How do you make sure reflections stay in place with the probes? When I use probes the reflection stays in place where it was baked on that second, if I move around the reflection moves around in it's projection.
@TKEnvironments11 күн бұрын
@@rackneh do you have box mapping on? Do you rebake the probe when you move it? Btw probe reflections will never be perfect, they are just an approximation
@fagnerbrito692613 күн бұрын
Primeira vez que eu vi o rosto dele nunca tinha visto não quem escuta direto ele é meu pai 😂
@3TQHAJSHNQ19 күн бұрын
Has the price doubled? In the video you say it's 25 dollars, but its now 40 dollars on gumroad :/ I'm afraid I can't afford it at that price. It looks like a great course though :)
@impheris29 күн бұрын
f youtube keeps deleting my comments... i gave you some recommendations to work with reflection probes and i'm coming back the brdf hack thing and my revious comment is not here -.- it was a bit long one
@TKEnvironments24 күн бұрын
@@impheris ahh damn, that sucks :( I didn’t remove the comment, probably a bug on YT
@caponeart3596Ай бұрын
Enjoying these Unity videos. Towards the end you show some use of polybrush for painting in more reflective areas and mention you may do a video on polypaint in the future. If you do, would be curious to hear more about your thoughts on that feature. I'm put off it because (and I swear we've talked about this before) it duplicates the mesh and creates a new 'polypaint' mesh. Meaning if you go back to the source and change the Maya/Blender fbx, you lose the connection. This is why I still apply vertex color in Maya, it's a shame because I would love to be able to just paint in Unity and not worry about losing connection to the correct mesh (Like in Unreal).
@TKEnvironments24 күн бұрын
@@caponeart3596 I know, that problem is really annoying. But I found a workaround. When you use PolyPaint it adds a PolyBrush (or something) component. There’s an option there to change from unique mesh to “downward stream” (forgot the name). With this option you maintain the connection, it doesnt replace it with a new mesh. Of course if you update the original mesh you lose the vertex painting, but at least it doesnt lose the mesh connection. I’d assume it also breaks instancing, but I’m not sure. SRP Batch Instancing works differently than other techniques, and drawcalls have a different meaning there. I think it could become a problem if you have lots of tiny pieces all with unique vertex painting. But if you have larger pieces that get reused a few times it should be totally ok.
@jeju28Ай бұрын
I've been eyeing this course ever since I stumbled upon your Zest Foundation modular environment breakdown a couple months ago while working on my first environment for my game art diploma. After graduating, I still feel super lacking and what you said about process and five qualities reminded me of the passion I had when I first started 3D a year ago. :'D This video convinced me to start the course (after I sort out cross-country moving) and get back to work.
@TKEnvironmentsАй бұрын
That's awesome to hear! :D Best luck!! It's a challenging but fulfilling journey that's for sure.
@ZirrelStudiosАй бұрын
Does having your reflection probes as realtime hurt the FPS? Couldn't you bake out the probe EXRs for each scenario, then load those in instead?
@TKEnvironmentsАй бұрын
Having them as “pure” realtime probes that update every frame will indeed tank fps. The way I set this was up was more like a “hybrid” probe, its dynamic in the sense that it gets baked when the scenario changes, but only once. What you suggest might be a good optimization, but seems like the workflow would be a nightmare. The more scenarios you add, the more you are going to have to manually bake the probes for each scenario, and every time you change something in the level… meanwhile if you just bake dynamically when you need, you get the best of both worlds.
@ZirrelStudiosАй бұрын
@@TKEnvironments Ahh ok, so you are baking once when the scene loads? That makes sense. Is there some kind of callback to know when the bake has finished, so you don't display the scene while the bake is happening? I'm just starting to use APV myself - love the workflow, but getting unreliable results with reflection probes in URP.
@TKEnvironments24 күн бұрын
@@ZirrelStudios not sure if there’s a callback… i didnt look. In my case I just added a “transition camera” that looks at the sky only while the probes get baked. It’s not perfect and maybe on older machines the baking could last longer than the transition camera…
@TKEnvironments24 күн бұрын
I can post the code for the reflection probe baking if you want, its a script that looks for every probe in the scene and fires the bake function, so for ex, you can execute it when the scene loads or when you transition
@usercontent2112Ай бұрын
Well done, Thiago!
@usercontent2112Ай бұрын
I won't touch mushrooms anymore, neither eat them. Lol, what an ending. Far cry 3 vibes at the end!
