interesting. If you ever want to
like longer rooms, you can simply make
your cube longer, and that would also work. Um, however, it might not
always work perfectly, so we are going to
stick with just simple cubes over here. Okay, awesome. So we
have this kind of stuff. Now the next thing
that we need to do is we need to divide
up some materials. So in order to do that, what I like to do is I like
to simply go ahead and detach all of these
sites over here. Makes it a little
bit easier for me. And then we have over here, left wall back while Right ball floor and ceiling. Okay. Awesome. So now that
we have that stuff done, the next thing that we need
to do is we need to apply separate materials
on top of this. So we can go ahead and we can just go to our
material editor. And for these materials,
let's make them like a little bit to
the side. So left. B. Right. Ceiling floor. Okay. So we can go ahead
and go to this one. This one's left.
This one's back. Right. Ceiling and our floor. So basically what we are now
working with is later on, everything we place in this room will turn into an HCR image, which is basically
like a sky image. If you ever use marmoset or
substance paint or something, you have that sky that
you can rotate around. We are going to create
something similar to that. So we now have all of our
materials here ready to go. The last thing I want
to do is I want to go ahead and I want
to add a UVW map. Basically, I want to
just do an unwrap. I want to automatically unwrap every single plane to
hit exactly the center. So if I go ahead and do this, and convert to Abl now what
you will see is your unwraps. They will all be
exactly on the center. This way, it is tilable. Every single phase over here
is now perfectly tilable. Yes, it is perfectly tilable, which means that if we would add like a wall material
or something, we can simply tie that
material to our liking. So we now have this stuff done. We can go ahead and
throw this into a layer. And maybe got interior module. You can then go
ahead and you can select it, export selection. Interior score module, and just export it as a
simple FBX file over here. Awesome. If we now go ahead
and go back into NWL, we can import this
model, here it is. There we go. Yeah, input it
as one because we should have set roughly the correct scale so we can go ahead and
we can press Import. And then you multi track this in and just throw it into zero, 00 in your scene over here. So we now have this
model over here. The reason why we
don't need a back is because this is where
the window would be. So it's almost like we are
looking into our file. Now what we need to
decide is we of course, need to have some materials and also some doors
and stuff like that. This is what I wanted
to talk about. This is a bit of a tricky
one from my perspective. This is because I am creating a tutorial
course that I am, of course, selling
because I'm selling it. I copyright terms,
I'm not allowed to give you the assets
that I use in here. So I will go ahead and I will use mega scan assets
for our walls and stuff like that to
basically dress this room. However, and also in
Mexican models, however, I'm not actually able to supply you the project
with those assets. So whenever you open
up this project, those assets will be
gone, unfortunately. But it doesn't matter
because the image that we generate from it, I am allowed to
supply that to you. I'm just not allowed to
supply you raw assets. Now, on top of this, later on, you will also need furniture, and you might want to
have a door or you might want to have a lamp
or something in here also. With that kind of stuff,
it is super important. To have a nice, large library
of assets that you can use so that you can quickly generate multiple
different interiors. So what I recommend
doing because honestly, I'm not going to create all of those assets
that would take a long time is to
simply go over here. And for example, right now, this one is free for a month, but that might be
done and simply look up free interior assets. You can just go to
free, and let's say if we have a look
at the permanently free over here and just look up stuff for, like,
interior assets. So if I just have a look around, the broadcast studio
has interior assets. And you can also go ahead
and you can, of course, free furniture
pack also has here a bunch of really cool assets completely for free
that you can use. You can go ahead and you can
download this and we can then also use this
kind of stuff. This one is already great
now that you can use. I myself, I already have
some packs over here. If I scroll down, I have a like some really
cool packs that are like some houses that I will be using the Triplex House Villa, for example, if I
open that one up. Here, I just has a bunch of architectural visualization
style assets, which is really
easy for me to just quickly use to create a
bunch of different rooms. I can create bathrooms, I can create living rooms,
all that kind of stuff. And, of course, also bedrooms, which is the ones that we
will be using the most. So go ahead, look around, find a bunch of assets that you want to use
to dress your room, and then you can go
ahead and import that into your project. Now, what we're going to do is we are going to leave
off this chapter here. I'm going to import
a bunch of assets, and then what we will
do is we will go into mega scans and find some
nice designs for walls, maybe we want to go for
like a plaster wall with like a door or
anything like that. And then we can go
ahead and we can start by dressing this
one specific room.
18. 17 Creating Our Interior Room System Part2: Okay. I went ahead and I
input a bunch of assets, so now I have enough to dress my room. So let's get started. Now comes pretty
much like a fun bit. We are just going to basically nicely design an
interior of room. We are going to only start with the walls and anything
that is really close to walls like paintings or doors and stuff like that. So let's go ahead
and quick so bridge. And let's go for maybe
like a wood floor. So let's go in surfaces. And you can be super
flexible with this. Remember, in the end, you end up with just an image, so you don't have to go perfect with geometry or
anything like that. So I can go in here and
I can go wood parquet. Maybe that's one or
maybe like Herring Bone. Yeah, let's do
something like this. And then you can just go ahead and you can press Download, and then we can
simply already drag in this actual material
from Mega scan. So that's quite nice. So let's just go ahead and press art. And it's as simple. And
right now I'm in unlit mode, because in lit mode, you
cannot really see anything. It's as simple as
literally just dragging on your material instance
in here. There you go. And then you can open
it up, of course, if you want to say, go to the tiling over here. If you want, you can send it,
for example, to two by two. If you want to make
it smaller or bigger. So that is all up to you.
Okay, so we have that one. Now let's go ahead
and go for our walls. And sometimes what
is interesting is if we go for something a
little bit more stylized. Let's say that we grab,
for example, let's do, white plaster and
then maybe like a rustic red brick wall, something like that
might look cool. So here I already see bricks. Um yeah, that's a
little bit too, let's do modern that feels
a little bit too strong. I just want something
that you can also probably seen in an interior. Maybe something like
this, this one. Let's go ahead and
download that. Just something cool. And then we can go ahead and
take it from there. Now let's go ahead
and also go for the Um plaster. There you are. Plaster. Probably let's go for fresh plaster,
something like that. That's really, really white. Maybe that's one.
Yeah. Actually, I guess it's fine if we go
for something quite white. Let's try this one over
here to get started with. And then we'll see how it goes. Okay, so we have other dose? Oh, I forgot ceiling. Let's go ahead and
drag in, like, a white plaster on here. And let's say that we
go for, like, bricks. Or shall we do bricks on
this side and then white? Hmm. I'm not sure I like
the bricks too much. I can go ahead and
change the tiding, too. Like that. I'm not sure
if I'm a big fan of it. Yeah, we can make a variation
like that later on. For now, let's just
keep it white. For now, keep it white, and we can make a
variation later on. I want to just create something. Like, it's not like I've created this specific
room before, so we are just playing around with seeing what looks best. For our ceiling, we can
probably also go for plaster. I can try and type in ceiling. Maybe maybe there's, like, some office type
ceilings or anything. Yeah, like a soundproof ceiling. That kind of looks like
an office ceiling. Let's just go ahead
and use that one. Why not? And sa, of course, you can also
use your own materials, or you can go to text.com. There's many, many
options. Okay. So let's say that
we have something like this to get started with. Now the next thing
that I want to do is because I need to
be able to actually see, I'm going to add a
light and I want to add a rectangular
light over here. There you are. And now let's go ahead and set this
from unlit to lit mode. Rotate this so that it is
pointing towards our room. Let's go at the Seti
source width a bit higher and the source height
also a bit higher over here. And we don't really need to cast any shadow so we
can turn that one. Maybe set us to like 20 in
terms of, like, the strength. Okay, so now we have a room that we can
definitely look at. And yeah, it's just a box.
So we have like a box. Let's go ahead and see
if maybe we can do a door and maybe we can
do some other stuff. Whenever I need to look for
something quite specific, I hope that the
packs I downloaded got correct naming.
I go to content. I go down here to the
little filter button and I check the static mesh, and then I just type in door and here we go ahead and
we can see, here we go. This door, although
it's a white door, do we maybe have because now we would have white on white
on white. So I'm not sure. Yeah. Yeah, the door is a
little bit large, but I guess it is correct. Let's say that we have a
door, maybe like the side. Say that our door is
going to be here. And I'm just going
to push it in here. It's just a really
basic interior. I don't need anything
super special. So let's say I have
something like this. I might want to just like ops
turn off your snap scaling. I'm going to scale
down a little bit. I know that this
might not be super logical compared to real life. However, my hope is that by
scaling down a little bit, it will make the room
feel a little bit bigger. Also, for my plaster over here. Let's go ahead and
go in here and let's set the
tiling also to two. There we go to make it
a little bit softer. Okay. So we have our door. I don't know if I can
maybe change the color of my door to something
more interesting. Looks like, Well, I can just
quickly edit the material. Just by simply adding a I don't know why
they didn't do that. So maybe like a multiply and simply multiply your base color using a constant t vector. Right click and
convert this vector to Bmterolor overlay over here, and set this to whitish. There we go. And now once
that is done, let's save it. I should be able to
simply grab my door, go to color overlay, and now I can set this to be
like maybe like a dark door. Just something to
break up the shape. Next, I can go to content, turn on the static
mesh filter again. Maybe painting?
No. Something with like a wall item,
maybe. Wall lamp. I don't want to do lamps because I can do
those as three D. Wall panel. Let's see. What are these type
of wall panels? Let's have a look. We
have something like that. It's weird that, there we go. Ah. No. Huh. I was hoping that there
would be some kind of, like, paintings or
something like that. I would have been nice.
But I'm not sure if I can find anything really
good in here. I can have a really quick scroll through to see if they maybe for some
reason, like, changed it. But else we are just
going to dress up our wall with other stuff. Yeah, I don't think we
will be lucky to find, like, a painting or
something like that. Oh, we have some
of these things. That could be cool.
It's really large. I made my cube real life, so I'm quite surprised
how large this is. So let's just go
ahead and scale these down and maybe, like,
move them over here. Just like a small detail. It doesn't have to be anything
special. Just something. Now, another thing is that lights are so the
way that this works, as I showed you in I don't
have it open right now, but as I showed you, we can have our tree D models in
here like furniture. However, those TD
models they work best when they are
close to the back. So having, for example, a light here in the center, I want to have a light so that I have a logical light source. However, doing it
as a tree model, what will happen is you
will get this problem, give me a second to load it up. You know, Vista
building. You will get if it is in the center, the further it is in the center, the more stretched it will be. So you can see that
you get the problem that just like with the chair, it looks will stretched. So because of that, I kind of
want to twe and avoid that. So I'm going to go ahead
and find the light, but we will have this light
baked into this room. So if I go light Or lamp, maybe? Lamp. Lamp looks a little
bit more logical, I think. Is there no ceiling lamp, Willy? Roof. I mean, this one, but that is pretty useless
because I want something really close to the ceiling. I guess, small, there we
go. That's good enough. So we have some small lights. Let's say that I have
two of them over here. That should be fine. Especially
for just like an example. You can make this
look freaking amazing if you want to. That
is no problem at all. Okay, so let's say that we
now have our base room, and this is like
the room where we want to later on be able to, like, look around and
all that kind of stuff. Now, the next thing
that we need to do is we need to
activate a plugin. This plugin, if you
go to Edit, plugins. It is a plug in that
is built into unreal. You just need to activate
it. Panoramic capture over here, panoramic capture. So this plugin allows
us to capture basically an HCR image that we
can use for room. So you want to
simply turn it on, and then you need
to press Restart. So let me just
pass the video and restart for you. Here we go. Okay, so we are back and
that has been restarted. The next thing that
we need to do is we need to create a camera. So if we go ahead and go up here and want to
go ahead and well, actually, I normally just create a camera by going down here, and then I can just
create camera here. And you can just go
ahead and you can go for a normal camera. You don't need to have
a cinematic camera. I'm going to set
this camera at 000, and I'm also going to
set a rotation at 000. Ooh, looks like
that I might want to rotate my room around, actually. That might be better. Let's go ahead and just Oh, that it doesn't really matter. You can rotate your room around, but it
should not matter. In that case, I'm just gonna set my camera probably to like 90. I wanted to face the
wall, basically. So -90, there we go. So we are now facing the wall, and the next thing is our room is still
one by one by one. I made this two meter 20, which means that I need
to set this at 1:10 in the Z position. There we go, 110, so
that it is exactly in the center of our room,
as you can see over here. That's why you want
to keep even values. You basically want
to make sure that your camera ends up exactly
in the center of the room. Next, what you want
to do is you want to set your spect ratio to one, which means square over here. And now what you can
see is when we have it exactly in the
center of our room, you want to make sure that when you have your
field of view, that it covers exactly one wall, and it looks like that 90
happens to be exactly that. So if I go into my camera, you can see that over here.
You can zoom out, see. I need to cover
exactly one wall, which often if you
keep even values, you can do that by setting
your aspect ratio to 90. So what will happen is
with a panoramic image, it will take a
screenshot like this. It will take a
screenshot like this. It will take one like this,
like this, and like this. So it will basically just
flip all the way around. And then what it will
do is the software inside unreal will
stitch it all together. So what we need to do
now is we need to get a note and you can find this
note in your engine tools. If it doesn't show
your engine folder, you want to go up here
to settings and in here, you want to go ahead and
turn on show plug in content and show engine content. Next, if we just go ahead
and go to the AL folder, it is called BP nscore Capture over here, BP nscore capture. Just going to drag
this in here and I'll just throw it into the
center somewhere over here. Now, if we go ahead and open
up our BP capture node, you can see that
there is a few things that we want to do in here. Now, this note, it might
be a little bit confusing, but there isn't much that
we will need to focus on. The only thing that we need
to focus on is over here. We have a output directory, and you want to go ahead and copy my output
directory I have here. It looks like it
saved from last time. The original output directory, if you use this for
the very first time, it's a little bit broken.
It doesn't always work. It's often throws in error. However, if you just copy SP, that output D with O and D, and then you do the little
bracket project underscore DR, another bracket,
and then a slash. If you do that for
99.99% of you people, it will work correctly. Now next to that, you can overhear change any other
settings that you might want. However, if you don't
know what you're doing, then I recommend not
using these settings. All of these settings are
still default for me, so I'm not will to
worry about it, so I'm just going to keep
it the way it is right now. Once that is done, we can
go ahead and we can press Save not that we
made any changes, but you can just go
ahead and make us safe. Oh, that's interesting.
Censel. I might not have saved because I have, because I have it open
or something like that. But anyway, okay, so we now have a capture over
here, ready to go. So in order to
capture this image, you want to go ahead
and you want to go to your camera over here. You want to change any settings. So for example, I'm going to set my screen percentage to like 100 just to make it a
little bit sharper. And then what you want to do
is you want to go down here, and you want to go ahead and
press similate over here. Now, as soon as you
press similate, what should happen is
that your camera will freeze and that it should be able to capture
your BP over here. You can also go in
here and you can double check to make
sure that it is capturing and try that again. So's press. Oh, there we go.
Now it's capturing. For some reason it I will
freeze when it's capturing. So that's when you
know that it's trying to capture your image. So it's still frozen. Let me just pass the video
until it's done with the freezing stuff. Okay. Looks like it's done,
so we can press pass. And now it should have
captured an image. So basically, once again, you want to go ahead,
press simulate. If you are worried
that it doesn't work, what you can do is you
can press simulate in your blueprint in here, and then it should
do the same thing. So if I now go ahead and
press simulate here, you can see that the
blueprint is running. At which point it
should have simulated. Yeah, it looks like that.
By now, it has simulated. Sometimes it can
still take a second for it to really
properly capture it, but it looks like that now
it is a little bit faster. I don't know why
it froze so much. Now, where can you
find this note? It's a little bit messy, but you want to go to your
installation directory of your project. So with that, I mean
going to your C Drive. Let me go over here. Windows C Drive
program files Epigame. You want to select
your engine version. In my case, 5.1. Then what you want to do you want
to go to engine, then you want to go to binaries. Then you want to go to Win 64 and then in here you will have your project DR folder in which you can get
all of your captures. I know it's a bit
of a workaround, but I rather show you
the method that has the least amount of
errors than showing you a method that might look easier. Now, if you just
go ahead and click on your latest folder, so we can see that
we capture this one today because today
is 2 February. Then we can go to
Final Color over here we have an EXR file. Please note that if
you get a PNG file, all you need to do to
change it to AXR is set the SP output bit depth 8-32
or 16-32, just set it to 32. Whenever you do that, you get
an EXR file which is a Oh, why don't you work? There we go. You get an EXR file which
is an HDR style image. Now, once that's
done, we can double check it inside of Photoshop. Here we go. And now, this
is what we will get. So it might look a
little bit funky. This is because
there's a few things that we do need to change. So right now, what I noticed
is that for some reason, it did not capture the floor, maybe like a one capture. So let's go ahead and try that again so we can go in here. And yeah, it definitely
has our floor ready to go. It shouldn't matter
where our blueprint is. So let's try to do one
more capture just to make sure that it is
working correctly. Just to show you, an example, this is what it's
supposed to look like. Uh let's have a look. I
think this is the one. Here, this is what it is
supposed to look like, so it should be able
to capture the floor. So let's go ahead
and go back in here. And sometimes it's like
a little bit buggy. That's why you want to go ahead and just try to
recapture it again. So I can go ahead and
I can go in here, simulate and it has my camera. Oh, shoot, will you
not move my camera. Okay. Sorry for the quick cut. You guys, you won't believe the stuff I
had to go through. So basically, as you
might have noticed, when I tried to capture,
there was a delay, and it was weird and that it was weird that they didn't
capture the bottom. So it turns out it was a bug. It was an actual engine
bug. Look at this stuff. I know it's a tutorial,
but, like, here, it has like it ended up giving me many
different problems. So I managed to fix it, which is quite strange because I've been generating interiors
for many, many times. But here, you can
definitely see it was clearly that it was
like a plug in bug. I'm not completely sure
yet why it happened. It all of a sudden
seemed to happen on any project. It
didn't really matter. But finally, I managed to capture a correct
scene over here. Now, how did I do
this? Very easy. If we just go into
our blueprint, if you have this problem, what fixed it for me is
setting the capture width to 40 96 instead of
6,100 something. And for the rest, right now, I set my bit debt to eight. However, I should be able to
simply set it back to 32. Oh, at this point, because I feel like
it's the capture debt. Over here, 32. So let's go ahead and
press compile and save. And now, in order
to run this script, it's a little bit weird, but if you have the same
problem as I have, I basically go ahead
and I went from simulate back to just like the selected
viewport over here. I will go ahead and I will press Play and make sure that you
are still in your camera. And then it's kind of stupid, but you need to
just keep pressing stuff until you see that
the engine freezes. And then so at one
point, it will freeze. But it seems like if you
don't do any activity, yeah, see, now it froze. If there is no activity
on your screen, for some reason, in my case, it is not able to
read the blueprint. So I guess the reason
is probably because the BP capture plugin is
mostly from Unregen four. So I guess there is
maybe a little bit of conflict when using
it in UnreigentFV. I'm not completely sure,
but now that we know this and it looks like
the freezing has stopped, we should have captured,
hopefully finally. Although for you guys,
only a second has passed, but for me, like 30
minutes has passed. If we just go ahead and open
this one up as transparency. There we go. Okay, perfect. So as
you can see over here, we have now managed to capture an actual proper
panorama shot like this. Now, one last thing
that I did do, but it's not necessary is that just in case I added a
post process volume, just by going down here, visual effects and post process volume. And I went into my exposure and I set everything to default, one, one, and one, just to make sure that
everything was correct. Now at this point, we have
our panorama shot over here, and, yeah, we can
work with this. Now the next thing
that I like to do is I like to go ahead and
go to my crop tool, and I just want to go ahead
and crop out half of it. I don't know why it's trying
to capture two of them. I've never been able
to figure that out, but just cropping it will work. At this point, if you go to your image and your image size, it should be 40 96 by 2048. I always like to capture
a high resolution and then lower it down
as much as needed. Now that that is done, you just want to go ahead and
you want to go to edit, transform, and flip horizontal. It's key that the black cube over here is in this position, is in the left side position, not in the center, but the
first one on the left. And then you still need
to keep some space in between here because
this is a perfect cube, and our shader will read
this as our window. So that's why we need to
keep it at this position. Now, what is pretty cool
is that at this point, you can actually go
into, for example, filter and go to your
camera a filter. And you can make
changes to this image. If you want, you can even
drag in other images. So you can even drag in
like a painting on here, but it might look a
little bit distorted, so you might not want to do
that. But I can go in here. I can play around
with my exposure and my contrast like this, and I can just in general, maybe want to make my
room like a little bit more warm so I can give a
little bit of a warmer tone. I can go ahead
and, like, improve the texture by making this a little bit sharper and maybe improve the
clarity a little bit. I can do all of
this kind of stuff. That's no problem metal. In order to create
this room over here. So now we can make some changes. The same counts for lighting, which is something that I
will show you in just a bit. I'm first of all,
showing you the concept, and then we can improve it. So let's say that you are happy with what we
have right here. Now what we want to do is we
want to go ahead and grab a folder let's do like source files,
buildings, text shirts. Let's do interior
underscore HDR over here. And let's use this
one as like a folder. And then you simply want
to go file, save a copy. And you want to go
ahead and copy this, not as an EXR, but as
an HDR file over here. And I will call this
interior under score 01, and then you can go at
the Bra save. Awesome. So now if we go ahead
and go back in here, let's save our room. We can now go into
the Vista buildings, and I can show you what
we have just been doing. So over here you can
see that this interior already had some
additional stuff on it, and it's also quite
low resolution. This is because the
CRs that unreal uses, they are only like one
to eight by 256 or 256 by one to eight or something
in terms of resolution, which we can also do. So what we want to do is in
our Vista tutorial textures. Interior underscore
HDR. And in here, you want to go ahead and
drag in your HDR image. At this point, you just want
to go ahead and open it up, and there are some settings
that I always set. I always set my text or sorry, my MIP generation to
sharpen one over here. Then what I want to
do is I want to go in compression and advanced. And in here, so I want to
set this to HDR compressed, just to optimize the scene a bit more or to optimize our texture a little bit
more and compress it. Okay. So we can control
the resolution later on. That's something
that I just want to gradually lower until we
are at a comfortable level. So we can now already
use this HDR. We just want to
go ahead. We want to grab our interior over here. Open up the material.
