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AndrewWeirArt
Приєднався 23 тра 2011
Welcome to my channel! It's a mixed bag of content, with an emphasis on getting game art information out there and sharing my own work. Maybe playing a few games along the way.
Blender 4.2 - Trim Sheet Tips
A random selection of tips as I go through some trim sheet creation methods. Speeding up workflows.
00:00 intro
01:21 first tip
05:10 first trim
06:26 second trim
07:06 example trims
09:48 second trim continued
11:25 floating details
14:36 matching normals
19:00 third trim
25:09 final details
00:00 intro
01:21 first tip
05:10 first trim
06:26 second trim
07:06 example trims
09:48 second trim continued
11:25 floating details
14:36 matching normals
19:00 third trim
25:09 final details
Переглядів: 48
Відео
Blender 4.2 - Double Tap Shortcuts
Переглядів 1203 місяці тому
Hello! just another video about Blender shortcuts. I think these ones are usually missed, but this is what makes using Blender fun! so hope they find their way into your workflow. 00:00 Intro 03:28 Deselect All (select none) 05:33 Rotate Ball 06:33 Rotate Local 07:52 Vert/Edge Slide 09:44 Outro
UV Pinning In Blender Explained
Переглядів 4774 місяці тому
just running through some common examples of pinning a mesh UV, a very powerful workflow if used correctly
Blender 4.1 - Advanced Bevels and Mesh Baking Tips
Переглядів 1085 місяців тому
yeah, couldn't think of what to name this video! but it is all things game models, bevels and general technical details that will help you optimize for baking and game engines. Intro: 00:00 weighted normals 01:57 real vertex counts 02:49 sharps and seams for baking 04:07 why splitting edges works 07:40 nanite and seams / sharps 10:00 best visual bevels 11:08 Normals and baking 13:25 floating de...
Bonus Tips On Resolving Mesh Issues In Blender 4.1
Переглядів 745 місяців тому
I realized that I could resolve some of the errors from the previous video much faster, so this is how to do it!
Solving 10 Hidden Mesh Issues In Blender 4.1
Переглядів 4005 місяців тому
I lined up 10 cubes to solve some common issues you might face while working with blender! I actually forgot that i'd messed up the transforms on the last cube, that is how hidden that issue is! 00:00 Intro 00:56 Issue 1 02:20 Issue 2 04:57 Issue 3 06:01 Issue 4 06:34 Issue 5 08:10 Issue 6 09:19 Issue 7 10:28 Issue 8 11:24 Issue 9 12:55 Hidden number 10, I forgot it because it is so hidden 18:1...
Switching To Blender - Chaning Your Mindset
Переглядів 666 місяців тому
Switching to blender shouldn't be a struggle, all the options are laid out for you to learn within the software. Without needing to follow beginner tutorials - you just need to change your mindset to get into the flow of modelling, which is what I think makes Blender fun to use! Intro 00:00 Keymap 00:43 No Numberpad? 02:15 Learning Shortcuts and Menus 04:15 Stop Using Tools (mostly) 07:12 Right...
Unreal Engine Crash at 45% 5.4 - mentions of Niagara in the error.
Переглядів 5606 місяців тому
C:\Users\-USER-\AppData\Local\UnrealEngine\5.4\Intermediate
Every Way To Control The Blender Viewport - Beginner Tutorial
Переглядів 693Рік тому
Every option I can think of for controlling the blender viewport in the way you want! there are so many options for this, so taking them one by one, we will have a complete overview of the tools and how they work. Intro 00:00 On Screen Controls and Understanding the Viewport 01:47 Mouse Controls 05:00 Snapping Axis 08:44 Learning Shortcuts 09:17 Numberpad 10:29 Controlling a Camera 15:52 Walk N...
Blockout scale workflow
Переглядів 309Рік тому
just answering a question about the scales I have chosen
Blockout to Static Mesh Workflow Unreal 5
Переглядів 1,5 тис.Рік тому
Blockout methods for converting and combining meshes to a static mesh that is the right scale. #blockout #blender #artstation #challenge #gameart #unrealengine5 #tutorial
My Blender Workflow - Add-ons and Custom Shortcuts
Переглядів 124Рік тому
Speeding up my workflow with these various tools and adjustments to shortcut that I use on pretty much any object I create with blender! blendermarket.com/products/hard-ops boxcutter-ultimate-bundle blendermarket.com/products/meshmachine alexbel.gumroad.com/l/NbMya uvpackmaster.com/ blendermarket.com/products/decalmachine Intro 00:00 Grid Fill Shortcut 01:35 FBX Export Shortcut 04:33 Custom Sel...