@matt0191_Ай бұрын
it surely has been a positive experience!! appreciate the message, I hope everyone gets it!❤
@nobody_there_Ай бұрын
Downloaded, does not open... Got a brillant PC. What should I do ?
@TKEnvironmentsАй бұрын
Strange, haven't heard that before from anyone. Did you extract the files to a unique folder somewhere?
@dist5788Ай бұрын
Any idea whats the solution for lack of vertex paint in ue5 since nanite introduction? For texturing big architecture objects like building you've showed its now super hard, especially when mostly you have modular kits in this case.
@TKEnvironmentsАй бұрын
Funny, I was just looking into this question again this week. So far there's no official solution from Epic. Seems like it should be quite a straight forward feature to add, but maybe it's not. Here are workarounds I found for this limitation: - You can still have vertex colors but just not per instance. So maybe you can use Unreal's vertex color baking tool to bake cavity to R, AO to G etc... and use that to drive procedural masks with world space grunges and what not so each modular piece has different grimes. - This is super hacky, but you can duplicate the mesh and apply vertex paint on that copy. The reference to the original mesh still exists, so if you hit reimport you can iterate. But obviously this is not feasible if there are a lot of variations. Could work on a hallway or something. - You can use Dbuffer decals to blend materials. I haven't used this technique yet and I don't what are the performance complications, but seems like an interesting one: kzfaq.info/get/bejne/na6Bp7llr6nXlok.html Maybe if more people post about it on Epic forums they will prioritize it? :)
@dist5788Ай бұрын
@@TKEnvironments for my understanding old good vpaint is no longer usable beacuse data held with amount of vertex per nanite mesh would be super huge, but yeah not adding anything new for that is super weird imo. This Dbuffer decals looks very intresting! Thanks!
@kinggarithos888Ай бұрын
Thank you for the helpful video. It was so simple but sometimes you need to see someone do it to have that aha moment.
@glitch0320Ай бұрын
I love seeing the map being used for something new and unique, I hope I get the opportunity to join the master edition😁
@andrewalexartАй бұрын
Hi man, great tutorial! What texel density on this project?
@TKEnvironmentsАй бұрын
@@andrewalexart hey! 1024 for 4m, but Id recommend 2048 for 4m now
@andrewalexartАй бұрын
@@TKEnvironments Thank you!
@illustorАй бұрын
Very nice !!! does it use a HDRP or URP??
@TKEnvironmentsАй бұрын
Thanks! HDRP
@CGokce6Ай бұрын
Do you cover atlas maps?
@TKEnvironmentsАй бұрын
No idea what you mean by that!
@aikidoka4067Ай бұрын
What are the requirements for the pc specs for this course?
@TKEnvironmentsАй бұрын
No specific requirements, if you can run the programs you are good to go (Unreal Editor, a modeling program such as maya or blender, and texturing programs such as substance)
@portugues1900Ай бұрын
I have a Rtx Nvidia 3060 can I follow the course using this?
@TKEnvironmentsАй бұрын
I cant see why not
@user-gi2yi6vs9sАй бұрын
Hi I'm an amateur Unity user. I need high quality unity environmental art tutorials. until I saw your tutorial today. It's perfectly matching my needs. so,I have a few problems . Does this tutorial cover the unity workflow? As a noob, I need is a killer tutorial. 0 to 100, unity environmental art tutorial that covers the full process. what's the actual difference between the standard and pro versions? I'm really looking to walk through the full workflow - from basic box modeling all the way up to completing a Spanish town scene in Unity. but I don't need licensing and source files and project files. and I already have some SD experience. so I'm need the step-by-step modeling and texturing process for my learning. Would the standard version provide everything I need for that purpose? I'm all ears .
@TKEnvironmentsАй бұрын
Hello! As you can see in the video, the environment that I started in Unreal was converted exactly as it was into Unity :) The workflow of asset creation is basically the same. The only differences are more technical, for example, how to import the assets into Unity, and how to set up the lighting. I'm currently working on a Unity section for the tutorial that highlights these differences, and shows how to do specific things in Unity. It will be an addon to the course, not a full remake, since the process is the same regardless of the engine. I'm hoping to get this done no later than the end of July, but possibly earlier. Regarding the versions of the tutorial, if you are plan is to remake the Spanish Town in Unity totally go for the Advanced version. The Standard version contains all the information necessary to make your own environments, but the Advanced version contains all the Spanish Town specific videos (mostly about texturing and very specific things). Hope that helps, and stay tuned for the much awaited Unity update! (and I will cover both URP and HDRP)
@mrxcsАй бұрын
To convert a WP Map to one without it, create a new blank level, copy all the stuff except WP stuff.