And then it's as simple as grabbing our HDR and dragging it into the
cube map slot over here. Now, the first thing
that you might notice that this
one is really dark. This is because for some reason, the cube maps and
everything that they used, they are really overexposed, and this is to compensate
something in the shader. However, we no longer have that specific thing
in our shader. So what we can do is we can just have it at a
normal exposure. We plug in our cube
map and we can set our exposure to zero. And when we set it to zero, it will just be
like the default. Now, what you notice that our
interior assets over here, if we just go to
the interior color, those are also overexposed. This one is also from in real. You can see that it's
only 512 by 512. What I'm going to do
is I'm going to scroll down and set my
brightness to something like 0.1 or 0.05 or something
like that over here. Just to temporarily tone
down the exposure so that I can show you
everything over here. So now you can see
that now we have our interior that we just
created working quite well. The lighting over here
is way too strong, so we will definitely
work on the lighting. But in general, it is working. And by the way, the stuff
about the ditter steps and the steps I talked about,
this is what I mean. If I set this to 128, you can see that the
quality increases. If I set this to 32, you can see that the
quality decreases. So you can control
it. Of course, the higher you go, the more
expensive your interior. So if I go for 1024, 1024, the quality will be really cool, but it will also be like super, super expensive to render. So we are going to go ahead
and set this back to, like, 64 over here. Now what we will be doing
is in the next chapter, we are going to
improve our room. We are going to go
ahead and we are going to place actual proper
lighting in our room, and we are already
going to create a design for our furniture. And then what we will
do in the chapter. After that, is we
will start working on our actual three D
furniture models over here. So let's go ahead and continue with this in our next chapter.
19. 18 Creating Our Interior Room System Part3: Okay, so now that
I've shown you how to create the
actual room system, what we're going to do is we are going to start
by, first of all, placing assets in our
room creator over here. Here we are. There
we go. So the goal is that we place our assets
in our room creator, and then what we will do is those assets will probably
also include lamps. Using those lamps, we can get
accurate lighting in here, and then we will simply capture the room with the
accurate lighting, but without the assets, because the assets we
need to capture them separately using a
different system. So we have our room over here. The first thing was that
I did not really like that my door was on
this side of the room, so I'm just going to
go ahead and move it over here to, like,
the other side. But honestly, that one
is not too special, maybe have it, like somewhere. I know, like
somewhere over here. And let's say that
we make this into, like, a bedroom, for example. Now, I feel like just white
feels a little bit boring. So I want to take one
last try to see if we can find something to
make this more interesting. So I know that
there are tri acids and there are like
interior acids over here. However, they are often
like super ornate, so I'm not sure if they will
fit this specific room. Yeah, I don't think they will fit this specific
room over here. But there are, like, a bunch of assets in here if
you want to use it. In that case, what
I'm going to do is, let's say that I go to surfaces, and I do want to go to
brick and I want to go for, like, my modern bricks. And I'm just going to see if I can get something
that's like a little bit more I know, something like this might just
an interesting brick color because you would
imagine if it's like an interesting brick color, they can use it as like a interior design rather than just having
everything white. Of course, what we are going
to do later on is we are going to create a bunch
of different interiors, so you don't have to worry
about it too much right now, which one you are
going to create. But we can now go ahead
and we can go in surfaces, and it is this one over here. Let's go ahead and
throw this one on here. Set our tiling to
maybe like two by two. There you go. Okay,
so that's done. Now I'm going to
play some assets so I can go ahead
and go in content, and I'm just going to
turn on static assets. Actually, know
what? Let's go into the big typexHusefll,
or whatever you want. Just I should not
say specific maps, but the gas I don't
know if you guys have, of course, these specific maps. Now, having this, what
I'm going to do is, let's say that I have
an air conditioning, maybe nicely up there, and then let's say
that I want to have over here like a bed and
make it quite a bit smaller. Well, we don't have a lot of
room with our beds, do we? So I'm going to basically
scale everything down to make it feel like the room
is larger than it really is. And it's easier to scale it down than to change
the room's size. And the reason why
that is easier is because I don't want to
go around to needing to redo all of my exact measurements
with my cameras and everything like that because we just spent a lot of
time setting it up. So I have this one square to scale this one also down to make it a bit smaller over here. So let's see, we got that one. We got a bed, then we can do maybe like
a nightstand next to it. And maybe this nightstand
will have a lamp on it. So here we have a
nightstand like that. And let's say that we
have a bed side lamp sitting on top of it over here. So that's already
one light source. These two over here are going
to be another light source. And I do like to try and
keep everything, like, near the site over
here, near the back. So let's see. Is there anything else that
I might want to create? Maybe like something
like a book case or let's see, there's a shelf. I'm sure there's something
in here that I can use. Of course, I'm not familiar
with all of these assets, so I sometimes need
a bit of time. Let's do, like, a shelving
like this, maybe. And so at this point,
I can show you, but most likely if we
place at so far away, it might cause some problems. And also, actually, I
don't like this shelf. It doesn't look very nice. Oh, hey, here are
picture frames. I was looking for those. Butoll. It's not really
a problem right now. We can go ahead and keep
that in mind later on. Garage shelf. We got
some sofas in here. Well, let's Let's type in book. Willie, so they give us books. Well, no wait here,
they give us Oh, God, that's a really
large bookcase. I don't want such a large one. And I have another
one over here, the free furniture back. And this one might also
contain something. So it looks like we have, like, some standard shelves
that we could use and like a
bookcase over here. Let's maybe try
something like this. There we go. I think that
might look a little bit nicer. I will try to place
it at the front. However, as I said before, it might cause problems
with it not looking good, and if those problems are there, then we simply place
it further back. So it's up to you.
But of course, it wouldn't make too
much sense to have this one sitting next to the bed because then
there's almost no space. So we have this one over here. And let's say that in this one, I can now go to my meshes
and props and type in book, and I can maybe throw
in some books in here. And duplicate it
and maybe, like, switch it around for
some other books. Let's move forward a bit. There we go. So let's
say something like this is already a pretty
nice looking room. Awesome. Now the next thing
that we're going to do is we are going to go ahead and get started with some lights. I'm going to set
my frontal light quite a bit lower to, like, one. And then I want
to go ahead and I want to go in here
and let's go lights, and let's start with,
like, a spotlight for this lamp over here. These lights also come in handy later on when we are
actually creating our where we are creating our night versions
because our night versions, we, of course, want to,
give it a little bit of realistic looking emissive. So for now, let's say that we capture our light over here, and now you can choose
what you want to do. So I'm going to set
my temperature to maybe 5,000 to make it a little bit of,
like, a warmer tone. I'm going to set my radius not
to be too large over here. And you can also
play around with your inner outer cone to, for example, give it
like a sharper far off. I guess I'm going to go
actually quite a smooth far off and maybe set like
a little bit lower. Yeah, I guess something like
this should probably work. Then the next one
that I'm going to do is I'm going to
duplicate this light. Oh, and sorry, set
it to movable. Let's not forget that in real, we want to go ahead
and set it to movable so that it is
a real time light. Now I'm going to go
ahead and go up here. I'm going to places light here, and let's say that I make my
radius quite a bit larger, my cone a little bit smaller, and I'm going to set
my intensity maybe to like 15 to make it
quite a bit stronger. And then I also want to place one on the other side over here. So right now we have this. Now, this might look nice in terms of the lighting and
everything like that, although you might
want to go ahead and set the source radius. Or, actually, let's play
around with the cones. I'm basically trying
to get, like, some soft shadows over here. I'm just going to temporarily
turn this one off. Let's see, because
shadows stay quite harsh. Normally, what you
can do is you can change these values.
There we go. You can change the
source radius. And also sometimes you
want to play around with the soft source radius,
but not in this case. When you change
the source radius, you can make your shadows
a little bit softer. So 42. So let's say 40. Let's also set this one to 40. There we go. So now we
have some softer shadows. So having all of this, it
is looking really cool, but we do have a problem right now that this will most
likely come out too dark. I'm going to start with
just this light over here. I'm going to move it
back a little bit, and I'm going to set this
a bit stronger to five. And don't worry. It will
still capture those lights. Maybe let's say four, but we want to make this room quite a bit lighter so
that when we look in it, it will look nice
and interesting. So at this point, we can go ahead and
make a save our scene. And then what we want
to do is we want to do a little bit of organization. So all of these assets
that we have over here, let's go ahead and select them. Throw them into a
folder. Call it assets. Next, our actual
room and our lights. Throw it into a folder.
Call it structure. Here we go. And now what we have is we have left our
lights over here. If you want you
can, go ahead and call it lights like that. Awesome. So what
we're going to do is we are going to go ahead
and we go to save sin. Now, first of all, the assets
that we have over here, we want to go ahead and we
want to turn those off. Right now, with your assets, you cannot just hide it over here because when
you hide it over here, as soon as we press play, it will just unhide your assets. So what I tend to do in
these kind of cases, honestly, often, what I just do is I just temporarily
move it like this. And then I just move
it back because it doesn't have to
be super accurate. And now at this point, we
can go into our camera. Yeah, I see here, it's probably
a little bit too dark, but we can later on
use our boast effects over here to control
the exposure. So we go into our camera. Then we go ahead
and we go and play our scene and do the whole stuff where you
just want to kind of, like, there we go. Now it freezes. So now we
just give it a second. And unfortunately, it captured my mouse while it was freezing. So I'm not able to pass
the recording for you without bringing up
a lot of windows, bars, and stuff like that, but it shouldn't take too long. So basically, we are
going to capture this. And then what we need to do is for our assets, unfortunately, we cannot actually capture
our specific assets inside of Unreal engine. And the reason for
that is because we need to bake height
maps from them, and UnreLengine does not have a way of actually
baking height maps. So I have now captured this. And what I want to do is
I want to now go ahead, and I just want to preview it. So this was like our first room. If we now go ahead and go to our capture folder.
Select the next one. And drag it in here. Press Okay. There we go. So this
is our next room, which is actually
looking not too bad. No, no, I can live with
this type of brightness. So now at this
point, you can once again crop it so that
it's just one room. Add it, transform, and let's
do a horizontal transform. And if you want, you
can once again go into your camera raw filter to maybe play around with your
settings a little bit more. So let's say that I
go set my exposure, maybe set my contrast
up a little bit. Maybe set my highlights up
a little bit and texture. Maybe clarity else a
little bit. There we go. So it's like quite a
clear looking room. Maybe tone down my
exposure like a tiny bit. Over here, use my highlights
up a little bit more, just to get a little bit more of those
highlights captured. And let's say
something like this. So we can just go ahead
and we can press. Okay. And there we go. Awesome. So let's go ahead and go into
our interior HGRs folder. File, Save a copy. HDR and call it interior 02. And now we can go ahead
and we can save it. Okay, so now that
we've done that, we can already go in here. We can already, preview it. That's no problem. I just
want to go ahead and I want to Undo moving my assets. Oh, for some reason, it lost the Indu history. Doesn't matter, then I just
move it by hand. There we go. That's pretty much as
close as it was before. And I'm just going to go ahead and I'm going to save my scene. Just want to make sure
that everything is saved. Okay. And now we can just before
we do anything else, first of all, of
course, test our work. So if we go into
our Vista tutorial, VistA buildings, open up
our interior instance. Drag in our interior 02 over here and set the same settings as
that we have done before. So we want to go
for HCR compressed. It's really slow with
the calculating. Normally, it's not this slow, so that's quite curious,
quite interesting. Sharp and zero, I meant to say sharp and one, to be honest. And then what we can do
is we can also go ahead. We can start lowering down the resolution until
it gets to a point where I'm comfortable
with just to optimize our scene
a little bit more. So we can drag in
interior two in here. And I can go to save my scene. Now, just to make this
a little bit nicer, let's just go ahead and
quickly create a cube over here and just make
this like a frame. So I'm just going to
like a cube over here, almost like it's going
to be a window frame. So we got this one. Duplicated
also at the bottom. There we go. I'm
just going to go ahead and add a
filter for instance, materials, material
instance over here and just grab something
that's like black. There we go. Okay, so that reads
a little bit better. And now we can see
that we have our room, and we already have our lights
and everything in here. So our room, it is always
like flipped around. So do keep that in mind that
our light will be here. Um there is a little
bit of warping, but yeah, it's not
a perfect method, of course, so you guys
need to just live with it. So we now have this one done. Now what we're going
to do is we are going to in the next chapter, work on our actual asset system, which is going to be quite
an interesting system. However, we cannot do this in
real, as I've said before, so we will go ahead and move
to MamosetTolbag for this. So let's go ahead and continue with this in our next chapter.
20. 19 Creating Our Interior Room System Part4: Okay. So now that we
have a base interior, what we're going to
do is we are going to start working on creating those fake tree models that you can see of
your interior room. So this is actually going to be quite an interesting system. And this was the
one that was, like, quite difficult to figure out when you don't
know how to do it. So I'm quite excited
to show you. Now, the first thing that
I want to do is over here, I have, like, a bunch of models, and I want to go ahead and I
just want to combine them. So I'm going to, oh, sorry, go to your modeling
tools over here. Uh, modeling. There we go. And we are going
to combine them. The reason for this is
we actually need to use these models inside of marmoset, because we need to bake two very specific height maps
in order to make this work. But as I said
before, in and reel, you cannot bake these
type of height maps. So I'm just going
to go ahead and select all of the models
that I want to go ahead and have in those
three looking assets. And then what I'm
going to do is I'm just going to go ahead
and press mesh Merge. The only thing is that I do
need to select material, so I hope that it
will just properly do that since I've never used it with this many
materials like that. Okay? So it looks like
that works totally fine. Now it is basically one model. At this point, what I can
do is I can go up here to search and I can find
this specific model. And then what I can do is
if we go to buildings, exports, let's do from
underscore unreal. Then in here, I can go ahead and just right
click and you want to go to Asset Asset actions
and you want to press Expot and
paste it in here. So we are going to call
this interior underscore 01, for example. And yeah, we can do an FBX. You can ty OBJ if you also want to export your materials, but
normally it doesn't work. Yeah, see, that's unfortunate. Sometimes OBJ in
other softwares, it exports your
textures along with it. However, in this case, it
doesn't I'm just going to go ahead and I'm
going to stick with FBX. I just want to quickly
try that on the fly. So that's the
annoying thing that we do need to have a base color. So let's see, we
don't need collision, we don't need level of
detail, all that stuff. C just grab the presexbok. So, yeah, we do
need base colors. We need these base colors because that is the only
two maps that we need. We need a base color map and we need a specific
looking height map. Now, for these base colors, often the easiest
thing is simply by going here, and you know what? Let me just go ahead
and make a folder. In my folder called interior 01 so that we can just throw all of our
texts also in here. So basically, the way
that I tend to do this is I go ahead and
I select the material. It's a bit time consuming. It's easier if you have created the asset yourself because then you will have
these already, you then find the
base color over here, and you only need to do
this for base color. So you right click Asset
Actions and you export, and you just want to
go ahead and export the base color and I'm
just going to press Save. And then I do need
to go ahead and I need to do this for
every single one. So it's often easier if we just leave this window
open over here. Right click Asset Actions export and save. Then we
have the next one. So it doesn't take too long, and it depends how many
interiors you need to create. But I will just do this one, of course, all the
other interiors, I will just do those
using a time enaps just because this kind of
stuff it also time consuming. That's the annoying thing
about creating these type of things like once
you know the workflow, it's really easy to do, but it's just super
time consuming. So let's see, we have our books
over here. Yeah, why not? Let's just also I
already regret adding. So yeah, the more acid you
add, the longer it will take. But also, yeah, you don't
want to go too intense. I'm not going to do chom
because I can easily create chrome automatically
inside of marmoset. Over here, we have some wood, which for some reason,
it's no longer a interior. So let's just go at an export. The wood, and then we have
our air conditioning. So I'm glad that they used only one texture for
this kind of stuff. So export that. Okay, cool. So all of those things
are now exported. We have our models and we
have everything ready to go. The last thing that we need to export is we need to export the back wall that we have over here that is inside
of the position. Now, I want to make
sure that I did not do any type of scaling,
which looks like I did. And then if we go ahead
and go to Tres Max, you just want to
select the Bwall, leave it in the location because everything
is set to zero, zero, zero, so it should be the exact same
position as in Unreal. It's not a big deal if it isn't. It's just easier if
we have it like this. So I'm going to go ahead and in our parent folder in
the From unreal folder, for example, over here, I'm just going to call
this like interior Bwall, for example, and
then just save it. And all of the UVs should
already be correct because it is a perfect square.
Okay, awesome. Now all we need to
do is we need to go ahead and go into
Mom's and tool Bag, and here we are going to
set all of this stuff up. We're going to get started
by just dragging in our interior back well,
which we have over here. And then what we want to
do is B want to drag in the FBX that has our meshes. And it looks like
that, unfortunately, it is no longer at the
same position over here, which means that I just need to, like, make some changes. So I guess it's this one. I guess it is because
of this pivot point. Now, you could go
ahead and thy if I select this it might just be as easy as
going into modding, then you don't have to
keep manually placing it. And if you just scroll down into your molding
mode and go to pivot and set this to be your center and
then to your bottom, and then press accept, now
it will be at the center, bottom of your scene. And now if we export it again, that hopefully gets
everything a little bit closer. So that's export. And now if we go into
reel, there we go, see. So now in Mom set, now it has updated, and now it is in the
correct location. Okay. Awesome. I'm going to
go up here to fill quality. I don't know why it
was set to albedo. And now the next
thing that we need to do is we need to go
ahead and we need to apply our materials
to these pieces. So first of all,
here we have chrome. For chrome, I can
just set my metalness up and my roughness down a bit. Then we have this one, which is, I don't think
I can read the mode. So mode board. Do I have something
in my textures? Else, you can also
control the color. Okay, so that is wood. So I
can just drag in the wood. This one is the air conditioner, so I'm just looking if they correspond with the
names of my textures. Some of them seem to
correspond and some do not. So this is all like
touch and go because, of course, as I said before, I have not actually used. These are not models I created, so I don't know how
they are structured. Mi bed, which is
the bedside table. This is the blanket.
This one is the body. This one is the pillow. This one is the lamp. And
these ones are the books. Okay, awesome. So we now
got these pieces also done. Now they are very shiny. However, because we are
not going to actually grab the Roughness or
anything like that. You can just leave it like
this, or you can just quickly go in your
materials if you want to look at it a little bit nicer and simply lower
down your roughness. It doesn't make a difference.
It's just nicer to look at something that's not so shiny when it's not
supposed to be shiny. But yeah, we only really care about the colors in this case. Oh, sorry, don't do
that for the home. Well, me actually doesn't
really matter too much. So we now have a piece done. So the way that you should see this is that this backplane is low pool and all of these
acids over here are high pool. Now, what I'm going to do is
I'm going to first of all, save my scene, file
save scene over here, buildings, saves
Interior asset baking. And let's presve. Next, what I like to do because
this is my scene, I'm going to go to mode set to do like a default
color mode like this. And now what we can do is we can get started with our baking. So, did I already Oh, yeah, I already showed you
how to do the baking in the Vista mountains. So, in case you did not see it, you want to go up here to
this little bread icon. And then what you want to
do is you want to grab your interior into high. And your wall into low. Just press this
little button over here to activate the view. Now, the most important
thing is that in your low, set your out a big to none, and then push your
cage out all the way so we need to go like 500 until it
covers the entire mesh. Oh, 500. Let's do 450. So that is still quite close. But basically, you want it that when you are looking at
it from a front view, it is covering the
entire mesh like this. Now, at this point, I'm going to go ahead and we have over
here my interior back wall. I'm just going to
go ahead and I'm going to duplicate this. And for this one, I
want to basically hold control and rotate this 180. Although, you know what?
