- 53
- 447 200
Kingdom Crafter
United States
Приєднався 3 сер 2011
Game Art Resources | Tutorials
Environment Artist @ Lost Boys Interactive
Previously @ Amazon Game Studios
__________________________________________
Epic 3d Stuff 💯
Teaching & Entertaining 💡
Environment Artist @ Lost Boys Interactive
Previously @ Amazon Game Studios
__________________________________________
Epic 3d Stuff 💯
Teaching & Entertaining 💡
Pro Sculpting in zBrush | The Modular Rock Blueprint
Dive deep into the art of sculpting modular rocks in zBrush!
---
In this tutorial, I break it down into 4 essential stages to craft the perfect modular rock:
1. Base Shape: Laying the foundation.
2. Secondary Details: Adding character and depth.
3. Refinement: Honing in on the look.
4. Tertiary Details & Polish: Finishing touches for a masterpiece.
Whether you're a seasoned artist or just starting out, this guide will sharpen your skills and have you crafting rocks like a pro in no time!
🔥👍 Don't forget to LIKE and SHARE if you find this tutorial valuable! Your support fuels more content like this.
🔗 Connect with the KingdomCrafter community:
- Website: (www.kingdomcrafter.com) - Currently down for development
- Discord: (discord.gg/nHkPS2XzJj) for real-time discussions, tips, and insights.
Stay creative, keep crafting, and let's rock this together! 🪨🎮
---
TIMESTAMPS
00:00 Intro
00:48 Begin Stage 1 - Base Shape
05:35 Begin Stage 2 - Secondary Details
08:03 Timelapse of remaining Stage 2
09:40 End of Stage 2 & Review
10:14 Begin Stage 3 - Refinement
11:58 Timelapse of remaining Stage 3
14:41 End of Stage 3 - Begin Stage 4
16:24 Preview of asset in UE5
---
In this tutorial, I break it down into 4 essential stages to craft the perfect modular rock:
1. Base Shape: Laying the foundation.
2. Secondary Details: Adding character and depth.
3. Refinement: Honing in on the look.
4. Tertiary Details & Polish: Finishing touches for a masterpiece.
Whether you're a seasoned artist or just starting out, this guide will sharpen your skills and have you crafting rocks like a pro in no time!
🔥👍 Don't forget to LIKE and SHARE if you find this tutorial valuable! Your support fuels more content like this.
🔗 Connect with the KingdomCrafter community:
- Website: (www.kingdomcrafter.com) - Currently down for development
- Discord: (discord.gg/nHkPS2XzJj) for real-time discussions, tips, and insights.
Stay creative, keep crafting, and let's rock this together! 🪨🎮
---
TIMESTAMPS
00:00 Intro
00:48 Begin Stage 1 - Base Shape
05:35 Begin Stage 2 - Secondary Details
08:03 Timelapse of remaining Stage 2
09:40 End of Stage 2 & Review
10:14 Begin Stage 3 - Refinement
11:58 Timelapse of remaining Stage 3
14:41 End of Stage 3 - Begin Stage 4
16:24 Preview of asset in UE5
Переглядів: 15 921
Відео
Stone Wall Creation: Substance Designer Masterclass
Переглядів 21 тис.Рік тому
You can now become a Member of the Channel! Also check out the Discord - discord.gg/nHkPS2XzJj Welcome to our latest masterclass where we journey into the intricate world of stone wall creation using Substance Designer. This tutorial is the key to adding a robust, textured element to your 3D environments. 🏰 Throughout this comprehensive guide, we'll metamorphose basic textures into realistic st...
Substrate Mastery: Moss in Unreal Engine 5.2
Переглядів 40 тис.Рік тому
Custom Textures for you!! drive.google.com/drive/folders/1GZx0lr1AgiQOZnYf4BETTS8xkvOpPugP?usp=sharing Welcome to the latest tutorial where we dive into the vibrant, textured world of moss creation using Substrate in Unreal Engine 5.2. This tutorial is perfect for artists looking to bring an extra layer of realism to their 3D environments. 🌿 Throughout this guide, we'll transform simple texture...
Unreal Engine 5.2 Beta: Stunning Materials with Substrate!
Переглядів 46 тис.Рік тому
Follow along this tutorial with my free, custom textures! drive.google.com/drive/folders/1GUIjXWovT0kPkXDGlCGb0MUWhBhbxMCr?usp=sharing Welcome to the world of Unreal Engine 5.2 Beta, where the groundbreaking Substrate Shader is set to redefine the way you create stunning environments! In this tutorial, you'll learn how to: - Navigate and understand the Substrate Shader in Unreal Engine 5.2 Beta...