@mrxcsАй бұрын
Well I came for totally different reason, but now I'm buying you course, it's awesome.
@unrealhabitat2 ай бұрын
You are amazing, such an inspiration! Being a great artist is a commitment, it takes time and a lot of confidence in one self. I have been rushing too much and its time to take a step back and really take my time to develop my skills. Thank you
@TKEnvironmentsАй бұрын
Thatis a very good point. A lot of people want to get hired at Blizzard/Riot tomorrow. But it takes years and years to develop the skills and experience needed to become an attractive employee for these companies. No matter how naturally talented the person is, it takes time to simmer and absorb experience :)
@Youtuber-sf9gv2 ай бұрын
Can I use blender for this course instead of maya?
@TKEnvironmentsАй бұрын
Several people successfully did, but it depends how experienced you are with Blender. If you are complete a beginner, you will probably have a hard time, but if you have some experience, it should be a breeze. I don't use any Maya specific tools and I'm mostly doing simple operations, such as extruding, cuting, beveling etc... the one thing that people always have question about is how to maintain the texel density. For that, there's this amazing Blender script: renderhjs.net/textools/blender/
@Youtuber-sf9gvАй бұрын
@@TKEnvironmentsThanks, I have a Nvidia Rtx 3070 will it be enough for this tutorial?
@ayanakainfury2 ай бұрын
Hi, once again. I saw your video regarding how much difference between unreal 4 and 5. Afaik Unreal 5 only support material ao when I don't allow static lighting in the project settings. So, in the case of bake lighting what is the point to put an ao texture map in the shader.
@TKEnvironments2 ай бұрын
The AO gets multiplied with the environment lighting AO, adding some extra detail to materials in the shadows.
@Kapthos2 ай бұрын
Hey Thiago! I've just encountered your channel, and it is helping me so much with this journey of environment art. I'm also Brazilian and you already become one of my biggest inspirations in this area :D I'm coming from the Archviz, and I can say that my 3D skills are acceptable, but I feel that I'm struggling with the technical aspects like texel density, baking vs trim sheet. A lot of tutorials out there explain what texel density is, and what is each and every technique, but I still don't know when to use one over the other. For exemple, if I bake every building and prop on my scene, in the end, it will have dozens of materials and lots and lots of draw calls, but if I choose the trim sheets to optimize it, I lose the normals details or edge highlights (that are very important for my stylized scene). Do you have any tip or video to recommend explaining the thought behind these decisions and when to use it, and not just the basic of "what is..."? Thank you in advance and keep sharing this exceptional knowledge and experience that you have \o/
@TKEnvironmentsАй бұрын
Hey Kapthos! I go in-depth into these questions on my Environment Art Mastery course. It's not a one size fits all kind of answer, but a short version is this: - If you bake everything, it will be much harder to maintain a consistent texel density, and you might also run into performance problems in a real world scenario. There's a recent game that made everything unique, Final Fantasy VII Remake, but they had quite a few problems with texture streaming when the game released. Besides, they are a very experienced team with world-class programmers that can help optimize. For most people, I recommend using tileables for architecture. Nowadays there are many different techniques to blend materials, such as layered materials in Unreal, height blend, nanite tesselation etc.... Uniquely baking should really be reserved for props and specific elements (for example a store front, maybe windows that can be reused, etc...). I actually want to make a video for KZfaq expanding on texel density, because no joke, I get asked about it at least twice a week, and while a lot of people freak out over it, it's actually pretty simple once you know what to look for :) Stay tuned for the texel density tutorial, it should be coming up in the coming weeks!
@nobody_there_2 ай бұрын
Hi, very nice. Can we dice into this world ? Which 3D asset is it ?
@TKEnvironmentsАй бұрын
All custom made, and I haven't released it publically yet
@nobody_there_Ай бұрын
@@TKEnvironments And do you think it ould work in real time VR ?
@TKEnvironmentsАй бұрын
@@nobody_there_ Yeah, that scene was running in URP PC VR. It only started to run slower when I introduced mixed/realtime lights.