No, we can do that later. Normally, what I do,
if it is a problem, I basically just move this one outside of my baker
and then hide it. However, because our PivPoint is actually in a really
favorable location, I just figured a faster
way of doing this. So just follow my lead. So we want to go ahead
and go to our maps, and we want to bake a hight map, and we want to
bake a albedo map. Now, later on, what
we can do is we can also bake an emissive map. However, for that
one, we will be using the photometric
stereo stuff. So having this one done, we are going to go
ahead and so, yeah, albedo and height. There we go. Now, you want to go
into your height, and this is always like, you need to play around
with it a little bit. So often what I
do is I often set the inner distance to zero
and the out distance. I often set quite high for this kind of
stuff to maybe like 100, but it's something that we need to try and then we
will see if it works. In terms of your
texture resolution, it's up to you how
high you want to go. The higher resolution,
the more expensive. So I'm just going to
leave it at two k. That's honestly
more than enough. Textures. Interior
underscore assets. Interior under score 01. Let's go ahead and copy this one and paste
it into our outputs. Interior underscore 01,
I want to go ahead and just save this as a simple
PNG and let's press Save. I'm going to set
my samples to 16, just make it nice
and extra crisp. Now what we can do is we
can go ahead and we can simply press bake, and
that's already it. Now it's done. We now have our maps and
if I open them up, here we have our base color map. The first thing I see is that
I forgot set your padding to none and bake again because you do not want to have those
strange outlines. You want to only show, as you can see over here, our actual interior
shape like this. Now, next, the next one is our height map, so
let's have a look at that. And our height map seems
to look pretty decent. Yeah, I think we got, I
think this might work. So your height map
it's actually not as easy as this where you can
just plug in a height. There's a bit of editing
that needs to go back and forth with every
single height map. It's a little bit annoying,
but we'll go over it. So we have this
height map over here. What I would like to do
is I'm going to call this interior height
on the score 01. The reason for this
is in order to calculate the correct depth, we need a height map from
the backside to the front, but also one from the
front to the back, and then the shader
will basically be able to calculate those
two height maps, combine them together
to clamp down the depth of your scene and
create a proper depth look. So what I'm doing is I'm just simply rotating
this around. I'm going to turn off my albedo and I bake my second height. And now we should have
something like this. So we have this one, which you can see is almost
completely white, and we have this one which shows a lot more
depth like that. So having these two
height maps over here. The next thing that
we want to do, and I personally sometimes it's easier for you use a mask. You can try to make this
from your height map, but sometimes it's
easier to simply go to configure and quickly add an Alpha mask over here
and also bake that one. See? Yeah, makes our lives
easier inside of Photoshop. Okay, so we have a mask. We have our albedo, and
we have our heights. Now, the next thing that we want to do
is we want to go ahead and go into Photoshop. And for our heights,
we basically need to place these heights
in specific channels, and then we need
to balance it out. B do, we actually don't really need to
do anything with it. We can literally just
drag it directly inside of unreal engine. For our height, you want
to grab the first height. So let's call this
one square 02, just to keep it organized. You want to basically
dragon your first height, which is the forward
facing one over here. And then what you want to
do is you want to go ahead and straightaway drag
in your Alpha mask. The reason for this
is because everything outside of this area, you want to make this black. So what I'm going
to do is I'm going to layer from
background over here. Going to give it a
black. Background by going up here into a solid color and just making a
black background. And then in here, all we
need to do is go to select color range and click on the black color just to select
all of the black colors. At which point, we can go back into our layer
and press delete. So now this is what we get. The reason we need to have the background black
is because it acts as a mask inside of Unreal
engine using the shader. If it is not black,
it will create a massive wall of
depth, basically. Now that we have done this, the next thing that we need to do is we need to drag in our
second height over here. And for this height,
we want to go to edit, transform, and flip it horizontal so that it is
in the same position. Once again, you can just
go ahead and you can go up here, select color range. Right click a Rest R so that you can edit it
and press delete. And now we also have
this one. Okay, cool. So at this point,
what we can do, normally, I would
use substance Zina, but I don't know I
want to introduce an entire new software
just for this one thing. So we will probably
do this in Photoshop. So what I like to do
is, I like to go ahead and quickly duplicate
this layer. And now we have these two, which we can right click and we can convert these
to a smart object. And we have these two,
which we can right click and once again convert
into a smart object. Now at this point, for this one, what we can do is we
can just keep it as is. And we want to go
into our channels. And first of all, in your blue channel,
you want to go ahead, oops and just
completely remove this. So I'm just going to
grab a black color. Oh, sorry, I need to
probably go ahead and create a new layer below. Let's call this one like final. And in here, turn it off. In the black in the blue color. I want to go ahead
and I want to turn this some my flow all
the way up. Okay. And we want to in our blue
channel, That's interesting. Why doesn't it paint
in the blue channel? It doesn't really matter. Basically, just make
this layer black. I just don't want it
to be a fill layer. Then what I'm going to do
is we have our first one. This is, our first one. Just press Contra A to select your entire canvas
and press Contra C, turn it off, go to final and place this one
in your red channel. Press Contra V. Now,
this is important. Now the second one over here, Contra C. To your final and this one needs to
be in the green channel. So these are the
only two channels that our system will read. It will not actually
read the blue channel. So this way it can read the front and the
back just like that. And now, of course, every
time we do make an edit, so this is what you
should roughly see. It's often like a green,
yellow looking image. We can now, of course, whenever
we need to make an edit, and you rarely need
to make an edit to the back because the back is often really
close to the wall, so it doesn't really do much. However, if you ever
need to make an edit, you can go in here and you can just go ahead and
double click on it, and now you can see that we still have these separate layer. So having this one done, I'm going to first
of all, go ahead and just save my scene as PSD. And then with this
one done, file, and I'm going to save a copy, and I'm going to save this as, it doesn't really matter. TGA, PNG. Let's just do Taga. And I will call it interior
01 under scolled depth. And press okay. I know it's weird that I
use PNGs and TGAs. The reason for this is mostly
that I'm so used to using TGAs and then all of a sudden I export as PNGs and
stuff like that. But anyway, so now, if we go ahead and go
into our Vista buildings, yeah, we can save
sine over here. And then if we go to
textis interior assets, and I will be grateful for
the Int underscore 01. And in here, we can basically
drag in our base color. And we want to drag in
our depth map over here. Yeah, that should pretty
much do the trick. Now, if we go ahead and just look up our
material over here, now it will probably not
work right away because Oh, yeah, my channel is Oh, wait. Make the blue channel. I think it actually needs
to be completely active. There we go. That's
more logical. So, the background needs
to be blue, not black. Almost forgot about
that. As I said, there are many little steps
in this entire process. So you might need to go
over it a few times, just like me, just to kind of,
like, remember everything. So over here, this is what
it is supposed to look like. We like the blue and the
pinkish color, I guess. So anyway, we can
now go in here, interior assets, right
click and re import. And now, when we drag these in, it will not work right away. We need to balance
out the heights. So first of all, we have B do, and then second of all,
we have adept over here. And this is what I
mean. As you can see, first of all, I probably want to place the
door on the other side. So that's the annoying
thing when it gets flipped. However, whenever we flip
it around in Photoshop, it will most likely show like
a black void. So we'll see. But anyway, having this, now what you can see
right away is that, yes, our depth is working, but we have some
problems with it. So we just want to kind of
address them one by one. And this stuff over
here with the door, it's something that we can
look at in like a bit. So let's get started with
probably the obvious one, which is our bed over here. Basically, the way what
you want to do is you want to go in here and you
want to select your bed. So let's see at which point it. So the pillows are still
a pretty decent depth. It's just like the white part. So what I'm going to do is
I'm simply going to go in here and use my magic one tool, and I'm just going to
select the white areas. And then although you can even do that in your green
channel if you really want to, sometimes, if you want
to save some time, you can go in your
green channels, and you can try to play
around with it in here. But then if you mess up, what will happen is you
cannot easily go back. So let's say I go in here, just in my green channel
to save some time. And I'm going to go to my
brightness and contrast, go into my levels and then set the levels over here
to be a little bit darker. And most likely you also
need to go in here. Let's say my tolerances a
bit higher to like ten. Yeah, you know what I'm
going to do both of them. I want to basically select
these areas over here. And tone all of
these areas down. So it's just like controlling your height because the
height it doesn't work as straightforward as it does with other pieces just because
it is so sensitive. So let's go file
adjustments levels, and let's tone this one down, and then while it
is still selected, we should be able to simply
already save a copy. And this is why I
like to do it inside of designer because
inside of designer, I can automate this process. However, I don't want to introduce an entire new
software for you guys. You right click and press RIport and now you can see that
now we've done this, but it's a little bit too much. So what we can do is we
can just do that levels. It's really sensitive,
so you will need to be a bit careful about it. Until it is right, I want
to keep my selection. So we can go in here and
reimport. And there we go. Yes, you will keep
that stretching. You can't really
avoid the stretching, but that doesn't
matter because it's about what it looks like
from quite a distance. So yeah, this is
looking pretty good. Maybe I make it a
tiny, tiny bit. Say, like 250 over here. And then I am quite
happy with that. Okay, next, we have over here, the light stand and
stuff like that, and it is not
extending out enough. So what we can do with
that one is we can go ahead and go back
into Photoshop. And it's a bit unfortunate that we have one object
in front of another, else we would be able to easily select probably our
mask over here. But what we can do
is we can go ahead and select color
range and just select all the white parts
and then hold Alt using our selection tool and deselect some of these
pieces over here. So now we have
that all selected, and we can turn it off, go back into our re channel. And then what I'm going to
do is I'm just going to use my polygonal selection
tool to basically deselect some of these
areas over here. There we go. Okay,
so we have this one, and for this one, all we need
to do is we go to levels. And sometimes for this
one, it can be nicer. If you just move the top
slider to make it more white, rather than just pushing
the white levels out, this sometimes gives us a better soft look whenever
something is round. So we can try this. We can
save it once again as a copy, interior, that, right
click and reimport. Yeah, it's a bit intense. And yeah, it's really hard to avoid making round objects
look a little bit straight. You can remember from,
like, the chair. But honestly, I think for now this over here, that is fine. Yeah, I quite like that. I'm
not really too big of a fan. Next time, let's avoid having objects intersecting
for the next one. But for this one,
it's fine. Over here, we have R. Oh, one, one. We have this one over here. For which I can probably
just go ahead and do selection mode, control, no control shift I to
invert my selection and deselect everything
that is not this piece, and now we can go ahead and once again, push this one out. Here we go. Save a copy. Yeah, I know it's a bit
time consuming this way. But honestly, that's why I'm just going to time laps
the rest later on. Getting there, it
could go a little bit more away from the wall. But yeah, I think
you get the points. You can just, like,
play around with this. There we go, see? That's
why it now also feels good. And now, finally,
we have this one, which at some angles looks a little bit round,
which is interesting. But remember, we will have frames and everything
in front of it, so it won't be as bad. So this one, I guess because we are looking
at it from the front, we have lost any detail that are like the books
and stuff like that. That is unfortunate.
However, we cannot really avoid that because these are not real
three D models. So that's something I kind of forgot when I
placed the books that, of course, we are looking
at it from a front view. We simply cannot do everything. Else we would have just
created an actual interior. So what I'm going
to do for that one is that one is a
bit interesting. So for that one, we
can control where we want it to start and
where we want it to end. Now, I want it to end probably
pretty close to our wall, maybe like a slightly further away from
what we have here. However, I don't want to
have it starting that early. So what I can do is
let's once again select Control Shift I deselect everything that is
not this piece. And for this one, so
this is our front. I'm going to go to levels,
and I'm just going to like, take this one. Push it back a little bit. O. Let's go ahead
and click green pot. See, it's really sensitive. I think I want to have a little bit closer.
Let's Undo that. Let's push it back a little bit. Let's say it was 40, so let's make it like 4249. And now what we can do is we
can go to our green channel, and we still have
the same selection. And in our green channel, we need to make this more white to have it closer to the wall. So let's make it once again darker, to have
it further away. Let's try around 230. File, Save as copy. Targa. And let's go ahead and right click
and reimport. See? And that's basically how
you can control this. So I'm probably going to
make it a little bit darker, and then I'm just going
to call it done just because we will also have window blinds and
everything in front of it. That's kind of like the
art. To improve this, you basically hide stuff. That's how you can improve
this stuff a little bit more by hiding it and, of course, having
it not too close to the camera and
stuff like that. But okay. So does
that do the twig? There we go. I think that's looking pretty
good for andere. I'm not too happy
about the backside. The backside, I was
expecting it to be a little bit better. So here, that's fine. Is it maybe not able to
read the backside well? I mean, if it's really not able to read the backside well, I guess what you can do is you can go ahead and
select it Control Shift I to invert selection
and only select the backside and maybe then
also some of the pillows. And then you want to
deselect the front. So if I just go ahead and do a polygonal selection, Oh, wait. No, if I do polygonal section, it will not look nice enough. I can do a polygonal
selection over here because we don't need
this entire piece like that. But yeah, I want to
get these back pieces. So let's go ahead and use, like, a magic one tool to kind of, like, select all
of these pieces. Set to like 15 And then basically if we make
it a little bit thicker, it should show up a little
bit better in our height. The only thing that I'm a bit worried about is the pillows. Now, of course, you can then
also deselect the pillows, but that will take, again, a little bit of extra
time. So we have this one. I can go ahead and now go to levels and push levels
out a little bit, maybe like 0.45 or two,
four, five, sorry. And I can tie that. Okay, I might want to do this
without pillows in the end. But we can go a little bit
maybe a little bit stronger. Let's try this. There is, like, a threshold where it
starts to look more solid. And right now we are just
below that threshold. 01. You see? You can see that it's
starting to look more solid, but now also the
pillows are starting to get pushed out too much. So what I would do is
I would probably do that and maybe set my tolerance, quite high to like 30 and
see if that maybe Okay, so it is able to
capture those windows. Now I set my
tolerance to 20 back. Just trying to do this
as fast as I can, because I don't really want
to waste any time on this. Let's just go ahead and
then finish this off with like a polygonal
selection tool. In the end, it's just about
showing you, of course, the techniques that
you can use to fix these type of problems in case you want to really spend a lot of time on your interiors. So it's the selected
pillows over here. Okay. And now that should give me a
little bit more safety to push out only the backside. And then, of course, yeah,
if this pillow is darker, it might cause some problems. However, those problems
are often not as visible. So Yeah, you know what? I think I'm just going
to leave it here. Let's also just
for the fun of it, set our steps like one to eight. And you'll see if I
do want to eight, then it is able to read it. So it's just like
it's sitting just below that threshold.
And I don't know. I can keep trying to push this, but there comes a point
where it will just break. So I don't really want
to push it too much. And I guess if you
really, really want to look at
it, that up close, yes, then you can just set
the threshold a bit larger. Yeah, if I now go to like 64, see, here, it's just not
able to read it at 64. So you just need to go
a little bit higher. Even if I just do, like,
let's do one to eight, just for now, just
for the fun of it. Let's leave it at one to eight, just because I'm
looking at, like, just a pretty picture.
Okay, we got this. Now, out of curiosity, what we can do is
so we can open up that HDR that we created
and try to flip it. However, I am 99.9% sure that it will not
work and that we actually need to flip around
and re render the entire thing inside
of our room one, so let's do interior 02 HR. And the reason for that is because how the shade reads it. So if the door is over here, if I go ahead and
just right click and layer from background
so that I can edit it, and I'm editing it by flipping
it back horizontally. So yeah, we should
keep in mind to mirror our room, pretty much. Now I can do a saves copy. Normally, I don't
really note because I don't often add
doors to my rooms, which I know is kind of ironic, but actually, if you
look at the Metrix demo, they also don't often show it. But this is what will happen. So we now mirrored it and we
go ahead and we reimport it. And it will have most
likely a black void in one of the cubes because it's no longer in the
correct location. See? The back wall has
become a black cube, and it still didn't
even fix the problem. So that's why we
basically do not want to mirror that kind of stuff and always
have the black void into the same location. Okay, so it doesn't matter. We need to go back
anyway because I also want to go ahead and generate a missive map on this. So we can go ahead and
for re import this. Oh, wow, we are
already at 40 minutes. Okay, so let's cancel this or let's stop
this chapter here. Now that we have this, what we will be doing in
the next chapter is we will go ahead
and just do some bug fixing and do some final polish. And once that is done, we
have a proper interior, and then we can actually test out on our
building already. We can just, like, import our building with one or
two of the interiors, see what it looks like,
get a fuel for things. And then what we
can do is we can do a massive time naps where
we will just go in and, like, create a bunch of
interiors, a bunch of rooms. We still, of course, need to create an emissive so that we have
also a night scene, and that's also quite important. So yeah, let's go ahead and continue with this
in the next chapter.
21. 20 Setting Up Our Building In Unreal: Okay, so we left off
with our interior. However, our interiors flipped. Now, last time I was
thinking way too difficult. I was thinking about, like,
Oh, we're just going to swap around the entire environment and rebake it and
all this stuff. But I can literally just
swap around the furniture. For some reason, I just
didn't think about that. So what I can literally do
is I can literally go into our depth and our bido
and just go edit, transform, and just
flip it horizontal. That's all. Dt. Okay, this one, we need to, like,
right click and lay a firm background and press
Okay before we can do this. Transform and flip horizontal. So that's just me probably being tired or something like that and
forgetting about it. So I'm just pressing
Contras to save my scene. And now I can go ahead
and I can Oh, wait. Sorry. For the dep map, I need to also save it
as a TGA over here. There we go. Okay. So we can just go in here,
interior assets, interior one, right
click and reimport, and Tata fixed. Okay, awesome. So I would say that our very first interior
is now pretty much done. And now we have gone over the
workflow on how to create our interior rooms and also on how to create
our interior assets. Now what we're going
to do is I want to go ahead and I want to start
applying this to my building. And after that is done, we will go ahead and
we will work on, well, in our case, it's
probably going to be window blinds because our building windows
are really thin. You can also, of course,
create curtains. It goes the exact same way. However, because the
windows are so thin, it makes more sense to
have window blinds. So and also the corner
is going to be a little bit interesting to map
this onto like a corner. So we need to have a
quick look at that. Oh, first of all, over here, if we just go ahead and we know that we want to
make it like a cube, so we can probably just
go for a simple plane. Oh,'s going into my building, and I can just create a simple
plane to get started with. And I know that we already
have this plane created, but it's easier for me
to just recreate it. So 500 by 500. So perfect cube plane,
no segments needed. We can go ahead and we can
rotate it and we can place this into place on our building. So what we're going to start
doing now is we are going to start Wi like taking
this building to final. So I will start with
just one interior. And once that is done, we will go ahead and work
on the window blinds. And for this interior,
we most likely want to do for over here, like two windows like this. And don't forget we want to keep some space
at the top and the bottom to basically make the depth
effect look better. So here we have our
window interior, and I can go ahead
and I can go in here. Now, there is a way that
you can actually shaders. You can map multiple window
interiors into one shader. However, I actually don't
really like doing that. I like to have more control over my
environment by simply using a few more materials because
else we need to create a massive system
about the spacing of our windows and
things like that. This was part of the system from the
Matrix demo, I believe. However, we are going to go for something a
bit more simplified. It's a vista. It's
not going to be that impressive from a distance. So I will call this Int
underscore 01 over here. Oops. Int underscore 01. And I'm just going
to go ahead and apply this to my
plane like that. Okay, so everything
is now applied. All of our textures
are ready to go. So at this point, we can pretty much just export this building. It might not look very good yet, but that is something
that we'll work on later. What I can, however,
do, by the way, is I can already, duplicate this one and call this
one for the fake Windows. That is something I
can definitely do. So we can go ahead
and go in here. And call this fake window. And the fake windows,
basically what those will do is they will
not have any interior, because if we place an
interior everywhere, it's way too easy to see
everything repeating. So just doing, like, a
nice fake window interior, it will look a little bit nicer. So let's go ahead and do this. Now we have these two pieces. For my fake interior,
what I most likely want to do is I most likely want to go ahead and move
this one in here. And, shall we do
one window or two? I think what I will
do is I will make my fake interiors in
segments of four. So we will have one,
two, three, and four. The reason why we want
to Oh, that's three. I don't know what's
happened to four. So the reason why
we want to have four of them is that we have a little bit more variation
because we are just going to create a
very basic texture, which will incorporate
these four fake windows. I actually have a
YouTube tutorial I made before on how to do that, so some of you
might have seen it. So this is now done. We can select our entire
building, save our scene. Give the second over here. And then what we can do is we
can probably just go ahead, Oh, this is a buck, by the way, with my screen whenever I resize my screen.
So just ignore that. Sometimes my menu
is on the side. I need to re stop my entire
PC just to fix that, so I don't really
want to do that. Anyway, let's go exports, and then we now go
buildings two and real. And we will call
this Vista Unsce building Underscore zero, one. Let's keep it nice and simple. I'm just going to turn on
triangulate just in case. And for the rest, there
isn't really anything I need to do because we made
our building to scale, so we should just be able to use automatic and we can go
ahead and press Okay. Awesome. So now, in real, what we're going to do
is we are going to start by setting up this
very first building, finalizing our interiors, and then the rest
will come later. So textures. Let's go ahead
and we need concrete. Concrete under score 01. We need another one
that is going to be roof score 01 over here. Those are the only two
textures why now that we have, of course, there might
be more textures when we create more buildings. So we only need the
albedo normal roughness. We don't really need a
displacement for this. So let's import that
one and also for roof 01, give me a second. Yeah, albedo normal roughness. Let's throw this in here. Now, next thing that you need to do is you
need to go into your roughness and you
need to turn off SRGB, else the roughness will
not read correctly. Same over here, and we need
to go into our normal, and we need to scroll
down and we need to flip the green channel because norm
maps come in two formats, open GL and DirectX. These normals are currently open GL because that's
the most common one. However, unreal
engine uses direct X, and the only difference is that the green channel of your
norm map is flipped. So our textures are
now also ready to go. So what are we going to do? We are going to get started
by going into our materials, and I should have probably
organized, it is a bit better. So we got our window.
Ah. Yeah, let's go ahead because I know
that we are going to create a lot of building
materials, probably. So let's do buildings over here. And in here, I will go ahead and I will create
a master material. Let's see, building, underscore
TilableUnderscore, master. Let's do it like
that. So building tilable master in here. Okay. Awesome. So
what we're going to do is we are going
to start by just dragging in some
of our textures. So let's grab our
concrete over here. And let's nicely drag these out. Now, I already showed you about the insisting and
everything in the mountain toil, so I will not explain
what it exactly is, but you will see what it is when we actually go
through the flow. We want to convert
these to perimeters, called the base color. So just right click Convert
to peimeter normal map, and convert perimeter roughness. I don't know why I
call this normal map. I always call it
normal. There we go. Next, what I want to
do is I want to add a texture coordinate
note, texture. Coordinate over here so that
we can control the tiling. We need to a click for
a scale parameter, call it tiling, and let's just go ahead and set the
default value to one, and we want to simply
multiply our tiling with the texture coordinate in
order to control the tiling of our concrete in case that we want to go
ahead and work with that. Here we go. Next,
what we want to do. This one is quite important. We want to add a multiply again, and now we want to
basically multiply our base concrete with a constant t vector,
which is a plain color. Right click and convert
this to perimeter again, and call this color. Oh fleet. This will allow us to basically control the color
of our concrete, which in turn will
mean that this is what I was talking
about how we are going to have one single
concrete texture. But the building will still look different because we
are going to give it differences in
differences in color. Now for the normal map, I don't really need
to do anything, so I can just plug
it into normal roughness map if you want. You can multiply your roughness with a scale perimeter
called roughness, amount or strength or
anything like that, default set to one like this. And that's why we also
have a little bit of control over our roughness. So super easy material. We can just go
ahead and save it. And next, what we're going to
do is if we go into assets, buildings, we can
go ahead and we can start by importing
our entire building. So buildings two and
real, Vista Building 01. Absolutely make sure that
combined meshes is turned on, else you will not have a
nice time because then it will try to import every
single mesh individually. And if you want, we can use Banitredy. We can turn on Build
Nanite and it will right away turn into a Nanite mesh, which could be handy because that's what I was
planning anyway. And then I can just go
ahead and press Import. And there we go.
It will throw in a bunch of temporary materials. We don't really need
to worry about that. But if I go ahead and
drag this in here, Dad, we have our entire building
in here. Nice and large. So what we're going to do now is which side has
my Oh, that site. I'm just going to go ahead
and just quickly rotate this. Makes it easier for me
to brevi. Here we go. Okay. So let's go ahead and get started by
creating some material. So right click Create
material instance. Concrete underscore 01. Shall I just do zero, one, 02? You can make it more
descriptive like underscore light or
underscore dark. But I think I just want
to go ahead and do 01. And then I like to first of all, activate everything like
this and save my concrete. And now I need to have a tink. So let's have a look
at the building. So we have concrete 01, then we have concrete 02. No. Let's do this better. Let's rename this
to concrete zero. One dash dark. Yeah,
that can work. So 01 dash dark. We will have another duplicate, which we'll call
Roof underscore 01. And I'm just dragging
all of them in here. Let's see Roof concrete. Frames. So our frames, I'm going to show
you how to basically create another very
basic material. So that is frames. That's fine. Fake glass and fake
interior. Okay. Okay, so there's, like, a few more materials
that we need to create. But let's just get started
with the first one. So we have concrete 01. We have concrete 01 dark. I'm going to for now
just make the dark one, the color overlay a bit darker. And then later on, of course,
we will nicely balance it. Roof Serra one, what we need
to do is we need to go to our roof over here and simply
drag in these textures, and that should already be it. And now what's want to do
is if we just go ahead and open up our vista
building over here, let's also drag
this one down here. We can already start
applying some material. So we're just nicely going
to apply them one by one. So we have concrete
01 over here. We have our roof 01 over here, concrete 02, which is the
dark version over here. That's all working.