3ds Max 2024 Tutorial - Procedural Basalt & Cliffs
Переглядів 7 тис.Рік тому
Learn how to setup procedural systems to create dynamic setups, including basalt and cliffs! We cover using the Array modifier with the Data Channel Modifier to produce unique, custom results. We then go into creating a procedural cliff that uses Booleans for high detail and cleaner topology. Consider supporting the channel on Patreon! ▬ Patreon: ► www.patreon.com/KingdomCrafter ▬ Business: ► k...
Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)
Переглядів 9 тис.Рік тому
We'll dive into one of the newest features in Unreal Engine 5.2. The Procedural Content Generator. By the end you'll be able to create your own dynamic setups for various purposes! Let's get to creating! Consider supporting the channel on Patreon! ▬ Patreon: ► www.patreon.com/KingdomCrafter ▬ Business: ► kingdomcrafter.com/ (more content soon) ▬ Twitter: ► Kingdom_Crafter Related Vi...
Creating Landscapes in 2023 | 3ds Max + TyFlow
Переглядів 12 тис.Рік тому
Creating Landscapes in 2023 | 3ds Max TyFlow
Unreal Engine 5.1 - World Partition + HLODS & More
Переглядів 22 тис.Рік тому
Unreal Engine 5.1 - World Partition HLODS & More
Pro 3D Artist? ChatGPT can make it happen
Переглядів 6 тис.Рік тому
Pro 3D Artist? ChatGPT can make it happen
Sculpting Realistic Rocks | Details + Texturing | Part 2
Переглядів 9 тис.Рік тому
Sculpting Realistic Rocks | Details Texturing | Part 2
Sculpting Realistic Rocks - 3ds Max to zBrush | Part 1
Переглядів 7 тис.Рік тому
Sculpting Realistic Rocks - 3ds Max to zBrush | Part 1
Houdini Landscape Tutorial - Beginners
Переглядів 9 тис.Рік тому
Houdini Landscape Tutorial - Beginners
Unreal Engine 5.1 - Nanite Foliage + Performance Tips
Переглядів 42 тис.Рік тому
Unreal Engine 5.1 - Nanite Foliage Performance Tips
How to create Procedural Foliage - Unreal Engine 5
Переглядів 13 тис.Рік тому
How to create Procedural Foliage - Unreal Engine 5
Procedural Modeling in 3ds Max - Tips and Tricks
Переглядів 12 тис.Рік тому
Procedural Modeling in 3ds Max - Tips and Tricks
Create Materials with AI - Midjourney + Adobe Sampler
Переглядів 17 тис.Рік тому
Create Materials with AI - Midjourney Adobe Sampler
Bronze Statue - Speed Sculpt and Texturing
Переглядів 705Рік тому
Bronze Statue - Speed Sculpt and Texturing
Creating a Diablo IV Landscape in Unreal 5
Переглядів 18 тис.Рік тому
Creating a Diablo IV Landscape in Unreal 5
Unreal Engine 5 Beginner Tutorial | Getting Started
Переглядів 17 тис.2 роки тому
Unreal Engine 5 Beginner Tutorial | Getting Started
it still looks dirty. and not usable. it can be used for shapes, yes. but you wana slap on a real texture on it. that has real details. i would spend alot of time in making the geo when it comes to Uv , Zbrush unwrap sucks.
Thankyou for making this tutorial, Please also make the Tutorial on Metahuman - Tears, Sweat, mud and dirt spreading on body, Hair Simulation.
You have the shortest arms of any man I've ever seen.
You can do it! Patience and working through the learning curve. Good luck!
nice t
Thank you!
thank you very much viking
Absolutely, anytime! I'll be more active again on here soon.
Very nice breakdown Ethan, love the music as well!
Glad you liked it!
@@KingdomCrafter whats the music in the timelapse of stage 3?
How do I export the maps for all of the tiles? For some reason the Export operator saves maps only for one terrain tile and I can't get it to export all tiles... Thank you for the cool and detailed tutorial!
I figured it out. The Birth operators for each tile must have different grid names, and in the Export operator you have to export the maps for each tile (grid) separately. A little frustrating, but it works.
Awesome okay, you found the solution! Thanks for your patience on the reply. I'll be more active on here coming up.
This was just amazing to watch and absorb thankyou
For sure, thanks for checking it out!
are the in engine rocks (before the tileable was added) baked low poly versions? they look amazing
Yeah that's exactly right, and thank you!
This video is excellent, super in depth. Helped me finish my first material in designer! Thank you :)
Woohoo, heck yeah!
Did you use ai to generate a ball of moss and then overlay the unreal logo on top for your thumbnail?
That I did
i know im late here. but is there a way to use this on a landscape material? along side the other layers?
It's focused on props, but yeah the shader here can be used on landscape setups as well.
your thumbnail has nothing to do with this content
In what world is this showing how to layer substrate materials? You're setting up A material, not layering anything
The full-length tutorial has the breakdown of how this sets us up for layering materials with multiple BSDF Slabs.