Blender 3.4 - Working With Curved Objects
Переглядів 2962 роки тому
a few different ways of working on curved objects, bridging and addons to speed up the workflow of pipes, wires, railings and pretty much anything that needs a smooth transition. for the best addons in this subject, check out kushiro.gumroad.com/ 00:00 Intro 00:38 Various Bridge Tools 04:22 Curves From Mesh (set up) 06:09 Curves From Mesh (example 1) 10:34 Curves From Mesh (example 2) 11:18 Cur...
Unreal 5.1 - Nanite mesh, Two Way Dynamic Gradient - Distance Field AO
Переглядів 5 тис.2 роки тому
Hello! this was on my mind for a while, turns out the solution is just a custom node! well, this is very handy! you can see this node and effect being used in Fortnite, so it is a great thing to learn. #gameart #blender #unrealengine5 #3dart #tutorial #gamedev
Blender 3.3 and Substance Painter Tutorial - Anchor Sword Creation
Переглядів 5782 роки тому
Hey! while I was making this anchor sword I took a few moments to highlight the interesting stages of development, and also my thoughts while I was making it! www.artstation.com/artwork/WmAkwN I find videos can skip past the thoughts of creation, and expectations when starting something new. Keeping up with personal work can be difficult. Making this video, I can see the journey towards making ...
Artstation Challenge 2022: Dragons Rise - Panning shot
Переглядів 1332 роки тому
Artstation Challenge 2022: Dragons Rise - Panning shot
Artstation Challenge 2022: Dragons Rise - Still Shot
Переглядів 3142 роки тому
Artstation Challenge 2022: Dragons Rise - Still Shot
Blender 3.2: curtains prop for artstation challenge
Переглядів 1132 роки тому
Blender 3.2: curtains prop for artstation challenge
Nanite Mesh Appearing Bright in UE5? Solved!
Переглядів 2,2 тис.2 роки тому
Nanite Mesh Appearing Bright in UE5? Solved!
Unreal Engine 5: Setting Up a Starting Scene
Переглядів 1,4 тис.2 роки тому
Unreal Engine 5: Setting Up a Starting Scene
Blender 3.2 - Face Fill Methods - Bridge, Grid
Переглядів 17 тис.2 роки тому
Blender 3.2 - Face Fill Methods - Bridge, Grid
Blender 3.2 - Making the Cloth Brush Work Better
Переглядів 2,2 тис.2 роки тому
Blender 3.2 - Making the Cloth Brush Work Better
Blender 3.0: The Power of The 3D Cursor
Переглядів 2302 роки тому
Blender 3.0: The Power of The 3D Cursor
Learning Material Workflows - Unreal 5
Переглядів 1062 роки тому
Learning Material Workflows - Unreal 5
Blender 3.0: Modelling an Object From GeoGuessr #2
Переглядів 1822 роки тому
Blender 3.0: Modelling an Object From GeoGuessr #2
Blender 3.0: Modelling an Object From GeoGuessr #1
Переглядів 1802 роки тому
Blender 3.0: Modelling an Object From GeoGuessr #1
My Progression to Making Art For Games
Переглядів 1503 роки тому
My Progression to Making Art For Games
Blender 3.0: Understanding UV Unwrapping
Переглядів 2,5 тис.3 роки тому
Blender 3.0: Understanding UV Unwrapping
Gonna try this out. Thank you. Also, I think it's because you didn't apply scale for the issue at 14:37
Nice! hope it works out. 13:46 I apply the scale, but i'd been scaling in edit mode, so no idea why it was funky. I think it was getting clamped on the other version
thank you!
wow, you finally solved my three day problem. Thank you so much.
Thank you!
learning to 3d model with the purpose of fixing other's models has been existential pain and agony because all guides have been how to create from scratch and all advice I've been told is to "just take a few weeks to remake the one single model" (I have 630 to fix), thank you for making a guide on just fixing issues
@@advtec201 ooft, always a part of the job to fix up other models 😵 If you have any questions I would like to make more tutorials, let me know if you are struggling with anything. Thanks for the comment!