Okay, frames. So the next one is
going to be frames, buildings, we can go ahead and create another
material that we'll call. I'm just going to call it
metal underscore master, just because I know that the frames we can use also for
metal and everything else. This one, it's going
to be a little bit more customized. So
what I want to do? Is, let's see, in my textures, let's create a new folder
and call this metal. Now, in this folder, because remember sorry,
my microphone cuff, remember how I said that
I wanted to go ahead and save a little bit of texture memory by not
applying any textures. There is one texture,
however, that I will apply, and that is a normal map just to give that extra
bit of quality. It's not really needed, but it's great if
you have really large pieces of
metal like we have. All I need to do is
I just need to go to for example over here,
text.com, 1 second. I'm just creating a folder. Where I can place the
texture that we're going to download and let's say
that we go to treat scans, although treaty scans
often don't really, because you don't really
scan plain metal. So maybe we want to
rather go to, like, PBR materials, and then we
want to go to metal over here. And we just want to
get some really soft like metal Normal map. Brushed, no, worn, clear. Let's go for, like, plain steel. Zoom in just to see. Oh, no, plain steel
let's go for this one, plain steel number two. Zoom in. I want to have a very
subtle norm map, but it does need to be
slightly visually interesting. Let's do battered steel. Let's try battered
steel, and then we will just control the
strength of norm. You can make this super small, so just 512 by 512
is more than enough, and we can go ahead and
we can go into reel and we can import this one. Don't forget to open it up
and flip your green channel. And basically, so if we go
ahead and track this in here, this is the only texture
that we want to create. Now, before you do anything
with this texture, you want to right
click and you want to first convert this to a texture object because we are going to use an
automatic UV node for this, and converting it to texture object collapses and allows
us to use that specific node. And then you can convert
this to peremter and call this metal
on the score. Normal or just call it normal
doesn't really matter. Now what you want to
do is in order to basically automatically
UV unwrap that, we are going to
use technique that is called triplanar unwrapping, or you can also call it
worldspace unwrapping. If you just go ahead and type in world aligned texture
world align normal, sorry, world align normal
because we need a nomap. All you need to do is you
need to plug in your no map, and you need to plug
in a scalar perimeter. That's what we call tiling and set is quite
high to like 250. This is because basically what this node will do is it will project our nor map from
every single angle. So top, bottom, left,
right, front, back. Then it will smoothly blend those projections
together so that you don't really see
any harsh seams. However, it does this
over the entire world, and that's why our tiling
needs to be so large. So you will see how it works. We plug this into a
flattened normal node. And the reason we want to
do that is because we want to control the strength
of our no map. So create a scale
parameter, normal strength. And this is something
we already used all of these notes in the
mountain tutorial. I'm just showing you here
for the people that might not want to show or might not want to see how to create mountains
and just want to know how to create
Vista buildings. So I'm trying to just
include a lot of people. Next, we want to have a
constant three vector. Right click, convert
this to premor and call this base color, super simple. And I'm going to make the default just like
a whitish color. And then we would
just want to have a scale pemter for metallic. Keep it at zero. And a scale
peremterF the roughness. And now the roughness we can, if we want blend the roughness, also with a grunge map, which I believe we already have. Oh, no, do we not
have crunch maps? No. But that is something
that's only if it is needed. So for now, I'm just going to
have a simple roughness and set this one to
like 0.3, probably. So that is not too shiny. Maybe like 0.2. Okay, so
very basic material so far. We can go ahead and save our and then if we go ahead and
go into our materials, buildings, we can
grab a metal master, create a material instance, and let's call this one
metal underscore frames underscore Black
let's open this up. Once again, I like to have it on my little window over here, and I'm going to make
my base color quite a bit darker over here. And then I just
need to see what it looks like before I
can do anything else. So we plug this into our frames, and let's have a
look. Over here. Okay, so frames, metal black. Let's make it a
little bit darker. Not too dark because you almost nothing is
ever completely black when we work with PBS. I'm going to make my roughness
maybe like 0.4 or 0.3. And I feel like my normal map. Set us to zero. There we go. So now we get a bit of norm map. That set us to 0.2 or maybe 0.5, because I don't want
to make too strong. And I'm going to set
my tiling to like 400. Or did I need to go lower? 200? Oh, yeah, I
have to go lower to make it more
tilable like this. And now it is up to you if you also want to
go ahead and maybe, like, blend this with like a grinch map
for your roughness. If you want to do
something like that, you basically would do
something like this. So let's Grunge. Let's create a folder called grunge in our texture folder. And then if we just go
ahead and import something. So let me just quickly
find like a grunge map. You can just get this one
from the unreal or sorry, from substance designer, you can just get
this, for example. So I'm just going to go
ahead and I'm just going to import like here. It's just like a random
grunge map like this. Very common in substance
designer, substance painter. You can download them online, type in grunge map, and then you will
be able to find it. And let's go ahead and grab
this and throw this in here. And honestly, all you
will need to do is multiply your roughness
amount with this grunge map. However, also multiply
this grunge map with a scale perimeter
called grunge amount. Yeah, that should
be it. There are different ways of doing this, but this is probably
because I want to control the base roughness
and then I want to overlay my crunch
map on top of it. So that's why I want to keep
my base roughness in here. But now, if I just show you, we should be able to pretty much go into our metal frames. See? And use our grunge
amount to basically control if we want to make our grunge right
now it is shinier. Yeah, shinier, so let's
make our grinds like duller. No way, that is shiny. Yeah. So here you can
see that now you can go at and you can
control that effect. And if you want,
you can once again, right click convert
this to texture object. And then you can
go ahead and add a world aligned texture
this time, plug it in here. Plug in the same tiling or not. You can do new tiling.
You can do scalar. Grange tiling might actually
be nicer to make it new 200. There we go. So we
are just giving it some generic UV and
if we save our scene. Yeah, we now have
something more than enough for grind tiling, see? So we can make
this tiling, like, really large if we want
to or really small, give it an interesting effect, playground with, like,
the Roughness variation. And just like that, so you can add more and more
variation if you want. It's just about if
you want to spend the time or the effort on
it because this variation, you will never see it from here. So, you can literally go
for like a plain color. You might not even need a
roughness map or norm map, but I want to
because I know that our versions are going to
be a little bit closer, I just want to make sure that
I cover all of my bases. So we have a metal frames black. Then we have a concrete
C. Concrete C, what is which one was
using concrete C again? And here, we can
see like a roof. Oh, yeah, concrete C is
over here, the granite. That was the one that
we were going to make concrete C. I don't know if we can probably
just use concrete dark, but let's just go ahead and
duplicate this and call this concrete 01, underscore granite. I don't know. Just give
it a name and throw this into concrete
C. And later on, you can, if you want,
swap out the texture, but I don't really want
to use another texture. Let's give this maybe
a little bit of like a blue tone over here. Like that. Just to give
it a little bit variation and maybe set the tiling to
like three or four. Okay? Not too much because then
I can see the repeating. I can already see it a
little bit over here, there's this repeating detail. But from a distance, that
should be fine. So there we go. So that feels again a
little bit different. Okay, so our fake glass, our grunge map actually comes in handy with also
our fake glass, and we have frame 02. What do we need frame 02 for? To be honest, I'm not completely
sure, let's isolate it. Oh, frame 02 doesn't exist. I don't know why it's in here, but frame 02, see? The reason I know
it doesn't exist is because when you isolate it, it should show
something or when you highlight it. So
that's really weird. There might be
like, some kind of, like, leftover piece somewhere. But honestly, at this point, what you can do is or
you can just in case, throw on the frames black. But that's something
Oh, no, wait. I know I know where it is. Want a bet? I think
it's this one. If I go ahead and change this,
see, here it's this one. Let's go ahead and
duplicate this and call this chrome and throw
this one on here. And let's go ahead and make this a white texture with
metallic set one. See? So now it is chrome, and I'm just going to make
this like completely white. And I'm going to go ahead
and I'm going to set my roughness to be a
little bit duller. And I'm going to just tone
down my grunge amount. Make my roughness a bit
duller. There we go. Something like that
should be good enough just to give the handle. It's way way too much overkill. I know that I'm making
everything, like, way too nice for
a vista building, but it's just like that urge
I have with this stuff. I just want to make some
cool looking stuff. But, okay, so we got
this one over here. Can see some shadow palms, but let's address those
a little bit later on. Those are most likely
just nanite problems because nani proms, lumen problems because we
have a building that's like, has all the insights
and everything. Okay, so let's go
for our fake glass. Now, our fake glass is slightly different from our fake windows. So our fake windows, I want to go at and
make those slightly better than the glass
here at the bottom. For our fake glass,
what we can do is we can probably go ahead and, yeah, we can probably
go ahead and just duplicate our metal master. Where are you? Metal master. Let's duplicate this
and call this generic, fake glass master over here. And let's go ahead
and open this up. Now for this one, we don't
need map. That's one. We do want to have controls over our roughness amount over here and over our base
color and our metallic. Let's see, is there anything
else that we will need? To be honest,
that's probably it. So we have this. I might not be happy yet about how
I do the grinch map. First of all, let's right click and convert the grunge
map to parameter. Called roughness crunch and
what happens is whenever you convert a texture
object to a perimeter, there is a bug where it
will reset your texture. So you need to quickly
go into Granges, select it, and then
we can go ahead and just assign it again by pressing the little
arrow button over here. Let's see, we have
a grunge amount, we blend it with our roughness, we have control
over our metallic. That should be it for
already our fake glass. Now I'm not confident that this grinch map will
look very nice. So what I'm going to
do is, I'm just going to quickly go into
substance Zinger and I'm just going to
export like a bunch of grunges. Here we go. So here we are in substance. We can just delete
all of that stuff. So super easy just to get some grunges and you can do
the same thing in painter. I'm going to have
some leaks over here. I want to have maybe like
the grunge 01 I like, grunge number 13, I quite like. And let's stay
with this for now. What I like to do
is, I like to set my contrast quite low for glass. I'm just going to
go ahead and change my random sat for this one. Okay, so here it looks like the contrast is already quite low. We can play around once
again with our random seat. There we go. Okay, so you just want
to grab a few grunches. You want to create a few
output nodes over here. Plug in your grunches and just call the output node
Grunch under score 01. A copy this in label. This one, grunch under score 02. And and this one
grunge on score 03. Of course, you need
to do this once, and then you can use it
for any project you want. And then simply right click on our grunge note export
outputs as Bitmap, select a folder where
you want to export it, I created a Granges
folder in our textures, and you can just do
DGA export done. Super, super quick because I
don't really care about it. I just need to get some
grunge in here so that I can play around with my
metal with my glass. So materials and buildings. We now have a generic
fake glass master. Let's create a
material instance, Gal is fake class
underscore zero, one. And drag this into
our fake class. There we go. Into our fake
class slot over here. Now we can just go ahead
and double click on. And basically what I like to do with this
kind of fake glass, it's one of the few
times that I break PBR, is I set the metallic
to around like 0.8. I make my color quite
dark like this. And then I basically
play around with my roughness and my crunch maps. So let's set my crunch
map tiling quite high, and it's going to make the roughness mount quite high so that I can see
what I'm doing. So let's do something like this. And I can just give
it a little bit of roughness variation and
let's not make it too shiny. So let's do 0.4. Now, let's do 0.3
in my roughness. Yeah. Something like, okay, maybe, like, a little
bit less crunch. Bit more. 1.05
maybe. There we go. So super, super basic, super quick glass like that, just to basically get something and you can play
around a little bit more with your metallic to get
different effects. So in this case, it's
your metallic that really controls the shine
of it and everything. So that's up to you
to basically control. But from a distance, see, it will just look
like some glass that you cannot
really look through. You can also if you want to
make it a little bit bluish, that sometimes looks nice. So if we just go in
here and just make it like a tiny bit
like bluish color, maybe a little bit
lighter, like that. There we go. Okay,
super easy fake glass. And the only difference between this fake glass and the one that we are going to create later on using our windows over
here is that these windows, they will just have some
more localized dirt. So the dirt will be
around the corners, and that will make it
look a little bit nicer. So we got that
one. Next, what we have is we have
our interior 01d. And what we can do
is we can really throw this into
our interior node. And then I can see that I
have my I have my mirror. Oh, so my plane,
the one way around. So I need to, like, go ahead
and rotate this over here. Was there anything else that, I'm just going to close this. Is there anything else that
I had to do with this? No, it looks like
that our frames are pretty much correct. Of course, it's like, quite a small interior
in this case, but we can go ahead and we can re export this entire thing. Oh, that's really annoying
that my no Wong won vista building Here we go. Buildings, right
click, reimport. Give that second,
and there we go. And there is our interior,
which, of course, from a distance, from distance, you don't really
see the stretching, so it just looks a
little bit nicer. So now that we have
done this one, now the next thing that
we're going to do is we basically want to
just go ahead and create some window blinds that we can place in front
of our interior. And those window blinds that
material that will hold the window blinds will also just make this feel a little
bit more like glass. We're just going to
make it a little bit cloudy and just like
visually more interesting. But I think that you can imagine that from a large distance, this will look quite nice. So let's go ahead
and continue with this in our next chapter.
22. 21 Creating Our Window Blinds: Okay, so now that we
have our interior, the next thing that we
are going to do is we are going to create some
window blinds to kind of, like, cover up the
interior and add more variation to our
building in general. Now, these will use most
of the same techniques, and I'm going to just go and
create something like really simple for this because honestly, you don't
really need much. However, I am going to use this building
because it's, like, a good template to see how large I want to
make my window blinds. So basically, what
I like to do is, let's say that we just go ahead and this is going
to be very basic. Let's go ahead and
create a cylinder, and I'm just going to
turn on outer grid so that I can create
it over here. And the cylinder
will be the base of our window blinds, basically. We can go ahead and just
remove the height segments. And because I'm going to
bake it down onto a texture, I don't really care about polygon count or
anything like that. I'm basically going to
have this sitting roughly like over here because it will be behind the window
frame later on. And just pushes out. Let's say something like that. Okay. And let's say
that I will move it probably up until this point, that we start with covering
the entire window, and then we will create
a few variations that are more open or less
open based upon that. Then what I will do is
I will go ahead and I will simply go ahead and create 20 sides on my cylinder, convert to an antipol
and I'm literally just going to go ahead and maybe, first of all, we get
a little bit thinner. Yeah, okay, a
little bit thinner. And then select one of
the top faces and just do this. There you go. That's probably already enough. Now, if you want, you
can go ahead and you can make it a
little bit nicer by maybe like selecting these
two edges over here, but you probably will never
see it and move these up a little bit. Like that. I can see that it's not
exactly in the center, but you won't really be able to notice that from
this distance anyway. So we have this
version over here, and now what I'm going
to do is I'm going to go ahead and reset this
version to 000, and I will go ahead and art this into a new layer and call this blinds and turn
off building 01. Okay. So we have our
window blind over here. Now what I will do is I will
have this window blind, and I'm just going
to go ahead and say, how many versions are we
going to fit on here? One, two, three, four, maybe. So one, two, I'm
just thinking three, four, five, six, seven. Maybe let's go for,
like, eight versions. Yeah. Yeah, let's go
for eight versions. That should be fine.
So let's say that we have eight different variations. And all of these variations, they simply have a slightly
different position. So we basically just, like, move everything up a little bit. And then we have full
control over how much do we want to have our window
blinds and stuff like that. There we go. That
should be totally fine. Okay, cool. So we
have these versions. Now the next thing that I
want to do is I want to go ahead and create a simple plane. Let's do on a front view
or left view over here. And let's go ahead and create
a perfectly square plane. So here's a plane. Let's make it 450 by 450,
probably, like this. Scaled out a little bit more. We're just going to nicely
fit this on our plane. And then we have
these last remaining four. I don't know what that is. I like a little
ts that I missed? Oh, we can go ahead and we
can move this one over here. And honestly, we
even have space for, like, more if we want to. So for now, let's just
leave it like this, and we can always add more if needed. Oh, let's have a look. So this is almost
the same concept as when we had our interior. We basically have
our window blinds, which is our high poly, and we have a low poly, which
is our plane over here. And all we need to do now is we just need to bake it down, throw on a quick fabric texture inside of substance
painter and a mask, and we will have some window blinds that
we can easily use. So let's go ahead and let's see, exports, buildings, lines. And you can do the
same with curtains or whatever material
that you want. So I'm going to go ahead and
I'm going to go, Oh, wait. I don't need another folder. I can use this folder. So we have file, that's
really annoying. Export, Export selection.
Sorry about that. I know that it looks a bit
stupid with my UI bug, but I'm kind of used it by now. So this one will be LP, safe. Okay. Honestly, if you want, you can even like
a turbo smooth. I don't know if it
will look good. Okay, not in this case. Although you can try to Turbos smooth will just make it look a little bit
smoother, for example. But I don't think that is
really needed in this case. I think it should be enough
if I just leave it as it is. So we now can go ahead and we
can have our window blinds. Come out and add Poly
because what is that? It's so weird. I'm having a lot more problems than normal, which is a bit
strange, but I will. That's about how it
always happens with our whenever you are
creating a tutorial. So let's go ahead and
call this one HP over here and safe. Here we go. Okay, and now we can go ahead and we can open up Mom's atolbg. And here we have a high
ply and a low poly. And if we just simply
drag these into a new scene in Mamosat, oh, I can see that my plane
needs to flip around. Let's select my plane
and just press. I'm just going to
add and no modify. Basically just want
to flip around the norm map or the normals. And call this low poly again. There we go. That should
do the trick. Okay. Awesome. So just to
do a very quick bake, we have our low ply in
low high polen high, same way as that we
created our interiors. We go ahead and we set
the outer bake to none, push our max offset to cover
our entire blinds over here. And then we can go ahead
and go textures blinds. And in here, let's create
another called bakes. And in here, we can throw
the following maps. So if we go over
here to our baking, let's go ahead and
set this 16 bits and use our correct output PNG, and this is going to
be blinds as our name. And we want to go
ahead and honestly, four k is more than enough. With this kind of
stuff, you can get away with 512 or two, five, six, even later on, but we can always
optimize it later. So it's better to go
high and then low than to go low and then not
being able to go higher. Let's have a norm map in here. Let's have a Alpha mask in here, which we'll mask out specifically
where our blinds are. Do we need anything else? No, we don't really need an embitclusion for
something like this, that's honestly already fine. Let's just go ahead and have these two versions over
here and we can just go and press Bake and double check. Yeah. Yeah, that seems
to work totally fine. Awesome. Now the last thing that we need to do is we
just need to go ahead and give it a little bit of a
texture and we can do this by loading up substance
painter. Over here. And in substance painter,
we want to go ahead and I believe this is
the first time I'm showing you substance painter, but I do expect that you
already know the basics of it, but it's very easy what
we are going to do. We're going to create a new
file, PBR metallic roughness. So for the file,
what we want to do is we want to go
ahead and select the low poly plane from
our blinds over here. Document resolution
can be two k, non map format OpenGL. And then in the
Import baked maps, we want to go ahead
and press art and we want to select those
maps that we just baked. It was open, and then we just
press to load in our file. Now, one thing that we need
to do in order to show our opacity is we want to go
down here to our dis sorry, not to our display settings,
to our shader settings. If you don't have this window,
you can go to Windows, and then in here, you can go to Views and find shader settings. And I want to go ahead
and I want to click on the ASM Metal Ruf and select A PBR Metal
Rugh with Alpha test, which allows us to basically
create a opacity map. In our text set list, we
can control the name. So call this Blind. And
in our textiset settings, over here, we can control
all of the channels that we want to go ahead
and add something to. I'm just going to go
ahead and press a plus, and I want to add an
opacity channel over here. And then if we scroll down, we want to go to select Normap. Click on the Blinds norm Map. And then you can see that now the blinds over
here are activated. At this point, all that we
need to do is in our layers, create a simple fill
layer. Call this base. And in our base field layer, we want to go ahead
and scroll down to opacity and select
our window blinds, which you can often
find near the top. Now we have our window
blinds here ready to go. At this point, we can just
go ahead and we can find a nice looking fabric that
we can quickly throw on it, and we're probably
going to go for something that we
will probably make it white so that we can control
the colors of it later on. So let's go ahead and type in fabric in
our smart materials. Let's see, fabric baseball hat. Honestly, that one
might already work. Don't know fabric
canvas creased. Sometimes whenever this happens, you just want to go ahead
and you want to turn off the opacite so that
it properly matches. I don't know, fabric creased. Let's have a look. So what
do we have in fabric? What else do we have, Axe? Reinforced, denim, aged, fabric linen creased
and fabric linen warm. Just have also look like
the linen creased one. I like that one more.
So let's go ahead and do fabric linen
creased over here. And then next thing that I
like to do is I always like, open up my material and just turn everything off
so that I can have, like, a paper look. So this is our base. We are going to go ahead
and make it a little bit lighter so that
we can control the color later on,
something like that. Not too light because then
we lose some of the details. I then go into my fabric base. And it looks like
I want to click on wave tree and set my
tiling a bit higher. So let's set this to 30
and my messy fibers, let's set this to like
three or two over here. Actually, you know
what I liked one. Let's stay like this. Then we have our fibrous patron. Our fibrous patron right
now is way too intense, so I'm just going
to go ahead and in my base color over here, change the opacity to, like,
tone it down a little bit. And what I want to do is I probably want to
go ahead and set my height a little bit
lower in my creases. And also in here, just to not make the height
map as intense. Then we have our lighter
fibers over here. Once again, let's tone down my height map, and that's fine. And then we have
our actual creases. And what I like to do
with my creases is I'm going to go ahead
and add a blur on top. So let's add a filter
and then select blur. Yeah, I like to give a
little bit more of a blur. And the next thing I'm
going to do is I'm just going to switch
from base colour to high and then tone down my
opacite to basically give it. And the height map is the same as non map in substance painter. Something like that.
And I don't know. Maybe you want to tie
it creases twice. Yeah, maybe, like,
scroll it down a bit. So over here, it's tiled twice. Maybe not twice, maybe. I just want to make it
a little bit small. Let's do something like that. Honestly, that should
be totally fine. It's just some really
basic window blinds. We don't need to go
too intense with it. So when you are happy
with whatever you have, you can go ahead and you can go file and let's first of
all, save our scene. So buildings saves
lines and psave next, we can go ahead and go
file export textures, select your Export output map, which is just going to
be in our text folder, PBR metal roughness. Taka. And I'm just going to go ahead and I'm going to export it starting with probably, let's do 2048, but we will lower it down
later on, most likely. So having that done, now, if we go ahead and oh, wait, I forgot to export Oh, no. You want to double
check something. You want to double check that
your Alpha map over here. It's it's inside the Alpha of your base color.
I mean your mask. And it looks like it
is, so that is good. So the next thing that I
want to do is if we go ahead and we go over here to three years, Max, I'm just going to go
ahead and copy my plane, and I'm going to
drag this one into Building 01 to n on Building
01 into an off blinds. Yeah, select this. Over here. Now what I'm going to do is I'm just going to
go ahead and create a new folder or folder,
a new material. Call this blinds underscore 01. And then what you want to do is you want to go ahead and load up your base color over here,
loading up a bitmap. Now, the annoying thing
is that in threes Max, you cannot just
rip off the Alpha. So even if I load
in my base color, what will most likely
happen is, like, I need to then go down to
transparency over here. Or not transparency. I want to go down to
my cutout over here because this is not a transparent
map, but a cutout map. You want to once again
select your base color. But this time when it
opens up your settings, you set this to Alpha and then of course, apply
this to your plane. This is very specific
to three years Max, so this is something
that will work differently depending on
whatever software you are using. Now that this is done,
we can go ahead and convert this to an added
poly and now it's as simple as going in here and creating
some lines so that we can nicely cut out
our window blinds. So we have one of them.