@nobody_there_Ай бұрын
@@TKEnvironments Yep. Of course need to bake the all thing. Let me know in case you would be interested to sell it... cheers
@MerlinPerry2 ай бұрын
Would this allow you to make multiple section of Foilage with the weight painting control? I'm making a large garden with many different and unique areas. I'm having trouble finding ways to make different paintable foliage actors for different parts. Currently doing everything inside just one stand alone foliage actor and I cant seem to find a process where I can have multiple and be able to weight paint them individually.
@TKEnvironments2 ай бұрын
I have no idea :) I never worked with foliage in Unreal...
@MerlinPerry2 ай бұрын
No worries thanks anyway!
@MadpolygonDEV2 ай бұрын
? I really like how the far mountains look and have a nice material exposing the peaks. I wanted to know how people create those landscape terrains, is this a simple tri planar shader? That blends between vertex normals or something? Edit: Omg sorry wrong comment on video, had multiple tabs of your videos open
@TKEnvironments2 ай бұрын
Haha you mean the one on the Spanish Town? I show how to do in Environment Art Mastery, but in a nutshell: - Create the mountain mesh in World Machine - Export the height map + RGB masks - Create a plane in Maya/Blender, tesselate the hell out of it and displace and then optimize - Create material in Substance/Photoshop etc... using the RGB masks Here's a more advanced version: kzfaq.info/get/bejne/f8dkZdt1u8yrpZc.html I only used baked textures and duplicated the mountain mesh around to keep it performant, but if terrain is a big part of the environment, it pays off to invest in a good shader.
@Ghost39718r2 ай бұрын
The Map Gives me a feeling of source games ❤❤ thanks for the tutorial
@TKEnvironments2 ай бұрын
Can't deny my roots in half-life mapping :D
@Ghost39718r2 ай бұрын
@@TKEnvironments oh that is so good , can you please do a tutorial to how you get that feeling because i love and maybe i will use it in some of my games
@amerboss993 ай бұрын
i found more use in your tutorial than any traditional education system would have.
@TKEnvironments3 ай бұрын
🥰
@amerboss993 ай бұрын
@@TKEnvironments could you please tell me where do i get the prototype grid material with the measurment?
@azrhyga3 ай бұрын
Really great tutorial!! Good job making it!!
@Wenedi3 ай бұрын
My main struggle is, after I'm done with the blockout I am never quite sure if I will be able to make it look good by going through the rest of the process :D As a blockout it looks very uninteresting because it's supposed to be simple, even though I KNOW that it gets better as I progress, I still lose some motivation to push through...
@TKEnvironments3 ай бұрын
Yep, that's a common struggle :) It's all about mindset. Keep on pushing and believing it will work out, and one day things magically fall into place. It's like the universe rewards you for the hard work and belief. At least that's been my experience :)
@robertshaer66033 ай бұрын
For those unaware I believe this is what they used in the Insomniac Spiderman games for the building apartments.
@TKEnvironments3 ай бұрын
Kind of... they use a more advanced technique, "interior mapping" I think it's called, instead of using just photos as I'm doing here, they use cubemaps that actually have a box shape. In the Matrix Unreal demo they use an even more advanced technique, with raymarching I think to create depth. There are many ways to accomplish this, the version in this video is the cheapest/fastest, but also the least precise.
@MadpolygonDEV3 ай бұрын
this looks very nice. Are you using any GI for the unity scene? It looks phenomenal.
@TKEnvironments3 ай бұрын
Thanks! Yeah, making ambient lighting with Adaptive Probe Volumes, and using Mixed lights for the actual lights (since they look really blocky and crappy if they are fully baked).
@eversonmay3 ай бұрын
muito massa
@VirtualTempleOfTheForbiddenEye3 ай бұрын
Great Tutorial! It's really helpful to follow the process step by step. Keep making these 🤠
@ayanakainfury3 ай бұрын
Nice explanation. Although bump offset and parallax occlusion mapping node normally use to create height illusion using heightmap, but the same node creates parallax occlusion on windows using float value. This is why I thought bump offset and parallax occlusion mapping node works alternately.
@TKEnvironments3 ай бұрын
Yeah, they do. But afaik the Parallax Occlusion Mapping node is more involved and has more calculations. The bumpOffset one might be cheaper in most cases.
@ayanakainfury3 ай бұрын
@@TKEnvironments Oh, I see.