@@AndrewWeirArt My primary struggle is taking a high-poly (25k triangles) but terribly optimized meshes and reducing them down to low-poly (4k triangles) in a way that preserves the outer geometry enough to bake. I feel that I've perfected baking in zbrush, I don't have any seams or texture issues with the normals or diffuse bakes, I only have geometric issues from the methods I've been using to optimize this test model not quite getting the right outer geometry. For clarity on my situation I have 2 jobs and a business, but combined they don't pay great and I have guardianship of my mom so I need more money to help take care of her. 3d Modeling is not involved in any of those 3 income sources, I'm learning it for uploading into games as a hobby but also if I get good enough at it I would then sell the 3d models. So while I don't see making money from it in the immediate future I do hope to make money from it eventually. I have attained limited licenses from a few 3d modelers from other games to port some of their models, and the engine I am porting them to has very strict triangle limits. This is how I have hundreds of models to optimize. If you would be at all interested in collaborating on a project, my end-goal is to create a plugin for blender that is a 1-click solution in redoing mesh topology as we visually see it in the viewport, not based on surface normals/vertices/UV maps/etc. so that what we see in the viewport is the topology we will get after the optimization. hidden messes in the unseen portions of the mesh would have no impact like it does in other remesh plugins and software I've tried. You could then have full creative license make videos and tutorial on using said plugin effectively, I have no interest in video making for youtube or otherwise? The end result for this would be a blender plugin that uses a python script that can take all meshes in a folder, optimize it with the settings input, and export the result into an output folder. Turning possibly weeks of work on the hundreds of models I have into hours of computer processing (and possibly 1 burnt out gpu, mine is pretty bad 🤷♂). Sorry I'm a bit long winded, my full time and part time jobs require me to give detailed back-briefs on things. If this does interest you at all please reach out to me by email andrewrdean2@gmail.com
Great. What do i type to get this node on my graph?
Type in "distance field" and the nodes should appear. I've not been in unreal engine for a long time now 😵
thats still too high for me
Excellent! Really appreciate the time stamps too! (check description).
thanks man. this would have come in handy a little bit ago where i was dealing with wanting to change the internal part of the uv without messing with the outside shape
double click a vert , edge or face will auto select inteconnected vert edge or face
@@rodolflum3444 hmmm? What do you mean sorry?
there is no timestamps bro
Oh yeah 🤔 they are in the description. But I'll edit again
Should be on now 👍
Great video !
!!
Extra video to speed up these solving mesh problems ua-cam.com/video/jUCBlHuPb2M/v-deo.htmlsi=OTmITxWjxSbzP8r8
Your channel is a compendium of knowledge that's hard to find elsewhere. Great stuff, man. Not just Blender, but Unreal too - exactly my workflow. I love it!
Thanks mate! just uploaded a new one too tom follow up on this video. Looking to make more videos, but always looking to cover things that are not talked about as much :)
@@AndrewWeirArt I'm definitely sticking around. Take care!
Assertion failed: uint32(Allocation.BaseIndex + Allocation.Size) <= StructMetaData.GetSize() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderParameterStruct.cpp] [Line: 276] UnrealEditor_RenderCore UnrealEditor_NiagaraShader UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_Engine UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_Engine UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor kernel32 ntdll
Very useful, solved my problem immediately, thanks! :O)
omg that layout. updates did wonders for organization and user friendly interfaces.
You would be surprised by how much is the same, they have made it so much better, but not lost their core. Always been strong 💪
I cannot see the sand texture on your gumroad. :( I am struggling with the rock generation and twigs in my sand texture. I would love to see in detail how u made it.
Hello, sorry I think I removed it, this was before a time of the substance store being what it is now. I think you will be able to find more online
@@AndrewWeirArt Can you share me personally on email id or artstation if you have ?
Hello, very useful, thank you! Is there any way to also get edges mask detection for edge wear in UE?
There are... I'm sure Google will give you a better answer then me, but I'd say a texture is always better
@@AndrewWeirArt I didn't find anything on google, that's why I'm asking desperately haha, thanks for taking the time to reply 🙏
would dynamic skeletal meshes trigger the effect?
I don't think so, it could be possible the collision volumes could have distance fields for some old effects. But I don't think so anymot
my main issue with cloth brush is it just freezing and crashing blender whenever i use it.