Let's do this one first. Let's have one over here. Select this, detach,
and press Okay. Place another line here,
select this, detach. And the reason why I do it from large to small is
so that you don't have to remove the lines that go crisscross through
them later on. Detach, okay. Over here, it looks like we need to
do another line here. For the rest, it looks pretty. Well, this line, you might want to carefully turn
on preserve UVs, in this case, and just move
the line a little bit. Or every software
has preserved UV, so you can just look
it up, how to use it. But in general, this
is working fine, so I can just go ahead and
keep detaching these pieces. This one I need to
move it a little bit. And after this, it is just
a bunch of placement. But that's something
that, of course, I will do in the times
the actual placement and stuff like that because that
might take quite a while. So first of all, showing
you how to, like, create every single
element of the building, and then we will actually
make it look nice. So it might take a second
for it to look really, really nice, but it
will come later. So we can go ahead
and go over here. And so for now, I'm just going to throw these
into their own layer called lines just so that we
can keep track of them. And let's say that for now,
I'm just going to use, I don't know, these two. Let's say that I have
these two over here, and you just want to go
ahead and copy them over. And these ones I'm going
to throw into building one and just very simply move them just in front
of our glass over here. And over here. Now, one thing
I do realize at this point, although few things that I
do realize at this point, is that I made a
mistake in what I said. So I said that our window blinds are also going to make the
glass look like glass. However, that was wong.
I mean, our interior. We are going to change
the shade of our interior to make it look more like glass. And over here, it
looks like that I made them a little
bit too white, but that shouldn't
really be a problem. So that's just my mistake, but it doesn't make that
big of a difference. So we now have this stuff. Let's say that we
turn this one off. Let's go ahead and once again, export our building, and
let's have a look at this. Export Tom Reels, Tom
reel buildings 01, let's go ahead and just
reimport our building. Reset to FBX is
often easiest to do. Oh, I meant to say done. Press done because else you lose your materials.
Sorry about that. That is really dumb of me. Anyway, let's just
go ahead and create a texture called this blinds. And in here, you want to
import your base color, normal roughness
from your blinds, because the other two maps, they don't have any information, so you can just remove
the other two maps. Same thing as always, turn off SRGB on your window blinds. And the funny thing is that actually substance
painter pots as direct X. So it's one of the few
times that we don't have to press flip green
channel on our no map. Do I already have just
like the base material? I don't think I
actually made that. No, because our Vista
mountain is very different. Let's create a material called this basic underscore master, and this one is super simple. We can just go ahead
and we can import our blind textures over here like this. It's just this. Convert spremeter base color, normal roughness. Let's do a multiply in our base color and multiply it with a constant three vector, which is going to
also be a parameter called color overlay,
same as before. And I'm just going
to already give this like a darker color as an
overlay, just as default. That one goes into base color. Normal goes into normal. And if you want, you
can also multiply your roughness using
a scale pemter called Roughness amount set is the
one that is our roughness. And the last thing that we need to do is we need to go into our basic master, and we want to set our blend
mode to mask over here. And then we just want to go
ahead and grab the alpha over base color and throw this
one into our best mask. And that we'll cut out
our mask just like that. And then it's just safe. That's it. That's
all we really need. We can now go ahead
and we can just go into our materials, buildings. And here we have our where
are you basic master? Let's duplicate or sorry,
create a material instance. Call these like blinds
underscore dark. And then we can just go ahead
and open up our building, and I'm afraid we have to
reapply our materials again, but that is my fault. So see buildings. And we have
our concrete 01, roof 01, concrete dark,
metal frames black, concrete granite,
fake glass, chrome. And this, like, yes, we have a lot of materials right now. However, this is something
where if you would use like texture atlases or trim sheets that you can lower down
the amount of materials if you wanted to. We
have an interior. I'm not going to do
fake windows yet, and we will have our
blinds dark over here. White? Does that work? Oh, yeah, there we
go. That works. And then I just want to
go ahead and go into my window and create
an interior over here. Okay, cool. So these
are our blinds. Yeah, we definitely have
some shadow arrows. But just in general, as
you can see over here, that covers it up quite nicely. And especially from a distance, you can still see some
of the environment, but in general, this
is working quite well. So if we would just
go ahead and like, as a sample, go in here and create a few
different interiors. Of course, the interior will
looks exactly the same. And I'm not going to cover
how to do the side yet. But just like that, we
can go ahead and we can. Well, actually, what you
might want to do just to make your life easier is already place all of
these window blinds in, like, the correct position. This and moving them up. And the reason why
I might want to do this is that when
I, for example, select a blind, I
can just simply copy it and move it over here. Now, I'm not too worried that they are a little bit bigger. Oh, sorry, and one thing,
center your pivots. There we go. That makes
it a lot easier too. So I'm not too worried that they are a little
bit bigger because, of course, we have slightly
different window sizes. You can just scale
them up if you want, or do whatever you want with it. So I can just go ahead and show off some window
blinds over here. Let's say that I show you
another one over here. And let's say one
that is just, like, completely rolled out over here. For this one, I want to maybe
move a little bit higher. And let's say another
one that I will do here. This is why you also want
to keep them quite generic so that you can just easily
place them all around. Like this. Okay. So we have those
window blinds done, and what you can then do is you can basically
just go ahead and select all of them
and just throw those into the Building 01, or you can create your
own little layer. I don't know why this
one there we go. So having that done, we can go ahead and turn
off our window blinds. And once again, export this. And this time, let's not
press reset the FBX. But let's go ahead
and just press Done. So although it should not
actually try to reset the FBX, that only happens whenever we export a new material
on our model. That's when it gets
confused and it asks us if we want to reset all
of our entire model. But if we just do
this, there you go. So you can see that you
very quickly can start creating some variation
with this. Okay, awesome. Now we are already quite
overdue with this chapter. So what we will do is
in the next chapter, we will go ahead and work
on our fake glass windows. And once that is done,
we will go ahead and we will start by
just populating, like, a side of this building, and we will also have a look and see how the corner works. If the corner doesn't work well, we will just make it fake
glass because I did not, of course, really think about
using a corner in that way. But that's something
that we can work on. And once that is done, then I've pretty much shown you
all of the workflows, and then we then I will go
ahead and do a big time lapse, where I will create
various interiors and various variations of everything to make the
building look visually more interesting because that is just very, very time consuming. And after that, there might be some bonus chapters on how
to optimize your model, how to do things like improving the material counts and
that kind of stuff. But that is something
that we will go over in a future bonus chapter. So for now, S look
already quite nice, especially when you look at
it from the bottom over here, it looks already
quite impressive. And let's go ahead and continue with this in our next chapter.
23. 22 Creating Our Fake Windows And Finishing One Side Of The Building: Okay, so what we're going
to do now is we are going to work on our
fake windows over here. And doing these, it's
actually really easy. It's even easier than doing our window blinds
that we had before. So let's say that we have
these four over here, and these are going to be
our fake window templates. We want to go ahead and
we want to UV unwrap them into a one by one square
to give them a unique UV. And I will just go ahead and
I will do that over here like this by just UV
unwrapping them quite simply. And let's just go ahead
and, um, of course, you want to twin and give them
as much space as possible, which in this case, might be a little bit annoying because of the rectangular
shape, but we'll see. So I feel like, Yeah, here, so we can maybe if I do this. Let's say that we
have these two, and then one of those
goes over here. So this way, we can already make these three
quite a bit larger, and then we just
have this one, then we have a little
bit of space left. So just try to optimize it. I do not want to
make one window much larger than the other
windows because then the taxa density
will be broken, and you'll be able
to see a difference in resolution, which
we do not want. So let's say something super basic like this, totally fine. Next, what we're
going to do is we are simply going to export, and I still have that bug
over here, unfortunately. It's never been
this bad, but well. We are going to go ahead and
export from our buildings. Let's make one called Windows. And in here I will
go ahead and call this Windows underscore painter, because this one we'll
go to Substance Painter. There we go. That's all. Now we just need to go
ahead and go into painter, create a brand new scene, PBR metallic roughness,
and we can go exports, buildings, windows,
windows painter. 1024 is fine. Open GL is fine, and we
can just press Okay. And there we go. Here
are our windows. So at this point, everything is very similar to the material that we created for a fake
glass inside of wal engine. So first of all, over here, oh, I already got a
good material name, which is fake window.
That's totally fine. So we are going
to get started by just creating our base glass, which is going to be a very
simple fill layer over here, and we are going to set
our roughness to like 0.8, just like we did
in our material. Also in my metallic,
my roughness is going to be a
little bit higher. The base color, we want to go
ahead and make it a bit of a darker bluish tone,
like something like that. And then what I will
do is I will start by our first variation, which is going to be
another fill layer. And this fill layer will only have the roughness activated. And then I'm just going to go
ahead and add a black mask, call this rough 01, as in roughness, variation 01. Here we go. And then
in this black mask, you want to add a fill layer, which allows us to
input a bitmap. In which case, we are just going to go up here to textures, and we want to go for, like,
a really soft fill layer, maybe like some fingerprints or some smudges or
something like that. So let's have a look around.
Maybe like some wipes over here. There we go. That can actually work. Yeah, here. So just something to make it
look quite nice and soft, and then we can also
play around over here with our roughness amount, and that's our first layer. Now we can go ahead
and simply duplicate this and call this
roughness variation 02. And in this one, we want
to just have a black mask, and we are simply
going to grab a brush, and you can use any
brush you like. Probably, I have a bunch
of custom brushes, which you can also get for a wy cheap price on
my station profile. But for now, I will keep
it with the defaults, like a fur, soft white
brush over here. And then I'm basically going
to go ahead and I'm going to paint this brush
around my windows. Sometimes it's easier
if you actually press C. And if you press C, you can cycle between your maps. So here, what you
can see is that I'm cycling between my maps and I'm starting and I look
at my roughness map. And I just want to
give some variation, of course, in the
amounts and everything. And then what we can
do is we can again, break this up using
another grinch just to make it look
a little bit nicer. So let's do something
like this over here. And now what we can do
is in our roughness, we can add now a fill layer, but set the fill layer
to be a multiply, which means that it will keep
whatever we paint it in. And then we can just,
like, multiply this using, I don't know, maybe
like here, some dirt. And then set the balance
like quite lows here, just to give it once again,
like a bit more variation. And now it's just a matter
of playing rounds with your roughness amounts
and stuff like that until you get
something that you like. So at this point, I like to already
get it into unreal so that I kind of like
get a feel for what it looks like because it always looks very different in
painter compared to unreal. And then based upon that,
we can make some changes. So I'm just making a folder. And we can go ahead
and first of all, let's do a save over here. And let's call this
one fake windows And then what we
can do is we can go ahead and PBR
metallic roughness, Taga 1024 more than enough. We honestly don't
need that much, but I will show you like some optimization
techniques in the bonus chapters later. And then make new fake
underscore Windows. And in here, I'm
just going to grab my base color metallic roughness because we don't really need
a num map in this case. And now, because this is
like a default texture, we should be able to
go into our materials, our building materials
and our blinds over here. They also have a
default texture. So I should be able
to duplicate this one and call this fake windows. Let's open this up over here. We do need to make some changes
to it, but first of all, let's go ahead and input where are you fake
Windows, our base color. Oh, wait, we don't
have a metallic map, but we should be able to
control the metalness in there. So, honestly, so we just need a base color and a roughness. We don't even need a base
color, to be honest. Yeah, our base color
and our metallic are flat colors because
I didn't add anything. You can add some dirt. So if we are going to
have a base color, we can just as well go in here, throw in a base color
and just give it a little bit of, like,
a brownish dirt. To make it more
visually interesting. I feel like that if we will
have a base call anyway, or we can just create
an entire new material, but sometimes it's just nice to, let's once again like
art some brownish dirt. And then I just play
around with my opacity to not make it too
strong or too soft. Let's try that.
Export once more. And then over here, right
click and re import. There we go. It's
very, very subtle, but now we can see
some dirt in here. So anyway, pay coolor
check, roughness check. Now, for our normal map, what we want to do is I
basically just want to input something that has, like, a very soft normal. Or what I can do
is I can just go ahead and set my normal to zero. So over here we
have a concrete 01. Oh, no, whoa, that's
way too strong. I forgot about
that. In that case, what I'm going to do is, I'm just going to alter
my material a bit. So here we have a
basic master material. And what I want to do
is let's have a look. First of all, in our normal map, let's add a flattened
normal node. The scale premter called
normal nscore strength. Set the default to zero. This way, we can
literally turn it off just by changing
our nor map. And then in our base color, we have a color overlay, so that's also still fine. Oh, yeah, we needed a scale a perimeter called
metallic so that we can control it when we
want to use metalness. So let's go ahead and do
this. And your opacity, if you don't actually
input anything, I will just not have a mask. So we should not need
to worry about that. So 0.8, and our norm map
strength is going to be one, which means no norm
map strengths. Now we have this and
then our color overlay. We can make that one right
because we are controlling our color inside of
substance painter. Our roughness amount, what am I doing with my
roughness amount again? Oh, yeah, I'm just setting it to default, so that
should be also fine. Awesome. Okay. At this point, you do want to once again
re export your building. To in real Vista building. Over here. And reimport? Now we can go
up here to our building, so let's just go
ahead and open it up. And let's apply our
glass material. So materials, buildings,
fake windows. That's the one that
I want up here. Okay, so there's no
roughness response. So let's go ahead and
boost that up by a lot. Quick way, easy if you want
to boost up like all of your roughness is
to simply create a fill layer or just a
normal layer over here. You want to set this layer
if you go to roughness. You want to set this
to pass through. And then you want te levels. And if you're in your levels
select your roughness, you can literally
control the roughness of all of your windows in one go. So this is what I was talking about that there's
quite a big difference between unreal and the rest. So sometimes you
simply need to go in here and then balance
everything out a little bit. So we have our fake windows. You can just go ahead and
re input here, I see. Now it's a lot stronger. So first things first, let's start with the
very first roughness. Let's turn off this one. And I can also go
in here and control the roughness if I wanted to, but I like to have a little bit of my level controls also. Let's start with our
base roughness just to see. That's too strong. So we want to now go ahead
and lower down our levels a bit. Let's have a look. How is this? It is okay, but yeah, it has some of those that's probably
because of this, that it has those strong values. So I'm going to lower down
this roughness and then I want to hire this roughness
a bit over here. Let's twy that. Basically,
you just play around with it. That's honestly all I'm saying until you get something
that you like. It's still not. And by the
way, how about the darkness? The darkness is about fine, but this is still
not what I want. So I'm just going to play around maybe like my middle
roughness slider over here. Let's have a look
at that. Re import. Wow, it's really difficult
to get. Yeah, you do get it. So I should be a little bit too careful because
when the sun is hitting it, you do definitely get the dirty window look
that we have before. What I'm going to do is,
I'm just going to set the overall roughness
a little bit lower. So over here we have
the overall roughness. Let's go ahead and
tone that one down. And then we have our secondary roughness in which
I first of all, want to play around a
little bit more like my breakup using grungesO here. Let's play around with
that. Okay, here, see, now they start to look
a little bit more dirty, which is working quite well. Okay. I would say that, that's actually really
close to what I want. She's going to go ahead and
I'm going to maybe make like, this roughness, a
little bit lower. And I'm going to go ahead and, uh, what shall I do? I'm going to make
my main roughness just like a tiny bit less, just to make it
not as reflective. And think then we got,
like the sweet spot. Yeah, that works well. So we
got like a nice sweet spot. And then the next thing that I'm going to do is I'm
just going to go ahead and go into my base
color over here. And I'm going to
go to base color. Make this base dirt a
little bit stronger in my base color to also whenever there's no
roughness reflections, give it a little bit of, like, some additional dirt. There we go. I think that
will work quite well. And next to this, we also have control over roughness
in our actual material, which I already lost
fake windows over here. Oh, and I forgot to set my
roughness response, actually. That's really bad
because that means that I might not
have been adequate. So let's go ahead and
definitely change that up. There we go. And let's see. With my roughness, see, here. Now that I set my roughnesponse
to turning off SRGB, that already looks a lot better. So that's why there
was not a really great comparison
between these two. So let me just quickly
balance this out once more. So that's what I
meant with the SRGB, we have to set that off, but it looks like that
I can just do this. And then I can just tone down the entire roughness
amounts a little bit. And that probably does
the trick already. So that doesn't take too long. Yeah, and I'm going to make my base collar a little
bit less strong. After all, now that
this is balanced out. Of course, right now,
because I'm talking, it's all going a
little bit slower, but normally you
would do this very, very quickly. Yeah, there we go. Dirty windows. That should look pretty good. Okay, so at this point, of course, you can go ahead and you can keep
playing around with it. Maybe you want to give it more roughness or
less roughness. As I was saying, we have
a roughness slider, so we can actually control the amount a little
bit by going in here. I setting it lower or less low. So I'm going to set this,
for example, to 0.8, just to do some quick balancing, and I am quite happy about that. Now, there will be a chapter later on where
we are also going to balance everything once
more just to make sure that it all works quite well. But in general, it looks very similar to
what we have over here. However, it is a little
bit more defined, and it has a little bit
more localized dirt. So now you also know how
to do those two things. So that is looking pretty good. I think what I want
to do at this point, just to finish off this chapter is kick in a very
quick time laps. Where I will go ahead and
populate an entire side of this building over here and maybe also like
around the corners, we can actually
first in real time, figure out what to
do with the corners. And the reason I
basically want to do that is so that we can get a better sense
of how everything looks. And then there will be
time laps where I create various interiors and stuff
like that so that we have, like, more stuff to work with. So first of all, what I
wanted to do is I just wanted to see what would happen
if we grab an interior, and I know that this is
not going to work, right? Like, I don't know
how sure I am, but I'm pretty sure
this will not work. And to be honest, this is the first time that
I'm actually doing a corner because I never actually thought about needing to do a corner on these windows. And I think that other
games also just, like, avoid it whenever
you have a corner. So I can do this just
to see what it will do. But we will most likely
want to go ahead and just make these fake
windows in the corners, just to make our lives
a lot easier than trying to create a corner
window and stuff like that. But we can see. Maybe you can also use like window
blinds to cover it. So over here, it's not great. See? It looks like an error. So I'm just going to go
ahead and I'm going to Oh have the window
blinds, which are like, all the way down or almost
all the way down over here so that you can not really see exactly what's inside
of the interior, or I'm just gonna
have fake windows. So at this point, let's
go ahead and kick in the time labs and start populating this entire
side of the building.
24. 23 Polishing Our Building: Okay. So now that
we have this done, what we're going to do
is we are going to go ahead and just improve our
general look a little bit. So it's already starting to look quite
interesting, although, of course, yeah, we
only have one interior, so I definitely want
to change it up. And I might end up like placing
more interiors later on. So the first thing
that I want to do is, I'm not happy with
these windows. I want to give them, like, some window blinds, but
I want to make them, like, really dark so that you
can barely really see them. And the matrix demo did
something similar to that. Now, generally, it
should probably be just as simple as over
here we have our window. In placing them basically
on top of here. So if I go ahead and if I go because I want
to have my window, but I have a look. I'm just looking at my
textures. There we go. Blinds because well, we can
use a mask if we want to. So let's just go ahead and use the final versions of this. I'm going to go
ahead and go to File and then import resources, and I'm just going to
import my I pretty much only need a base color. And a normal map, pretty much. Now, what I'm worried about
is I think I also want to just import the baked mask because I'm not completely sure. I don't think we can
actually read the mask for my base color when
it is in the Alpha. And I'm just going to import
this into my project and set this to textures
over here. Okay. Oh, no, wait, sorry, I was able to read the
mask. Fair enough. Now, after this is done, what we're going to do is we are probably just going to go ahead and create a
nice layer over here. It's actually a folder. It's for the blinds. Base blinds in our layer. Then if we just go ahead
and do a simple projection, you go up here and
click on projection, and then we are going to scroll down and just drag in this
projection over here, and I want to also drag in my no map and for my roughness, I'm going to go set
this quite dull and I don't really need a
height and I don't really well, actually, metallic is
going to be set to zero. Now what we can do
is we can just give a few bits of variation. Go to get started with
this one over here. You basically just
want to place it around our mask is not reading. That's a little bit
annoying. It is no problem. So what I'm going to
do is I'm going to go ahead and on my window
blinds, let's do this. Let's first of all, paint paint my window blinds, like this. A I know it won't look good, but don't worry that's something that we are going to work on. So we have a window
blind like this. And then what I'm going to do is I'm just going to
go ahead and go up here and paint in a black
mask and once again, set this to projection and
dragging your alpha here. Because if you leave it
at the same position, see, we can just
paint in the alpha. There are many ways to do this, but this is the first way
that comes to mind for me. So we got this one over here. Now, let's say
that for this one, I'm going to go for maybe, maybe like a lower
one over here. And let's go ahead and go
into our window blinds. And our window blinds,
you won't be able to see it now until we
have our mask done. But if I just go ahead and paint this in and then
just go to the mask, it remembers our setting, so we don't just have to
paint this in like this. Ah, let's also go in here
and paint the corners. Okay. Then for this one, I'm going to go for maybe
like this one over here. So once again, just
painting it in, even though I cannot see it because as soon as I paint
in my mask, I can see it. There is a bedrock system
for this, of course. So we can use anchor points and all that kind
of fancy stuff. But honestly, I only need
to do this four times. So sometimes I'm just lazy. And if I need to only do
something like four times, it just feels a bit overkill. So let's use this
one for the last one over here. Like this. And just paint it in and go into a mask and also
paint this in here. There we go. Of course, if you are making a
really large project and you need a perfect system, then you can, of course, play around to things
and improve them. But in general, let's
say that we have this. Now, what I'm going to
do is first of all, I'm going to control my color a little bit of
my window blinds, and I also want to
control the intensity. So for my color, I can just go ahead and because
this is a layer, we cannot literally,
change the base color, but we can add a filter. And in this filter, I can
add or color replace, color balance or an HSL node. So let's not do color balance. I think I'm just gonna
go for an HSL note. And let's say, let's
make it, like, quite a bit darker over here. Or if you are not happy
with just darkening it, another one that you
can do is you can add a filter and do the
color match over here. And then here, we can make it a little bit more like a bluish
color. So that's up to you. Okay, so we have
this. But however, I want to have this
feeling like it is sitting behind my window. So having it behind my window,
what I might want to do, let's turn off a projection is by gathering some of
these roughness details. Let's see, these ones over here, moving them above
our window blinds so that they are
at least above it. And then in my window
blinds itself, if we just go ahead and we
go to our let's add levels. Let's add like a levels
and set these levels to be only our roughness maybe make
it a little bit rougher. And then what I want to do is let's see if I
can just, like, tone down the opacity of this. I'm just going to go
ahead and I'm going to add a let's add like
a fill layer over here and set the fill layer to be black because the reason for that is that if I just
change the opacity over here, then what happens is that I'm only changing it
on my base color, but I'm not changing it on my
roughness or anything else. If I add a black fill layer, I should be able to just simply control the color over here or control the opacity over here to get something
a little bit better. I'm not I don't think this
looks the way I want just yet, but we can already
just export it just to see and get a sense for it. So because I spent time in my time laps,
if you've seen it, not just copying the same
windows over and over again, but like randomizing
them a little bit. When I go ahead and import my textis fake
windows over here, it should give us,
a lot of variation. Okay, so that does Oh, no, wait, I don't have
a norm map in here. So I would need probably,
like, a normal map. But in general, so it does show the window blinds roughly the way that I expected them to. The only thing is that are they? I accidentally rotated one
of them here and there. So okay, seeing this. So I think what I
want to do is I want to get started by just importing a norm map. So
just give me a second. Window blinds normal over here. And with my norm map, I am going to tone down
the intensity a lot. So first of all, oh,
no, wait, sorry, we don't need to flip
the green channel because it comes from
Substance Painter. I'm going to go ahead and
go to my fake Windows, which is a basic master. Okay, yes, perfect. Oh, nice. It even has the window
blinds, normal, but I'm just going
to go ahead and fake windows and drag this one. No, sorry. Not that one. I made a mistake. I need to drag in
the fake I accident need to drag in
the window blinds, but I want to drag in the
fake Windows one over here. And then I can just delete
the Window blinds one. Okay. And then the
next thing would be to go into my
normal strength. And if I set this to zero, it shows the window
blinds from a distance C. And then if we just
set this to, like, maybe like 0.5, to tone them
down a little bit more, 0.8, even I just want to
have this quite subtle. 0.7 maybe. Okay,
something like that. So now it does
start to feel like, especially from a
distance because I am working from distances. It starts to feel like
we have a little bit of the window blinds in here. And at this point, maybe I want to make it like a little bit more
visible over here. Yeah, so we are missing a little bit of that
china, aren't we? I guess what we can do is
we can add another levels, set these levels to
metallic and swap around these colors over here, which should make it
automatically metallic or not? Yeah, so that does
make it metallic. But so I'm just trying to, like, play around with
the intensity over here. So now they are metallic, so they should be more reflective. Let's try something like this. So we are basically
cheating a little bit because window blinds
would never be metallic, but we are behaving as if
that the window blinds are behind the glass and not so much in
front of the glass. Oh, one, one. So let's
go ahead and re import. Okay, so that's already
starting to feel a bit better. And here, see, you can see the shine stays now
on our windows, which makes it feel like it is sitting more behind the glass. Now, I feel like right now it's probably a little
bit too noticeable. So I'm going to go
ahead and just, like, tone it down
a little bit more. And then it's probably fine for something as basic as just
like some fake windows. Yeah, there we go. Okay.