@fabian74633 ай бұрын
This was great! Im also waiting for an open seat on the Master Edition!
@ayanakainfury3 ай бұрын
Same bro, me too.
@igormello90263 ай бұрын
wow, it's much easier than I thought! Nice!
@Strelokos6663 ай бұрын
This is insane. All got way better since your Specialists level. Natural Selection level looking beautiful, especially all the sci-fi panels, vents and 45 degree roof details. I'm kind of making the HL:S map right now to test both of my level and art skills.. Idk, maybe I'll drop it again next day but Its way better to work with low-poly stuff and abstract all the details away, even while doing the art.
@TKEnvironments3 ай бұрын
Thanks! I totally agree, its so fun to work with lower fidelity. Leaves a lot of room for imagination!
@franciscosegundo10103 ай бұрын
😍😍😍😍😍😍
@jixal3 ай бұрын
Any idea how performant having many reflection probes are? At what point does it start to impact the fps? Also if you have a huge building or several, its better to have one or two per building, you wouldn't do one for each floor? Thinking for a huge scene might end up with tons and tons of probes to get this kind of coverage.
@TKEnvironments3 ай бұрын
How much is too much really depends on the platform. On PC you can get away with more probes than on a Quest 2 for example. I actually think I went a bit overboard and placed too many probes. That was because there is no screen space reflections on URP (or VR). Since then, I converted the project to HDRP where I'm using SSR, so I don't need as many probes anymore. But generally, you should use as few probes as possible, because there's a cost not only in memory (to save the baked probes), but also in runtime performance (since each probe needs to be calculated, and especially if you have probes overlapping there are some extra calculations that need to be done),.
@jixal3 ай бұрын
For sure, makes sense! Thanks for your thoughts.
@fabian74633 ай бұрын
Even with a college degree I was absolutely lost and it did not help me in life..ANNND I studied vfx... I know I am not the only one who has struggled to break into the industry. I also found a junior position at 28 and got laid off 3 years later... Now I have found Thiago and he has helped spark my desire that made me continue to land an opportunity! Thank you Thiago!
@robertvalentic49393 ай бұрын
What render pipeline is this?
@TKEnvironments3 ай бұрын
HDRP
@robertvalentic49393 ай бұрын
I like interaction options. Look at how escape from tarkov does it. When your cursor is over an interactable object there is a list of actions you can perform and use your scroll wheel to cycle through them. The advantage of this is that you can have object specific actions for example hovering over a door “knock”, “kick down”. Having global interaction types is more limiting.
@renealbrechtsen97433 ай бұрын
Will I be able to follow along just using Blender ?
@TKEnvironments3 ай бұрын
Lots of people did, depends on how familiar you are with Blender. It's not a course about how to use Maya, but how to make environments, the actual creation process. how to come up with an idea, create a level design blockout etc... Even though I used Maya, the user can use anything they feel familiar with.
@renealbrechtsen97433 ай бұрын
@@TKEnvironments Thanks. Might just take the plunge. :)
@atlanteum3 ай бұрын
I spent years looking for the clarity found in this short video. It might be helpful to mention that the Persistent layer sees only one Sublayer deep [it will not load the sublayer OF a sublayer], but other than that, the information & insight you have provided here is pure gold. Thank You -
@lucascavalcantics4 ай бұрын
Your journey inspires and motivates me a lot! I identified a lot with your vision of life. I'm also Brazilian and I'm fighting every day to get my first job with games, I'm dedicating myself a lot, and giving up is definitely not an option! Thanks for sharing your experience, Thiago!
@TKEnvironments4 ай бұрын
Glad to hear man! It took me a long time, and it's not an easy industry to survive, but I love it and I wouldn't have picked another job :) (only maybe architect haha). Best luck in your journey!!
@lucascavalcantics4 ай бұрын
@@TKEnvironments haha thank you! =D
@TheSatzy66994 ай бұрын
Excellent content ❤
@robertvalentic49394 ай бұрын
Could you give me ideas on how the improve the aesthetic style of my game? There's a video on my channel "Return to Exxos - Animation FPS progress"
@TKEnvironments4 ай бұрын
Looks pretty cool! I think it's all about what you are trying to accomplish, not about specific knobs you can turn or dial. I watched a great talk yesterday which might help you: kzfaq.info/get/bejne/d7CUeNSk2LS-XYk.html