What are your PC or laptop specs? I can only think it might not be powerful enough
@@AndrewWeirArt 5800X3D, 3070 Ti, 32GB RAM 🤔
@@Lily-mc5de well, sounds fine then, very similar to my work PC - i'll try the cloth tools next time i'm at work adn see if it lags, but then consider the version of blender having an issue?i'm just guessing, it has always run fine on my I71200k and 3080
This is great, but do you know how to keep effect visible even when objects are far from the camera? Where can I set it? Thanks.
I don't, and neither do Epic apparently. It was my understanding when distance fields were first introduced, that they were used for distance shadows too. But they cull in a short range. So epic also used this style of blend in their water shaders for foam. But it's all disconnected because it glitches in the distance. Basically, this effect is for near detail only unfortunately and it popping in can be seen in fortnite
@@AndrewWeirArt Thanks for clarifying. The fact that it only produces a consistent result if you maintain a distance threshold from the camera limits use. I see 5 different 'LODs' when testing zooming in and out with the camera, each drawn in gradually. Hopefull it can be addressed as it is quite a useful feature.
Watch "SpeedChar" rather than this :)
Adding texture is a good idea.
saved my life thank u
I have issue with having AO on skeletal mesh in software raytracing (not in hardware raytracing). Is there any solution. I mean the skeletal mesh is a car and produce no AO on ground other then tires and don't have any AO on itself as well unless I turn on hardware raytracing
I'm not sure on the logistics of a moving mesh and lumen, the mesh AO might be improved with a baked map, but I've also never noticed any glaring issues in this. Not much help, sorry!
maybe this method will help ua-cam.com/video/gHQtV4JCsfU/v-deo.html
Outdated tutorial here! - ShareX can make some great gifs - also you can upload videos to artstation now, but limited to plus and pro features I think
在远处,ao将消失
What should I do?
抱歉,我没有早点看到这个 - this is a known issue that has caused me problems too. unfortunately the effect is one that epic use across the different projects, but in game it is a subtle effect, so you don't notice the lack of it in game. in the examples shown, black and white is too harsh of a transition
Fix worked, thanx a lot man!
Glad it helped! 😋
Thank you very much; I also had the problem with the skylight. Making it movable was the solution! 😊
It is very important to learn how to control the viewport effectively when it comes to the speed of making models. Apologies for the crackling that affects some portions of this video, i'll find a different recording software if it persists.
Thank you
10MB! You saved me!
very cool, is this also with emissive lights in lumen? I have like a ring with light from one side casting on the wall, however it's only casting light on the wall if I look at it and not constant.
Not sure what you mean? It can be a bit funny lumen though yeah. It fades out quite fast at a distance
Thanks for the video! It really helped, an beside I asked myself how you did those nice cloths? <3
Thanks! So it's just some standard cloth simulation and pinning
Stuff like this ua-cam.com/video/D6H9bHrWgAk/v-deo.html
@@AndrewWeirArt So you exported some skeleton mesh from Blender and then simulated in UE? Do you know how I can convert the simulation to a static mesh? Atm when I do cloth its simulates when I run the simulation but turns back to flat surfaces when I stop the simulation.
This is looking so good!
😋 cheers! Only been a few hours so far, hopefully getting some more done today 😁
where is select seam
Could you show how do you choose width, height of walls, doors and stais and make from this a level ?
hey! made a video, unsure how useful it will be - but generally just based on known scales of objects. ua-cam.com/video/HqE0fu-EDtE/v-deo.html
litteral god
Awesome man, thanks a lot! Much appreciated
Really helpfull. Did I miss select element? Like in 3ds Max? I can grow selection untill whole element is selected, but it's not so fast. Working with Messy CAD files.
i've updated the tag name, I forgot about this one until, the end of the video Linked / Element 23:49 hover over the object and press L or have a part of the object selected and press Ctrl L
This is actually a big help... I've had a number of troubles figuring out how to connect two tubes without looking distorted. Thanks for the tip!!!
I'm a big fan of the tools from Kushiro - they really help with this workflow kushiro.gumroad.com/
Pretty good mate, i like it!
Great tutorial, very helpful. Thanks. Hope to see more videos like this.
this method of doing AO dirt can be made in UE4 and on non-nanite meshes. But it is important for Nanite workflow, due to no per instance vertex colours.
based on a concept from Arthur Malagon www.artstation.com/artwork/G8N06V
Thanks mate, I'm quite new to UE5 so this helped heaps.
have you found that mesh weighting can get a little wonky in other programs?
It's not great in any program. Though I only did it in Maya a few years ago. I prefer the heat map view in blender. It's just basic 🤷♂️