Awesome. So we got that one. I would want to probably later on place a little
bit more interiors. And also, sometimes over here, I managed to accidentally
rotate one of my windows. So that's like another bug
that I would like to fix. In time. Now, at this point, I think the last
thing that we want to do is that, of course, right now, over here, this is looking absolutely
perfect our interiors. So we might want to
give a little bit of, like, a glassy look to it. And once that is done, we also want to copy
and paste that glassy look on our window blinds, because that's the tricky thing. So normally, what I would do if I have something like this and I was not using nanite, I would simply place
like a big cube around the entire building
and make it glass. And that way,
everything will look automatically like there
is glass in front of it, and it gives me a little
bit more flexibility and control and a
little bit more depth. However, right now,
I can do that. Now, I can go ahead
and try to create a very complicated
system and shader. However, what would happen is with this complicated system, it would also make the rendering of our building more expensive, and I want to make because
from a distance, honestly, you probably don't
even need glass, so we are going to
just create a very, very cheap looking glass here, so that when we are looking at it from a distance,
bit like this, that we can just see some
glossy reflectiveness to it. So I'm going to go
ahead and I'm going to go into my vista
tutorial and windows, and I want to open up my
window sample over here. So this is the one.
So the nice thing is that this one goes into
the emissive color. However, we still
have full control over our roughness and
all that kind of stuff. So we can play around a little bit more
with our roughness. Now, here we have an overall
room color, as you can see. What I also like to
do is, first of all, I would like to have
a little bit of control over how strong our emissive is in general. So what I'm going to
do is I'm going to go ahead and add a larp. And the reason for
this is to almost get like that foggy effect, the effect that you
cannot properly look through the entire room. So we want to go ahead
and we want to larp this using a constant vector. And let's call this
convert spemter and call it foggy luke or
something like that. And let's start with
just making this white. Throw this into emissive color, actually call this
foggy k color. And then if we're at
the scale pemeter, call this foggy k
strength. Here we go. Oh, sorry, I flip these
two around. There we go. Okay. So now we can have
control over the strength. So if I set this to like 0.5, see, it will look a
little bit foggy. If I set it 0.9, it
will look even more. And if we combine this,
and we, of course, can use the foggy luclor
to just generally, slightly change the
color of our windows, and I do this in air
quotes, windows. But if I now go
ahead and have this, now the next thing that I
want to do is I want to get a normal map. And it's going to be I need substance designer
for this most likely. So let's just open up designer. It's going to be like a
pearling noise norm map, a wy wavy norm map
that we can use to kind like give it
the effect as Whoa. What's wrong? Kind of
give it the effect as if the glass is, like,
slightly distorting. And to be honest,
we can even add this effect to our
normal glass also. The way that you
would art this to our normal glass because
we now have a normal, it's basically this is
what we're going to do in our Shader and I didn't
even think of it, but we can also artist here. It is a fill layer
that only uses, in this case, a height,
but we will use normal. And this normal, it will
have a if you type in pearling here we have
a pearling noise. Oh, sorry, artist into a
black mask with a fill, and in here, we can
add a pearl noise. Doing it in here gives
me more flexibility. So now I can have more
control over here, see? So let's make it really
strong right now. But then set the projection over here to triplanar
and make it like a very soft projection or a very large projection like this and then tone
down our height. The goal is that we just
have something very subtle to give it a little bit
of like a distortion look. And we are going to do something
similar to our shadow. So for this one, we can
go ahead and export it. And let's go ahead and go into our textures and
our fake windows. See, this is only a norm
map, so let's re input this. And from a distance,
it should give us, I can see it a little bit. I might want to later
on make my windows like a little bit shinier, and then it will most
likely be more visible. So if I go in here, set my roughness mount to
maybe like 1.2 actually. Oh, sorry, not 1.2, 0.5 maybe. Yeah, I can see a
little bit better. Honestly, most of this is
just going to be balancing. But if you're not interested
in that, of course, you can just go ahead and do some of this stuff on your own. If you are
experienced, at least, it's not very special what
we're going to do right now. So let's just go
ahead and call this, start or something like that, I probably write it incorrectly, but you set this to empty. And all I want to do in here
is I want to go ahead and I want to grab a Perlin noise, set the scale to be quite large. Artists into a
normal node, OpenGL. Here we go. And
control light scale. And artist into an output node, which I will call window
underscore Perlin or whatever you want to call it. You know what? I'm
going to throw this into our Granges folder. Just because that's a little
bit easier in this case. So grunges folder,
export. That's it. That's all we need.
So we go in here, and I'm just going to also
add this into grunges because I feel like even
though it is a norm map, it kind of feels like a grunge. So we just want to go ahead
and flip the green channel, and now what we can
do is we can drag this into our
material over here. Okay, so we have this grunge. Now, first things first
is we are going to turn this into a texture
object and add a world aligned normal node and also scale
peremter that we'll call window Dart, tiling. And let's set this quite large. There might be like
400 to get started with. And there we go. And if you want,
you can also add a flattened normal note to this. Window resort. Amount and set the default. Yeah, let's leave
the default to zero. There we go. Throw this into our flat and normal, just like that. Okay. So we got that one done. And now what we can do
is we can also have control over our specular
and our roughness. And I'm going to keep
this quite basic. Like you can once again add a Geng met to maybe
like a roughness variation. Let's create a node and
call this specular. The reason I do
specular is because sometimes specular
gives us a little bit of more flexible it gives us more flexibility
in our reflectiveness, because metallic is not
the same as specular, but I'm also going
to use metallic. And for my roughness, I want to go ahead and
if I grab my where are the I forgot what
this one was called. I want to get the fake glass 01, and you are using the generic fake glass
master over here. And for my roughness, I can just basically copy this, paste it in here, and throw
this into my roughness, so that I have a little bit
more control over that also. Okay. So we got a few
of these notes in here, so let's see what
they actually do and try to play around with
things a little bit more. So I'm just going
to save my shader. And let's go ahead and open up our window instance or our
interior instance over here. Okay, let's have a look. So
all of these parameters, they are just in the
global scale parameters because we did not really
place them anywhere special. So first of all, we have
our foggy look strat. If I set this to one,
yeah, that's fine. So if I set this to like 0.1, and the foggy look color,
if I set this one, maybe like a bit more
of like a bluish color, we can control the
darkness also in here. So that already gives
an interesting effect. Next, what I want
to do is we have our let's see, our specular. Specular right now
doesn't seem to do much. So let's first of
all, go ahead and go with our window desort. It's a bit difficult
to see this 200. There we go. Now we
start to see it. I think I need to just boost up my strength a
little bit more. And now if I set
my dessert larger, Okay, my strength will
be less like three. Let's see. Form and distance. Maybe set just like
five Yeah, there we go. Now I start to see
a little bit of distorting on our windows, which is better already. Okay. So we got that one done. And now let's also
look at my roughness. So my roughness, it's
a bit tricky to see. The reason why it's
tricky to see is because our missive is
still quite strong. So if I go 0.1, it
is actually heresy. It is actually reflective, but it's a bit difficult to see. So that's why you
want to kind of, like, play around with, like, the foggy look strength,
maybe set it to, like, two, and stronger you said it, the more that you can see it. So let's do something like this. And then we should also
have exposure controls over here to set the background here. See a little bit, or
the actual emissive to, like, make it a little
bit less exposed. So if I set this
to, like, minus, I don't know, one Okay. And then it's just about
playing around with the values until
you get something that looks a little
bit more interesting. We also have a grunge amount
over here, I can see. But because we don't
have a lot of roughness, it won't really
show up very well. Of course, this is
also by use cases. We have really basic lighting, and later on, it will
look a bit better. But this is already starting to look like a little bit better. Now, what I want to do next is I want to also have
this on my window blinds. Or roughly this effect on
my window blinds over here, just to make it feel like it
is also behind the glass, so I want to get that
fogginess in there, too. Now, the way that I can do this because, of course,
my window blinds, they technically
don't use emissive, but we can try to fake it
using our color, for example. And yeah, I'm not going
to use emissive on it, so we can fake it
using our color. But yeah, I am improvising
a little bit over here just because I want to use a more optimized technique because I have other
techniques that I can use, but they are really
not optimized. And I use those often to create stuff
willy Willy quickly, but that doesn't mean it
will create it really well. So let's go ahead. And if we go in
here, we can grab this foggy look system and throw this into
our base color. So this should already give
us some control where if I set this to 0.5,
Okay, we'll do that. Now, another thing
that we need to do for our window blinds isOn weight, we already have control
over our normal. So we have control
over our normal. So this will create that
foggy look and we have control over also create an SCLC let's create control over our specular
and our roughness. Yeah, that's like enough. So if we go ahead and save this, and it just needs to look good. I think I'm being
too picky right now, probably because
it's a tutorial, and I would just want to
show you guys cool stuff. But honestly, Vista buildings, they are just like really basic. They are expected to
be shown from like this distance or Wayford
or even from over here. But it looks like
that our building still reads really well, even from like a far distance. So that's definitely
something we did right. Now, let's go ahead
and go in here. And we have our window
blinds like this over here. And let's go ahead and let's see our foggy look strength.
Foggy look color. Let's make this colour to
be like a little bit of, like, a bluish color. Sets to like 0.15 maybe. And then we have a
specular amount. Oh, sorry, roughness
amount or secular amount. So first of all, normal
string, let's set this to 0.5. We like a little
bit less strong. Specular should probably,
will not do anything. Like, you can see a very
small change over here. But basically, I'm just
trying to get here we go. Something like 0.3
on my roughness. But right now what
is happening is that our roughness,
it's too specific. It's too specific to
like our window blinds. So in general, also, I don't like how it is
making the color so strong. So let's tone down
our foggy color. So what I'm going to
do with my roughness is so we have a roughness
amount, same concept. Let's lurp our roughness. Using a I guess we could just
use a constant for this. So let's do B over here
and let's do A up here. And our constant roughness
is going to be zero, and then we want to
have a scale parameter and call this roughness, underscore blending or
something like that. So let's have a look if I did this correct way.
So I sets to one. I think I need to set
this one also to one. I don't think I can
really see it in here, so I need to save my material
and then have a look at it, else it's really
difficult to see. Because basically what I'm
doing is I'm adding a value, and because the value is zero, it will just be shiny. So now if I go ahead
and play around with my roughness blending, you see, I can make the overall
roughness a little bit shiny while toning down
the original roughness. I can also go in my
normal strength. Make this a little bit lower over here so that there's
less roughness ones. So now here, you
can see that now I can change the
overall roughness, and now you can start seeing now it starts to feel like
it's behind the window. So we had a roughness blending
of like 0.5. There we go. Now it feels more like
if we look at, like, the overall reflections, it feels like it is
part of the window. Yeah, of course, we still
have our interiors, which will not show up as
much in the reflections, but I think for now that
this is looking pretty good. I think we got, like, a
pretty solid start over here. I would say my window
blinds maybe are, like, a little bit too bright. So let's just go ahead and
tone down the darkness, just set them all the
way to black over here. Yeah, I see here, that fits
just a little bit better. And let's make our
fake glass windows. I need to do this in painter. I want to make them maybe
a little bit lighter. So this designer, I can
just get rid of it. I want to go in pain her and
then the overall base color. Let's go ahead and
just set this a little bit brighter and
see how that looks. Yeah, that feels like it fits. It's a bit better. We
have some lighting bugs, but I'm not going to address those until we actually
start doing some lighting. But yeah, I think, in general,
that works quite well. And even for a vista building, if you just have two interiors, you probably have
already enough. So in general, that's
looking pretty good. Of course, we would still want
to place the windows here. But once you place one side of your building or
like a few rows, it's way faster because
you can just pick, for example, the first
four or five rows over here and just use those
entire rows and place them. So if I would, for example, do this, one, two, three, four, five, and then I
do need to go in here and it's probably easier if actually
height selection. It's probably easier if I
height this kind of stuff. Because basically
what I want to show you is that if we grab the first few rows,
well, you know what? Yeah, let's make it even easier. Let's grab all of these
windows that we have over here. There we go. Now if we just go ahead
and unhide all again, you can grab these
first few rows, and you can just
jumble them around. So I can grab these, and instead of having them at the top to add more variation, I can have them at the bottom. Now, of course, what I might
want to do first is just actually rotate this
entire thing 180 and place it into position
or at least place it roughly the position I want. Like this. And now, if I just go ahead and
grab these pieces, for example, I can move these at the bottom and then
move these at the top. Just by switching it around
a little bit like that, you can often get already a really good look and
because the window sizes, this is why I already regret making my window sizes
not absolutely perfect. But when you make your window sizes more perfect than this, it will also be quicker because
you will get less errors. So now if I just go ahead and
place this one over here, and I do need to make sure that I'm sitting at the right levels. Yeah, like this. There we go. So now we already have
the entire other building done, just like that. And then when you
would export it, and now we can just go
ahead and apply this. Oh, I still have this Oh, the bug became worse even. Okay. I can just go ahead and, of course, also apply
this to the sides. And then it's just
a matter of, like, creating some more interiors
and everything like that. So let's go ahead
and go in here. And let's just re import my windows on my
building. There we go. So now, see? We also
have this side. And what you can also see is, it looks like that we
do have a little bit of a problem where our emissive
whenever it's dark, it shows up too much, and this is because of,
like, the fogginess. So this is again, balancing. It's balancing between our here it's balancing between our exposure and our foggy look. So if I set my foggy look a bit lower and then set my
exposure to, like, minus two, for example, or minus five, here or see, then it balances out a bit more. So let's say minus four, something like that, but
it still looks funny. And now in the darkness, you can also see that
reflectiveness a lot better. So you can see that
we get here, see. See, you can see that we get
that actual reflectiveness. So it all just depends on
your lighting conditions. In direct lighting, of
course, it's harder to see, but that is something that we are also going to,
of course, work on. And later on, we're
also going to create a night scene and
everything like that. So what will I do at this point? I will go ahead and
in the next chapter, let's go ahead and make a list of everything that we still need to and I know that
this might seem lazy, but I'm actually doing this
to show you like a planning. So let's say that we
get at this point. So the first thing
I want to do is finish placing building
windows on this one building. Now, next thing that I want to do is I also want to go ahead and I want to create
a night variation. Before we actually do that, I probably want to go ahead
and also create, like, uh, create interior variations. And these two, the finish placing the building
windows and creating interior variations
and all that kind of stuff The will
be time lapses. The night variation
will not be time lapse, but it will just be us
playing around with, like, a specific emissive
map that we will bake. Now, I think once we
get to this point, this building and all of the workflows are
pretty much final, and it would just be about polishing and also
creating more buildings. So this is what we'll
be working on first. And once that is done, it will mostly be polish
and presentation. But I hope that in
general, you already like. So we are almost done with,
like, all of our workflows. See, like, a tiny bug over here, so that's like small stuff
that we also need to fix. But I hope that so
far you already enjoyed the workflows
that we have covered. There's one thing also
that I will do in a bonus, bonus super cheap building in which I will show you how to
create an incredibly cheap, like, literally a cube
which is windows on it, like an incredibly cheap
building variation. It will not have any fidelity, but it will be great if
it is like this far away. If it is so far away, then
you can work with it. But even with this, what
you can imagine is, let's say that we are like
high resolution, this. It's still really nice and
readable. It looks great. Like, it feels like
something that you can also watch UpClose
because technically, you can pretty much
watch it UpClose, although not super close. But let's say that you
have a video game with a sniper rifle and you
want to, like, zoom in. At least then, like you are zooming in with your sniper
rifle or something like that, you can still read everything.
And it looks here, see. It looks much better
further away. Then, to be honest, then
it looks like UpClose, which kind of is the goal for
Vista buildings that it's not supposed to look amazing when we look at
it this up close. But I think so far we've
done a really good job. So let's go ahead and continue
with our next chapter, which will be timelaps of
finishing this building. And then we will have a
few more time lapses of actually creating
multiple interiors. So yeah, let's go ahead
and continue with this and then finalize
our building.
25. 24 Finalizing Building Timelapse: [No Speech]
26. 25 Creating Interior Variations Timelapse: D No. The So Do. The the Mm. I I things like things like that h.
27. 26 Creating Night Variations Of Our Building: Okay, so we now have our building over here done,
our very first building. Of course, the very
first building, it takes absolutely the longest, and that is just because we
need to develop our systems. Now, what we're
going to do in this chapter is we are going to go ahead and also create some night variations
for our building. So this is our plan
before we start going into the really
long time lapse chapters. First, we will have
now a chapter where we will create the night
versions of our buildings. Then we are going to
have two bonus chapters which are going to be
very important, actually. One is on how to create a
highly optimized building, which will have a lot
less flexibility, but it will literally
almost be like a cube that just has,
like, some windows. But it is really quick to make, and it is also very
optimized to make. The second one is on how to optimize this building
without Nanite. Right now, in order to
keep our system simple, but if we still
want to use nanite, one of the few things that
we have is that we have a lot of materials that are needed to be applied
on our building. However, without anite, we can be way more
flexible with this. So I'm going to show you
techniques that if you would not use nanite
but just LOD on how to actively optimize
your building to have a lot less materials over
here and just in general, make your building
more optimized. So anyway, that is our plan. Let's get started with
the night versions. Now, for our night versions, it is honestly quite easy. The first thing I want
to do is because we are in just like a sample scene is I want to make sure that my
exposure does not change. So I'm going to go down here to my visual effects and
then to my where are you? Oh, sorry, not visual effects. Yeah, yeah, Visual effects. Oh, sorry, post process volume. Here it is. And then what I want to do is I want to
scroll all the way down. And then in the post
process volume settings, I want to turn on
infinite extent. What this will do is
it will make sure that this post effect is active no matter where we
are in our scene. Then if we go ahead
and scroll up, we want to go ahead and
go to our exposure, and I want to take on my
exposure compensation and my min and max. I'm going to set my min and
max often to one over here, or you can even set them
to zero if you want. So let's say zero, for example. And then what I'm going
to do is I can use my exposure compensation to give my scene A fairly even lighting like
we have over here. I also noticed that
now I do this, but this is because
of the lighting most likely that my
windows over here, they are looking quite dark. That is something that
you can definitely also balance out and it is something that
we will balance out. However, it's something
that we are going to balance when we actually
create our final scene. Because right now,
as you can see, because of our lighting,
I cannot trust this. I cannot trust
that these windows are specifically dark right now. Anyway, we have
our exposure done. Now for Nitin, Anten we are simply going to swap out
our interior materials. That's the only thing
that we want to do. I'm going to get
started and right now, we have created our scene with our interiors over here
based upon a day scene, and they are looking pretty
good, as far as I can see. Yeah, I don't see
anything special with it, so let's leave them as
they are right now. Now, for a night scene, I'm going to go ahead and
grab my directional light, and I'm going to rotate
this all the way up until we get, like, a darker, darker scene, probably
something like this over here. I like to always
I give it still, like, a little bit of lighting. It kind of depends
on what you want. So use, this is like pure
night that we get over here. But of course, we are going to balance out our night
scene later on, just so that we can see everything working a
little bit better. That we have done this,
now we can see that already it is sort of working, but it's not really
amazing yet what we have right now with
our interior scenes. So what we can do is if we go ahead and go to our
interior day one, two, and three, we can go
ahead and just duplicate them. So let's say I will go ahead and duplicate this and call this
interior 01 on the score. Night, this one duplicates
interior 02 on the score. Night, and this one
duplicate 03 night. I am then going to go ahead
and just drag these in one of my buildings just so
that I can preview them. Two and three, and then we can
go ahead and open them up. So as you might remember, when we did our material, or we did some balancing, we had an overall room color. That one is really
useful right now. So what we can do is
we can turn those on, and first of all, we can
have a look at our exposure. So seeing this with my exposure, I might want to make my interiors
a little bit Let's see. I set this to zero, a little bit brighter or a
little bit darker. Zero or minus minus
five minus two. Maybe let's start with zero. Then what I like to do is, I like to change the rooms up a little bit because
from a distance, it will look interesting. So if we go to your
overall room color and let's set this color to be like an orange color like
this or like a yellow color, we can simulate as if that our rooms have
differences in light. So let's say this
is going to be like quite an orange looking room. And we have our exposure, so we can go ahead and like. The more we make
it, the more they actually affect the
buildings around us. Now five is really,
really strong, but let's see let's
go maybe for, like, a I don't know, one, 0.5, I want to
have it quite subtle. Let's try 0.5 for now. And the foggy look over here, you can also use
this to maybe, like, enhance the overall window tint a little bit more just by setting this to be
a little bit orange. So let's say that we
have one that is orange, and then the second
one, we are going to go for more like a bluish color. Like a gold blue collar, something like that,
and say 0.5 again. Let's see. Do we
need a foggy collar? I don't think we really
need to change that one. Just go to change my blue collar a little bit more like this. And then interior three. I'm just going to simply
change the exposure to 0.5. Maybe like one. Oh, interior three is not used a lot, is it? This is like the
office interior. So oh, wait, here's
the office interior. Okay. So let's have a look. I'm going to make
maybe interior two, a little bit of like a
deeper U blue color. So let's push this
all the way to blue. Let's look at it from a
side or from a distance, and now tone it down a bit more. Okay. An interior
tree over here, we want to go ahead and make it like a tiny bit blue just to give it like a
willy gold feeling, and this one will simply be
white, something like this. Yeah, that should
pretty much work. You can also, if you
want to playout a little bit more like the other window. So you can have it like this, which is going to be just
like a building where we have the slight
differences in color, although I think now it's
actually a little bit too blue. Tone it down over here. So now from a distance, yeah,
that will look quite nice. But if you just want
to go ahead and also give all of your other
windows like a very, very slight emissive, you
can, of course, do that. And for that, I
would go ahead and go to my fake windows over here, and I would simply
or fake windows. I always get
mistaken. Yeah, yeah, the fake windows because
we also have fake glass. Now, that's my mistake that I should have given
that a better name. So we can go ahead and we
can duplicate this and call this fake Windowscnight. Track this into
our fake windows. And for this one,
if we just open it up and if we then also go ahead and open up our basic
master over here, we can add a S click
scale parameter and call this emissive strength and
keep the default to zero. And then we want to go ahead
and we want to multiply this using a constant
three vector, and this constant three vector. If we also convert
this to pemeter we'll call emissive underscore
color over here. And we are going to go ahead and set this one to be maybe like a slightly yellowish
white color over here. So this way, we also now have
control over our missive, so we can plug this
into our missive color. And if we set this
like super, super low, it will just give
like a soft glow from our normal windows just to enhance the feeling
a little bit. And it's up to you to
decide how much you want to use this or not
and everything like that. It also depends on, like,
your lighting scene. Right now we are a pitch
black, dark, almost. And then this might
be a nice effect. However, if you are like a
sunrise scene like this, then it is way nicer
to just only have like a few windows light up. So we will probably go for something more like
a scene like this. But anyway, so we have
our fake Windows night. We can now go ahead
and we can find our emissive strength
and our emissive color. And then if we just go
ahead and drag on here, see, you can go at it, you
can make this really soft. So maybe like 0.00. Let's do 0.01 over here. And then from a distance, see, it reads just like that
little bit better, but it all depends
on your preference. I'm going to go 0.006 maybe, so that from a distance
I can just make out the extra windows. Maybe 0.007. There we go. So that from
a distance I can only just make out the actual
windows like this. Now if we go back to a day
scene, it's up to you. So these materials, I often
like to switch them around. The reason I like to switch them around is because I often make very specific scenes
that are all day or night. I don't have day
and night cycles. However, you can try to balance out your
original materials in a way that depending on
if it is day or night, it will still look correct, even if it turns
from day to night. Like, for example,
over here, like, okay, this might be a little bit
too yellow for a day scene, but in general, like,
it is still passable. So it is up to you if you don't want to switch
around your materials, and you want to make your
buildings more flexible to balance them out so that
they work for both scenes. But I have control, so I just want to go
ahead and do it this way. And honestly, that is
it for this chapter. So what we're going to do in the next chapter is I'm going to show you a quick
example of a very, very easy to create building. So let's go ahead and continue with this in our next chapter.
28. 27 Bonus Creating Fast Highly Optimized Vista Buildings: Okay, so what we are going to do in this chapter is I'm going to show you another
technique on how to create a building very, very fast. So, of course, there are times that you just
want to create a very quick skyline
and you don't want to spend hours
creating buildings. You just want to very quickly
throw in like a building. Now, the way that we
are going to do that is using a much more
traditional technique. So let's say that we have
our building over here, and what I'm going to do
is I'm going to hide this, create a new layer and call this building underscore fast, for example,
something like this. Now, I can go ahead and I
can create a box over here. And what I'm going to do is I'm going to
cheat a little bit by using my original building
just so that I know, roughly the size so that I
don't have to once again figure out the actual size
that I want for my building. So let's say that I just create a box using the same size. Over here. Now, this
technique comes in two ways. Basically, what you
can do is you can have a building that is all windows all the way to the very base. And what I'm going to show you is I will show
you that technique first, and then I will show you
another technique where we are basically stealing
the base from here, and it would be as if you
are just modeling a base, and then you throw on the
fast technique in between. So we have our
building over here. Now, with this building,
I'm going to go ahead and let's say let's create like one swift loop
here at the top, so this is going
to mark the end. And we are just going
to give it like a very simple extrude settings, a very simple extrusion
over here like this. And I'm just going to
go ahead and I'm going to extrude these in. And let's say that I'm
just going to go ahead and extrude these in again
and push this down. There we go. So that's like
the base of my building. Now, at this point,
what I would do is I would go ahead and start already
working on my materials. So give the second to load. And then in my materials, I'm basically going
to create one material that I'll call black, which is just going
to be for the roof and one that I'll call windows, which is going to
be for the base. And you can simply go ahead and make all of this
black over here. And if you just invert it, make this gray 1 second
didn't do it correctly. Oh, yeah, yeah. I
did work correctly. Okay. Over here, I'm just going to make this
bit brighter. There we go. So we basically just only
have two materials for this building a top and
just the actual windows. So how are we going to
do this? Very easy. As I said, this is the
most basic stuff ever. We are going to go ahead and create a buildings, textures, and I will just
go ahead and call this Windows underscore
fast in here. And we are just going to grab
something from texts.com. Because over here, let me
just move this over here. Texts.com has a
lot of buildings. So if you go to texts.com, you can go to regular photos and then buildings over here, and you get a bunch of
different buildings. Now, the ones that I am mostly interested in is going
to be high rise. You can also try Tall, or you can try departments. Those often work best. But let's try high rise, for example. Even better is that you also have a night
version in here. So you can instantly just
create a night version. And for the night versions, you can actually use
this texture over here, not just as a base color, but also as an emissive,
which makes it extra cool. So let's go ahead and say
that we go for I don't know, glass is a little bit boring. Let's go ahead and go
for office, for example. So here we have our
office buildings, and we can just choose whatever we want to go ahead and create. So let's say that I'm going
to create this one over here. And then the nice thing is that text.com already
made them tilable. You might need to pay for
premium if you want to make them why well table. But in general, you can just go ahead and let's
say that we select this one. And we just want to drag this
into our buildings fast. As I said before, we
are not even going to create a how we say it, like any normal maps or
any that kind of stuff. Like, we are just going to use the base color that we
already have over here. I'm literally going to just
instantly drag this in here. So let's go ahead and
materials, Windows, click and load in a bitmap, and you can do this, of course, in whatever software you want. Like this and's press over wide because else the
texture doesn't look good. Here we go. Then the
last thing that I want to do is I want to do
an automatic UV unwrapping. In my case, inside of Tres Max, this is really easy because
you can use the UVW map, set this to a box,
and let's say that we start with 500 by 500 by 500. Okay, way too large. So now we can just go ahead
and scale this up. And we just want to go
ahead and of course, make the scaling look
a little bit nice that This building ends on
a nice corner like this. And then once again over here, you can also move this
so that over here, it also just ends
nicely on a corner. Let me just carefully
keep scaling this until I like it. There we go. So it ends nicely
on a corner here, and it also ends nicely
on a corner here. Wow, that's what I call fast. And then maybe at the top, also just give it like
a nice like this. So at this point, you
could already say, like, Okay, I'm happy. This is all completely fine. Like, we can go
ahead and let's say that this is version number one. I'm going to go to Expots
buildings to unreal. And over here, I'm just going to export it to our
original folder. And just call this
fast underscore V one, for example, just so that I
can show you what I meant. Now, inside of Unreal Engine, we can go ahead
and we can go into our textures, fast
underscore windows. And also, let's
go, first of all, before I navigate there
to assets, buildings. By the way, all of these
leftover materials over here except for
the back ceiling. But here, all of these
concrete materials, you can actually
get rid of them. Once you have replaced
your building material, so it should be able to
delete all of these, see, and also delete this one. Oh, sorry, concrete,
A, there we go. Just make everything feel
a little bit more cleaner. And then here we have
left right back, and these are just from
our interior cube. So anyway, fast, zero, one, Import it as one, combine
meshes, all totally fine. Awesome. So fast building
01, we have over here. What we are going to do is in our materials and buildings, I want to have a plain master, which is very similar to probably our metal
master over here. So what I can do
is I can probably just reuse my metal master, create a material instance, and call this one black. Or you can, of course,
use your roof material. Honestly, I can just drag in my roof material, and
that will also work. But yeah, in that case,
let's say that we would just use a plain color
just to keep it easy, so we can go ahead the black. And let's just make it
like a dark colour. Don't make it perfectly
black because nothing in PBR is
actually 100% black. I'm going to set my roughness
really low like this. And of course, your
grunge amount, um, Well, it's up to you
what you want to do with it. So anyway, so you
just want to create a plain black collar or use
your roof, however you want. This all going to
go very quickly. Now, the next one is
that if we go ahead and probably use our basic master, that one can probably work. If I go ahead and duplicate
this and go ahead and call this fast
underscore windows, underscore 01, I can also go
ahead and open this one up. Oh, sorry about that. I didn't want to
duplicate the material. I want to create the
material instance. Fast unscore windows
underscore 01. Okay. So what do
we have over here? To be honest, this is too much. I don't need that many controls. So let's instead
create a new material. Let's create a new
material that we'll call fast underscore master. And all I really
need for this is I need a few very
specific controls. I need, of course, a textures. A texture, sorry. And I'm going to just
find it fast Windows. And let's drag in
my texture in here. Just give me a
second to find it. Here we go. We have our texture. If you want, you can go ahead
and you can multiply this using a constant t vector that we call. We've done this before. Corso O, lay. So I don't really want to go
over this again. Here we go. So that is our base
color, and for the rest, we need to scale perimeter
for the roughness over here, and that set us to zero
point probably like four. We want to keep these ones quite dull or maybe
0.3, because, of course, we are
not differentiating between the windows
and the stone. Of course, you can go ahead and generate your
own roughness maps. That's totally fine, but I'm
working on speed right now, not working on niceness, so these are buildings
that are not meant to be shown even
remotely close up. You can also if you want to
create a scale perimeter for metallic over here, and that can just stay
to zero like that. And once again, if you
want to have emissive map, you can also generate
emissive map. But let's say that this is
all that we really need, so we can go ahead
and save this. We can go into our
materials, buildings, fast master, convert this, and just say fast underscore
windows, underscore 01. And you know the drill,
open up your building. Go ahead and apply
your materials. So we have black,
fast window 01, and go ahead and there we go. Okay. Nanite is turned on, so we can go ahead
and press Save. Honestly, we don't need Nanite
for something like this. So version number one, very, very quick will work fine
from like a long distance. Now what we can do is we can go ahead and we can go for
version number two, which I'm also
going to show you. So building fast
on the score 01, and the only difference
between version number 01 and 02j go ahead and uh Building, nscoeFastUn score zero, two. And for this building, if we just go ahead and
we can, for example, place edges over here, and then it's a
simple matter of, for example, extruding them. So we can do this. And it depends how much you
want to do this. So what I can do is I
can say that, let's see. So where does the
tiling start again? So we have this
one. Up until here. Yeah, so up until here. So what I can do is I
can move it like this. And then everything
below it, I can just simply duplicate later on
because it's the same tiling. So I don't need to do
this over and over again. So this is just if
you want to give it a little bit more
fidelity to your asset. Then you get, of
course, do this. This is it's starting to get more similar to our
more complicated building. The only thing is that
we don't use all of those fancy interior
shaders and everything. We just use a plain texture, which is quite a
common technique. Over here, I can see that
something is not the way that I want it with this
texture. That sometimes happens. Sometimes you just need
to go in manually, and it's better to, of course, do this before we
make any changes. And then we can just
see move this up. And this one, oh, this one is also not
good. There we go. Looks like I happen
to have looked only at like the
two correct faces, and I just assumed
that everything was correct. So that's my fault. But anyway, let's go
ahead and continue placing these loops over here. And this one is already placed, and this one is well,
it's not perfect, so I would now probably go
in and move my UVs to make sure that they are perfectly
aligned because else I would need to do too much UV mapping. So yeah, that looks pretty
much fine. Okay, awesome. And at that point, you just
want to go ahead and select the stuff that you
want to include. Which is up until
this point, probably. And you guessed it. We are just going to simply
extrude this back. Sure, there will be a tiny
bit of stretching and sure you can fix that
stretching using your UVs, but it's often not even
noticeable from that distance. So we can just go ahead and just give me a
second. I will do this. And then you
basically just delete the bottom half
of your building, and you would go ahead and duplicate this top part
over and over again. Just to once again
save some time. Like all of this, even if I
would not be explaining this, it would go even much faster. But yeah, you would really
work with speed with this because this is
if you, for example, want to push out, I don't know, 2030 buildings for
a specific skyline. At those points, you don't
want to spend weeks just creating buildings that you will never be able
to see up close. And that's where it is good to sometimes use more old school and
simplified techniques. But, of course, it
will not look very good up close, most time. But anyway, we have this,
and I would just do, like, an extrude using the local
normal and extrude this back. And I'm going to
exaggerate my extrusions a little bit more just so that I can really see it
from a distance. Oh, didn't mean to select
that one piece there. Try it again. Extrude.
Local normal. Push. Yeah, here you see a little bit of stretching,
but it's often not notable. And then we can just
delete the side. We can go ahead and we can
detach the top over here. So let's just detach that. And then it is just a matter
of grabbing our building, holding shift, moving it down, and I actually need to also delete one of the There we go. Pass. And I'm just
going to go ahead. I'm going to move
this, and let's see. Yeah, see, form a distance, that looks totally fine. So we can just go
and move it and then just apply a number
of copies over here. And then over here, often at this point, I would just
go ahead and, like, push it to a nice breaking point and then just move it all
the way down just like that. So building number
two, also done export, export selection, fast
underscore V two. And this one at least, we'll catch up a little
bit on the lighting. That's really the only
reason we do this just to catch a little bit
of that nice lighting. So if we just go
ahead and import this one exports buildings to unreal fast V two. Import it. You can go ahead and open it up, go to our materials and black and fast Windows
01. There we go. And here we have building V two. So you can see that that already looks a little bit nicer for still quite minimal work
just because we have some nice shadows
now coming off it. And building number
V three would simply be that if
we, for example, grab one of our original
buildings, over here, we would replace the window
parts with our own building, and we would keep the bottom. So you would just basically create a bunch of
different bases, and then you would just stick in normal quick windows in between. This one is more like, yeah, really up to you if
you want to do it. So what I can do is
I can go ahead and say, where are you building? Turn off isolation. So
here we have building 01, and I'm going to go ahead
and I'm going to select the bottom and the
top pieces over here. Yeah, like that, I'm going
to press Contrave to copy them. And let's
call this one. Building, underscore
fast, underscore 03. Turn off building 01. And it's up to you, where do
you want to have the copy? So in my case, let's say that I move this up a little bit, and then I will just go ahead
and I will extrude this inside a little
bit so that I have a little bit of wiggle
room for my building. And over here for this one, I'm probably just going
to go ahead and here, leave it at that top. And then I would, for example, grab my building fast 02, grab the center
and copy it once, drag this into my
building far 03 layer. And now it's just a
matter of going in here. And once again, as you can see, over here, the concrete
doesn't really matches. So you want to apply textures that look maybe a
little bit more logical. But what I like to do is, I
like to use an FFD modifier. Although if you use blender, you can use a lettuce late. No, not late. Lettuce modifier,
I believe it is called. Same for Maya. And basically, if you just then
nicely push this in, you can give it a
little bit of a trim. It doesn't have to
perfectly align with your building
because once again, we are working with
distance over here. Yeah, see, we can just
nicely fit this in here. Or you can already
originally make it this way, and then you don't
have to do any type of weird fitting. There we go. And next, we can just go ahead
and we can move this up. And for this one
that I moved up, I'm just going to
make it a bit nicer by removing one of
the bottom columns. Here we go so that it fits
all a little bit better. And again, I'm just going
to create another copy. And for this copy, I'm going
to cut it off at this point, grab my original roof over here, and I'm just going to
detach it so that I can move it a little bit easier. There we go. You want
to go ahead and move this one down like this. Yeah. So we got our
roof also done. And now at this point,
you can see that here, we just have very quickly, we've created another building. So let's say building fast 03, Export selection, fast
underscore V three over here. Oh, no. Why does it say V two? I tried V three. Okay. Huh. That's
weird. Let's type it. V three. Safe. Okay. Strange. Anyway, let's go ahead and press Copy. And now if we go into unreel, we can once again
import this one. Import. Over here. And let's delete
this one and use our normal version that
we have over here. And we can just go
ahead and apply our materials as many
or little as you want. And with the next
bonus chapter where we will go over
optimization techniques, you can also once again combine those
techniques with this. So I would go ahead and
I would start with we have frames over here. So those will probably
become metal frames black. I'm just going to also
do that in frames two. Concrete C, I can just
highlight or I can isolate it, although that doesn't
seem to work, probably not because I
have nani turned on. So number C is, I believe, concrete dark. I know a concrete
granite is number C, and then we have our fake glass, which is going to be
fake glass 01 over here. Concrete A is just
going to be concrete. Concrete B is going
to be concrete, dark. And then finally, we have our
T one is going to be roof, most likely, and we have our
fast windows over here also. There we go. So as you can
see, we now have this one. Now, it might not matches
really nicely with, of course, our base concrete,
but this is up to you to just balance it out and create whatever
concrete you want. Or if you are really
lazy like me, I could open up the
concrete over here, and I will, of course,
change this back. I could set the
saturation to, like, 0.7 and then set my brightness
to, like, three. See? That's just me
being really lazy, but just to get my point across, basically, over here, 2.5. So that's three ways on how to make very fast
buildings like that. Each building has a
little bit more detail, so we have one with just a cube, one with some extrusions, and one that actually has
a little bit more logic, which all from a distance, of course, the last
one reads way better. But from a distance, you can very quickly create
some nice buildings, and then we have a much
more complicated building that can work a bit
more closer up, as you can see over here. Okay. Awesome. So that
was it for this chapter. Now, what we'll be doing in our next chapter
is we will go over optimization techniques
for our original building for when we would
not be using Nanite. So we will dive a
little bit more into that in our next chapter.
29. 28 Bonus Building Optimizations (Without Nanite): Okay. Welcome to this
next bonus chapter. So what we're going to
do in this chapter is I'm going to show you
some techniques on how to make your buildings
much more optimized in terms of a
materials perspective. However, this also does mean that we do not have
the power of nanite. So that has been the thing
with these buildings. Like, we have been juggling
around a little bit. Between being able to use Nanite and still having everything
logical and simple. Now, you can totally use Nanite and still have
everything very optimized. However, it would require some
very advanced material art and very advanced
technical art in order to really get the
most out of it. Which is why I choose to rather have a little bit more
materials over here and a slightly longer setup in order to keep the workflows a little bit simple because this
is, of course, a tutorial. This is not going to be a highly advanced AA development
type project. However, although we have saved a lot of memory in
terms of that we are not using a lot of different
textures over here, we do have quite
a few materials. So I want to show you some
techniques on how we can lower down the material
count and how to also keep things a little
bit more flexible. And that's what
we'll go over now. The only annoying thing with this is that we are not able to unfortunately use Nante with these techniques because they
involve vertex painting. So let's say that we go
ahead and go into Trees Max. I do not know why it's
on my other screen, but let me just try Max doesn't like it when you use multiple screens in your
recording and stuff like that. So let's say that we have our building
number one over here. I'm just going to go
ahead and I'm going to let's just go ahead
now copy this to stay safe and call this building underscore 01 underscore
OPT, as in optimized. So this is the one
that we can use. Now, basically, what I want to do is I want to
go ahead and use vertex colors to
reduce my material. So right now, if we
just go ahead and open up this material over here. So what we are able to do is we are actually able to
have one concrete material, so that will already get rid
of 12 materials over here. We are also able to only
have one metal material, so that we'll get one
of three materials. Then we will have one,
two, three over here, of course, which are going to be just our simple interiors. We will keep those the same just to keep them a
little bit simple. And then what we can also do
is we can also actually map our fake windows
onto these windows, which is something
you can actually do in the original building. It just means that the dirt
might not look perfect, but it will be more optimized. So we will go ahead and do that. So that is another material gun. And yeah, I think then we are at, like,
a pretty good place. So let's get started with the first topic which is
going to be our concrete. What we can do is we
can actually control in our material if we
would have vertex colors, our concrete colors based
upon vertex colors. We have four or actually, no, we actually really have
three options for this R, G, and B, so red,
green, and blue. You can use the Alpha, but
it isn't always the best, and it's a bit
annoying to set up, so it's easier if
we just do this. Now, the nice thing is that we already have a
building over here. So let's see. Over here, we have our roof, and what I'm going to do is in our roof, if we just go ahead
and go to selection, we want to go ahead and go
Control I invertle selection. Now, inside of TS Max, you can control
your vertex colors over here with the color. Or what you can do is
you can go ahead and you can add a modifier, which is called the
vertex color modifier. Sorry, vertex paint modifier. Inside of Blender, there is a built in vertex painting system, and in Maya, you have a
similar system to this. With the vertex pine system, we are able to
once again select, for example, here, press
show vertex colors. You can see that I am able to, for example, select these
vertex colors over here. And then what I can do is I can turn them into
a different color. Now, basically, over here, what we have is we have our roof and our roof will
not use vertex colors. So you can choose what to do, or you can go ahead and keep it whatever it is, or
you can make it red. I'm going to make my
default concrete red, so I'm just going to
select everything because that's the
easiest way of doing it. I'm going to set
this to fill red, and then I press this
little paint all button. And now you can see that now the vertex color
is shown as red. I can then go ahead
and I can go in here if I want to turn
off this display. Now, just like this, if I go ahead and now convert
to an added poly, that is now completely done. Let's say that we
now have this one. Let's say that I want to
go ahead and I just want to go to Face Select
and luckily enough, I already have everything
selected over here. Let's say that this
is the dark concrete and I want to make
this one green. Also, Cool tec inside of
Trees Max and blender, you might need to download
a specific plugin is that if you have
nothing selected, but you already applied
your materials, you can press Select ID. You say this two
and press Select, and then it will
select your material or if you select one, it will select our
normal concrete. So I can now go over here
in our vertex colors, and I can quickly
set this to green. I definitely like
doing this the most inside of Max because
it's very quick. And then I can press
Control I to invert and set these ones to red because this is our
default vertex color. And now just to make
sure that it is working, we can add a vertex paint over here and display
the vertex colors. Okay, that's all. So
we now have this done. We can go ahead and we
can hide this version. Over here, this is all going
to be one massive yeah, red color, I believe, because it looks like this
is all just like the same. So we can make this
red hide selection. For our frames, we
don't really Well, our frames, you know what
I'm going to do because we might want to
switch out to chrome. I am going to go
ahead and select those and make those also red. Red is often like your default, so you often want
to just make stuff red if you want to keep it red. Now, for this one, what
I can do is I can go ahead and and this is
once again max specific. I can add a vertex paint. Oh, didn't mean to dread. Go to Element select, select everything
and make them green, actually, in this case, we
want to make these green. So let's just go ahead and
there we go. Perfect green. You can preview it. There we go. And what you can
do with this one is in Max you can just copy the vertex pine modifier
and paste it over here. And then it will
automatically apply it as long as your model
is exactly the same, it will automatically apply
these pieces over here. And same overe paste it. There we go. And this is another way, an
easy way of doing it. Of course, you can also use trim sheets to
lower things down. However, in trim sheets, you would often still
use tilable material. So in the end, if you use a trim sheet, you might be able to lower
down your material count, but you would still
have the same amount of textures often that
we have right now. So in our case, I'm not going to spend hours more using a trim sheet
on a vista building. And I do recommend, I created a tutorial
about trim sheets. I I talked about this before. But in my case, I'm
not going to spend hours more mapping everything to a trim sheet and creating a trim sheet when I
can do it this way, which is way quicker, and it just means slightly
more materials. Now, over here, all
of these windows and everything like that
can stay the same. We are not going to change
that. This one, once again, we have the inside, which is
going to be our green color. And over here, there we go. Contra I to invert selection. You are going to
be our red color. And then we also had
our granite over here, and this one can become our blue color just so that
we can give it once again. The cool thing
about this is that you can even also use these, not just to change colors, but also change textures. So even though I am
using them for colors, same concept goes for textures. If you want to swap
out, for example, a granite texture for these and you just want
to have a plug and play, you can once again also do that. So I'm just going to go ahead and apply these
colors over here. I think what I want to do is just make things a bit easier. I'm going to detach my concrete just so that I can
nicely hide it. And that's mostly just
to make it easier for you guys to see everything
that I'm doing. So let's hide this.'s let's just go ahead
and detach this one. I am one of those molars
that likes to keep things detached as much as possible. Sorry, I can't speak, because I feel like it gives
me flexibility. But I know plenty of
modulars who like to just attach everything together and then detach whenever
they need to. And I don't know. I
think there's no wrongs. It's just whatever
your preference is. So let's go ahead
and once again here. And don't forget that
we also for our frames, we need to probably
make those red, but we can just make
all of this red. And then what we can
do is for our windows, our windows will not
use vertex colors because we have our
own material for that, which is a unique material. But yeah, okay, so
we have set all of these to red over here,
height selection. Now what I'm going
to I'm just going to select all of these pieces. And the quickest way to
do this is to simply add a vertex paint. Here we go. It's start by just
setting everything to red like this and you can
do this double check. And what I'm going
to do is I'm just going to go to my
element select, and I'm just going to select
the door handles and make those green in case I want to change those to, like,
a different texture. So we can go ahead and
turn this into green. I don't know why. Sometimes it has a little bit of
trouble selecting in vertex mode, I guess. I can't remember that happening, but it didn't happen
in a long time. Did that work? Yeah, okay, so now it sometimes just accidentally
selects the back faces. So then you need to be a little bit more creative
with selecting or just detach these pieces and
select them customly. But anyway, there
we go. Also done. And by the way, if you
accidentally collapse your mesh and you forget
to turn off vertex colors, you can just add a new
vertex paint and just switch it back to the normal
colours. Okay, awesome. So now that we've done that, the next thing that
we would want to do is over here we
have our windows. Now, if I just go ahead
and detach these just so that I can easily show you what I want
to do with this. And that is that instead of using a unique
material for these, we are going to use our
custom window material and just going to
scale it a bit. It means slightly
lower resolution and slightly less
roughness variation, but in turn, we do save, again, a little material. So I can go ahead
and I can here we have like my fake window yeah, because the other
one is fake class. I can go in and I
do need to grab. I don't know why it's so slow. Let me just save my scene because I
don't really trust it. Or I have to buck again.
Let's try it again. Huh. Oh, okay,
weird. Now it works. Anyway, so let's go ahead
and go fake windows, and we want to grab our
let's see which one? I think our roughness
is probably the easiest to read and set is to
overwrite over here. I just need something
that I can easily be able to see what I'm doing. Once we've done that, Let
me just double check. Yes, all of these windows
are separate, which is good. Now I can go ahead. And if
you want, you can even, like, unwrap these
all at the same time. But now what you
want to do is you just want to go ahead and
you want to unwrap it. On your window. So what I tend to do with this is I
tend to open up my unwrapper. I tend to show my
actual windows. And then I start by just mapping out these
windows over here. And then it's just a matter of tolled control to
do even scaling. And I just kind of
want to make those these fall in between
our windows over here. They don't have to be
perfect, as I said before. So you can just go
ahead and's say that this one I'm going to
change up a little bit. It is actually really
difficult to even see. Where all of our fake winds are. I guess it's because
our fake windows have our window blinds in them. Yeah, so you might want to get or you want to
keep the blinds. Or what you can do is you
can kind of just, like, rotate them in place into this window to basically slightly changed up,
as you can see, see? So now it looks a little
bit more changed. And yes, this is a
little bit slow, but you do want to actually
do this for all of them. However, what you can
do is you can kind of, like, if we would
go ahead and cheat. What I would do is I would
detach my windows Over here, and let me just pass
the video and just do this off camera because
it's not very interesting. Okay, here we go. So
I detach my windows. For these pieces, I could
go ahead and just copy my UVs and paste them in here because it's
the exact same model, and that should
translate correctly. Same for these ones.
For the other ones, that might not be
as easy because we did a lot of mirroring
and stuff like that, and then it will not work
as well. Here we go. But let's say that you
want to go ahead and cheat a little bit because
you are in a rush. What you can do is you
can go ahead and just select all of our
windows over here. That we have like this,
and I'm just going to wiggle it around to make
sure I did not forget. I'll do the door separately just because doors are specific, and then unwrap them
all at the same time. And what I tend to
do for this kind of stuff is if I go
ahead and go in here, I just want to switch this to, like, a fake window view. I often just go ahead
and I just, like, unwrap every single window so that it's basically falls in between the same
location in the center. And then I can just
go ahead and select the windows and move them all at the same time into, like, a random window texture, and then all I do is I just
roughly rotate them around. As I said, this is not made
to look as nice upfront, but it is definitely efficient. It just takes a little
bit longer to UVNwpi, but if you are going for a slightly more
optimized building, then this is a great
way of doing it. And, of course, in
terms of polygon count, I will also show
you how to, like, apply LODs instead of nanite to optimize
our building more. And what you can also do is, of course, lower down
your texture resolutions, which is something that oh, hey, this one does not
seem to oh, no, wait. Sorry, this one, I
did not Van web yet, so I'll go over that later.
What are talking about? Yes, we can also lower down
our texture resolutions, but that is something
that we will do a little while later as like a very final
polishing bonus chapter. Cause I always like to do
that until at the very end. Yeah, so in general,
not too difficult. And once we've done
this, Oh, God. I one sec. Sorry about that. There's this annoying
button if you press it, then you get like a
bunch of errors that just keep popping up
for every UV shell. But anyway, so basically, yes, UV unwrapped this, which I am almost
done with over here. And then it would be as easy
as what I like to do is, I like to go over here
to Element select, and I then just
select these at like differences in length to make
it a bit easier over here. And then we can just
go ahead and we can Nice to place them. It's a location. So I'll
place this one here. This one, let's
say that I do that one over here, for example. And yeah, here you
can see that we have our limitations with our dirt. You can try and stretch
it out a little bit and see if that does
look okay with the dirt. Sometimes it does,
sometimes it doesn't. Honestly, that is up to you. However you want
to UV unwrap this, I'm just going to keep
this nice and simple. Over here. And then what
I tend to do is I tend to just select some random
pieces like this. There you go. Oh, sorry, it's actually easier
if I do it one by one. And I then just go ahead
and rotate them around. So over here, let's
also do this one. There we go and
rotate these round. There we go just to add a
little bit more variation, and it's up to you how much
variation you want to add. But anyway, so my point, I think, has come across. So now at this point,
the only thing I want to do is I
want to just go ahead and this last little
window over here. Which is our door. There we go. Okay. So hid, and now we have pretty much prepared our mesh, and it is ready to go. Now, I do want to make sure
that now for our concrete, we only want to
have one material instead of having
multiple materials. So we are just going to apply this was one of the reasons, once again, why I just wanted
to separate my meshes. I just want to go
ahead and I want to apply to all of my concrete, the exact same material. Because we are now
using vertex colors in there in order to basically
separate between them. And this is also why
I definitely wanted to copy this building
and not do this on my original building because
that would not have been a fun time needing to reverse
it if I forgot about it. Okay. So we got this one.
Let's go ahead and apply. Oh, one, one, concrete A. Let's go ahead and also
wiggle it around just to make sure. Yeah, that looks good. Looks like I'm
missing my window. So let's right click
and press nhit Oh, no, wait, I do have my windows. Sorry. It's because
of the selections. That's a bit difficult
to see. Now what I'm going to do is
I'm going to for now, height selection and I want to go ahead and I
want to select all of my window frames over here. So actually, no, I
don't need to do that. I only need to select
my door frames over here and make those
into our windows. So frame 01 over here because only a door
has a different metal, so that will once again save
me a bit of time. Okay. So we've done that,
also. Let's unhide. Last thing, I just
need to reverse the stuff I did over
here on the roof. So let's just go
ahead and turn this one back into our roof, which is going to be concrete, concrete roof over
here. Okay, perfect. So that is now back
the way that it was. I can go ahead and I
can save my scene. And I can export this as an FBX. And then if we go ahead
and go into Unreal Engine, we have a vista buildings. We have a lot of junk here, so that's definitely
something in the polish we will
also clean up. But let's just go ahead and
import our second building. And this time, what
you want to do is in your vertex color import option, you want to go ahead and
you want to press replace, yes, replace over here. And let's turn off build Nanite and that
should be it for now. We are going to generate
LDs a little bit later. Okay. Awesome. So we now have our vista
building over here, as you can see, rotate
it a little bit. And let's open it up, and
then you can see that now this one has quite a few less
materials compared to this. So with these materials, some of them we already have and some of them we
need to recreate. So we have our interior one day, interior two day, and our
interior three day over here. We have our window
blinds material, which I do want to keep. So where are you? Blinds dark, probably. Okay. So we got those. Our fake windows are
actually going to become the windows
that we had before, so that will be fake windows
over here like this, and that is now also
being used at the base. So here you can see the
how that one looks, and I can see that I once again still forgot one of those. But that is something I
can just very quickly fix simply by going in here. And let's just very
quickly UV unwrap this and re export. One sec. I forgot that I need to do
it 11 because the plugin I use does not have
a tool to just overlay all of the
pieces at the same time. At least last time I checked,
it didn't have that. But anyway, so we got this one. There we go. Easy, does it? And you can just go ahead
and copy this UVW nwp. Also place it over
here, paste it. And I'm just going to grab a couple of them and rotate them 90 degrees to give them, once again, a little
bit of variation. Sorry about that. So let's
go ahead and re export this. Interior building 01 optimized. And we can just re input
them without problems. Okay. Cool. So we got
those ones now also done. We have our roof over here, and now you can see
that we have lowered it down to one concrete
and one frames. So the way that we want
to go ahead and work with this is if we go to our
actual master materials, the first one that we want is we have our concrete over here, our concrete 01, and that one uses the building
tilable master. I'm going to go
ahead and I'm going to duplicate this
I'm going to call this building tilable master underscore VC as
in vertex color. And then I'm going to open this up and move this over here. Now the very easy thing
that we want to do with our vertex colors is here
we have our base color. We basically are going to create three colors and multiply them. So Contra V and Contra V. Let's call this
one color, underscore. R, color score G, and color underscore B. You want to plug in into the B slot, steal
your base color. So we are basically trolling the color for all
our three channels. And then what we need to
do is we need to lp these together using a
linear interpolate. And in this linear interpolate, we want to go ahead and
add something that is called a vertex color node. And with this, what we can do is we can go ahead
and say everything that is I believe that what we need to do is we need to have
the default here. The first one is always a bit annoying because you
can swap it around. But let's say that
everything that is red becomes the red color. Then we can lurk this
again and say everything that is green becomes
a green color. I might need to, like,
flip these around, but that's something
that I only always know whenever I
actually look at it. And the last one, everything
that becomes blue. Gets the blue collar. And the
same works for your metal. Now, I'm not going to set
up the metal because I'm not going to use this technique
for my other buildings. And instead, I'm
just going to use my default frame color
because one thing that I, of course, also realized
is that the door handles, you will never ever even
be able to see them. So why spend so much effort making those tiny pieces chrome. But anyway, what we
now can do is we can go ahead and let's say
that we have concrete 01. Let's duplicate this and
call this concrete 01, underscore VC. Open it up. And then what you
can do is if you go ahead and drag in
your til boll VC, you will get a few more options. And let's apply this
one to our building. So we have a building over here. Just going to drag it out here. And materials building
so black frames metal can just be the frames. Here, I'm totally
fine with that. And then we have
our concrete 01 VC that we can plug in
over here. Okay, cool. And I have a feeling
that I still have my original Oh, yeah,
sorry about that. This was an example I showed in the previous
bonus chapter. There we go. That's
better. Okay, cool. So, theoretically,
what we should be able to do now is if we go
ahead and go into red color, our red colour
should be default, so it doesn't have anything because we already
have a concrete. And then in our green color, we want to make this one
a little bit darker. Now, so far, that does not
seem to work completely yet. If it does not work
for some reason, oh, here, it looks like
that my blue collar is overwhelming everything. What we can do is
we can go ahead and maybe there has been
a import problem. So we can go down here
to our mesh paint. And then if we go to
our call of you mode, we can press RGB channels. Okay, so that does work.
So green and blue. Then let's have a look around. So vertex data,
red, green, blue, and that goes in here, which looks completely fine. Did I properly save my material? Because, of course, here you
can see that now we have properly imported
our vertex colors. So the next thing
would be that it is we need to, like,
quickly check. Because it looks like the
blue is, for some reason, overlapping everything
except for this one. I guess they are swapped around. I guess the green color. Yeah, so the green
colour has been swapped around with the blue color, which means that I need to
her blue color goes in here. I want to probably do like a one minus on that
blue. Let's see. To flip that around that this is what I
was talking about, that I just need to,
like, balance it out. I thought something
was wrong, but it's just because we barely
used the blue colour, so I didn't really notice. So if I go ahead and make
the blue collar blue, green color green. And the red color red. Then we can see now that the only two that are swapped around are red color and
our green color. And of course, if you want, you can just leave it like this, but I do like to make things
a little bit more tidy. So I will just go ahead
and do another one minus, and I believe I only
need to do this on my green color because my red colour is already filling everything else because
it's a default color. So now we have a green
color over here. Okay, I guess we do need to also flip around our red color. Interesting. I can't
remember ever needing to do. But of course, since
we have nanite it's been a while since
I've actually used this technique specifically just because we have
been using nanite. But there we go.
Blue, green, red. I can see that over
here for some reason, I have missed a few pieces, which I will just go
ahead and fix one moment. There we go, that
is now all fixed. Now we can give them their
actual correct colors, which is going to be plain
white for number one, slightly darker for number two. And dark bluish
for number three. Something like
that, for example, and save us and there we go. So we have a fewer
materials now, and you can keep optimizing
this even more by just combining stuff together
over and over again. And now the next thing is that if we just first of
all, have a look, you can see in terms
of the buildings, very little difference because all difference is in the
geometry optimization. But as you can
see, the buildings look almost exactly the same. So in general, this
is a great way to, of course, optimize your scene, but now we have one problem
and that is that we do not use Nanite for this one
building over here, which is a bit of a
shame, especially when it is new technology. However, our building is still quite hypole because we are
still at 40 K triangles, which is just normal
because we have so many insertions
from our windows. So in order to basically
optimize this, what we can do is we can
go to our LOD settings, and level of details like the old school
version of Nanite. It basically allows us to
optimize our mesh based upon the distance that
we are viewing it from in set distances. You should see it as Nanite. With the distance we
are viewing it from, it will automatically
optimize everything for us. L with the old LOD system, it will basically have
four different measures and it will cycle between them. That is the biggest difference. I can go in my LOD settings, and I want this to be often I do a large prop or
level architecture. So let's try large prop
and then press yes. Now what it will do is it will
generate some LODs for us. That's the nice thing of real that it can just
do this by hand. With large buildings like this, it might actually be better
to make them manually. But let's say that we
have something like this. Now what should
happen is that we now have four LDs LD zero, LD one, which is at 19,000, and you can see that it
starts to break quite a bit, LD two, which oh they are
breaking too fast over here. Let's see if we can maybe cycle this to level
architecture. These are all just
different settings in heavy they
optimize, basically. So let's try level architecture. So let's see, level
one, good Level two. I can see some
problems over here. So what you can
actually do is you can control how much you want
your building to optimize. So in Level two, I can go
ahead and I can go over here to LLD one
reduction settings. And instead of
having 50% polygons, I can set this one
to, for example, let's say, 75 and press Apply. And now it will only keep 75% of all of our polygons
instead of only 50%, and that looks
already a bit better. We can go ahead and
go to Level two, and we can say Level two. Sorry, it starts at zero, so that's why it
might be confusing. I can say, I want to go for 50% and I want to
apply my mesh again. Over here and purply, and then Level three, I can go ahead and say,
Okay, at this point, we are so far away that we
can probably set this to 30% and see if it
still keeps up. Okay, so that's 30%, it looks pretty bad, but we should be really,
really far away. So now if we will move our camera and have a
look at the triangles, the further we get away, it
should start switching over. So LOD one. And here it goes into LLD it's
really large because it's, of course, level architecture. Two LD three. See? So three, two, one, zero. And just like that. I can see like a slide popping
between Let's have a look. So here, Oh, no, see? Yeah, you almost do
not see the change. You always want to test to make sure that you
don't see the change. And the same in here. So we now have like our
fancy building over here that might not have nanite, but it is still quite
a bit more optimized. That when I move back, you
don't really see much detail. You can see that the Nanite over here keeps up way better, and this is because Nanite is integrated into our
lighting system, so the shadows keep working
better compared to this one. And that's why I want to use Nanite for these buildings because it's just
like here, see. It's just way better. It's
so nice to use nanite. But in general, this is a
good optimization technique. If you want to visualize
it in your level, you can go from IT to overhear your level
of detail coloration, mesh LD coloration, and it should be from gray
and then it should go red, green, and blue, depending on LOD zero,
one, two, and three. That is how we would do the
optimization techniques for our buildings. This is a great way if
you just want to go ahead and you want to
optimize your buildings more. However, you are limiting the quality that you
have a little bit. So keep that, of
course, in mind. Cool. So we have now arrived at the point
that what I will do is I will start by creating a massive time lapse where I will create a bunch of
different buildings. Creating these additional
buildings will not take as much time as
the first building because now we have all of
our materials ready to go. And after this, what I can do is I can create a little
presentation scene, which will also be a time lapse, and it will probably be like a narrated time lapse.
I'm not sure yet. Depends on what I will cover. And I will just create like a nice presentation
scene to show you how you can use the
buildings in context. So let's go ahead
and continue with this in the next few chapters.
30. 29 Creating Additional Buildings Timelapse Part1: Thing. Banana. D. D. D. D. D. D. D the Mm. Thanks, I I
31. 30 Creating Additional Buildings Timelapse Part2: A I Thank. The
32. 31 Building Our Sample Scene Timelapse: D
33. 32 Outro: Okay, so we have reached the
end of our tutorial course. Now, in the end things did take quite a bit longer than
I actually expected, but it's just like creating
those base systems. They always take a while. But once you've done it, what you've seen in the time naps, is that our original building took us multiple
hours to create, just because we had to
create all of these systems. This building over here took
around 1 hour to create. This one only 30 minutes, and this one probably also like 30 to 45 minutes to create. So in total, the time
goes down quite a bit. You can definitely create
more buildings if you want. In my case, it's not really
logical because for me, this is a bit pretty much
like throwaway work. But we got some pretty
good looking buildings. Now, one thing that I almost
forgot to show you is that right now the buildings are still using four k textures. If you want to lower this because we honestly
don't need four K, and you can lower
it depending on the distance from
your buildings, you can simply open up a texture and down
here in compression, go to Advanced and set this
lower to, for example, 1024, and then it will only
render the textures at 10:24, which are still
looking totally fine. If you would go wow low like 64, for example, then yes, then it just becomes
like Willie blurry. But even this blurry at 64, from a distance like
this, looks still fine. So it is up to you
to, of course, decide what you want to go
ahead and do with this. Now, what I will be
doing reset this back, is that these concrete
textures over here, they are all based
from mega scans, and I'm not actually
allowed to supply any mega scan textures
with this project. So you will get the buildings. However, I will just replace these textures with some
of my own textures. Now we have a few sample scenes. So one of them was that
I showed you over here, the sample scene of
this little city. This sample scene is not
included, unfortunately, because it has a lot
of different assets that I do not own
the copyright to. I just threw it together
or I threw this into an old project that
I did a while back. So you will only
receive the buildings. And the same goes
with our mountains. You will only receive
the actual mountains and not that entire environment
that is also with it, which is this
environment over here. So you will just
receive the mountains because that is what this
tutorial is all about. But in general, I hope
that you learned from Mr. Doyle and I hope
that you enjoyed it. I would say that
that is about it. So I think we did end up
with a really nice result. So thank you for
watching FastRcor Doyle and I hope to see you next time.