Whats this brush? Where can i get it?
It's a default brush, in your Lightbox go to brushes, and then Trim. It's TrimsmoothBorder
I'm not sure what you mean by tilt your pen... I have a Wacom but tilting my pen is doing nothing different... is there a specific setting for that?
The angle in which you tilt your pen will impact the sharpness and aggressiveness of different brushes in zBrush. Notably the trimsmoothborder in this case.
Amazing tutorial, extremely well explained and straight forward. Even if I wasn't looking for a brick wall at first, I enjoyed learning stuff thanks to your video. Thanks a lot !
I have watched a bunch of designer tutorials and yours are by FAR some of the best. The way you walk through the graph explaining why you used each node is so helpful. THANKS!
Glad to know I was able to help, and that it holds up well haha! Ty
bro dont cover the values and stuff with your face, you might as well remove your face altogether. Other than that, thanks, very informative
Definitely noted, thanks!
Shame this doesn't actually look that good.
Considering this is a screenshot from in engine, I'm not sure what you mean?
For a tex coord node you can press "u" and click - i think of it as "Uv coord" to remember
will it work in multiplayer?
Yes it should
does your web cam need to be that big? or even in the video at all?
Did that really need to be your comment, or even a comment at all? Somethings are just what they are, for whatever that reason may be.
Superbe !
Thank you for the tutorial boss! I have a stone material I've been working on for a school project where would also need a stone material. I've seen designer materials that have parameters for you to change from a plastered wall to a brick or from a tile wall to something more broken; but is going from a brick wall to solid stone to drastic?
Absolutely! I don't think that's too drastic at all. Really it's whatever you want it to be, or want to experiment with. Using a height blending node, with either gradients or histogram select masks can give you a lot of control for a look like this.
wow ..thanks for sharing..i have been looking for some answers regarding world partition.. it really helped me a lot..thanks
Glad to hear it, no problem!
how to enable world partition in citysample demo file.
This is a great question; I haven't really dived into that project. But I believe you can convert the current level into world partition by doing this : To convert your existing Levels to World Partition: In Windows, open a Command Prompt window. At the prompt, begin by navigating to the location of the UnrealEditor.exe executable file. Example: c:\Builds\Home_UE5_Engine\Engine\Binaries\Win64. Next, begin the command with the name of the .exe file that will run the commandlet, UnrealEditor.exe Add the name of the project Continue with the name of the commandlet to run, -run=WorldPartitionConversionCommandlet. Add the name of the map file that will be converted. Example CitySample.umap. Finish the command with the additional argument -AllowCommandletRendering Press Enter and the commandlet will convert the map to use World Partition.
hey thanks for your reply i really appriciate @@KingdomCrafter
What name AI?
You are the first person I've seen to break down the workflow so nicely and dive deeply into each tool and how it works. And all for free, thank you so much!
Thank you, glad it was a good one for you!
Oh Yeah, this guy is only one I found really break down the process. And so so easy to understand it. Love the break down process!!! love and love !!
Hi ! Im searching how to export the textures into unreal correctly, can you do a Tutorial ? When Im applying the colormap from tyflow into Unreal Landscape, its looking weird, isnt the right tilling...
You can use a landscape coord node for your UV slot, and set the dimensions to match the size of your landscape, it should then make your exported maps tile 1 time and line up
first preview doest match the resalt/ clickbite
i don't know how does that hlod and world partition stuff help making games have large worlds like rdr2. whats the point if a grid disappears/unloads from a distance. 🤔
For example, say you're wanting to show a large portion of your landscape with intricate Vistas, and foliage + some assets, instead of having to have all of those load in as unique assets and materials, you can combine them in a lower memory intensive state, until it makes sense to load in more detail. It allows you to merge these into minimal draw calls. So in this case where it's showing cells "unloaded" this is where you would then replace assets with these HLODs.
This is by far the best Designer Tutorial I've seen so far. Well explained (the reason behind every Node), organized Node Graph and also explained in a way to see other use cases for it. Thank you man!
Absolutely, my pleasure!
What are the console commands to reduce the leaves or to remove them for performance?
This may have changed, but I believe you can set something like this in the console, for LOD. r.ForceLOD and then your desired LOD. Also probably worth noting you could set a low poly fallback mesh with setting the nanite settings
I'm trying to refrain from using megascan textures as my base layers. I think you've just encouraged me to take another crack at Substance Designer!
Oh yeah, do it!
Hello! I know i am quite late to the comments on this video, however i was wondering if there is a way to get this moss to spread across an object/multiple objects over time?
You can achieve this with either setting up a vector for the blend of your moss and having a slider that eventually covers the whole thing, and for spreading overtime this could be setup in a blueprint/ sequencer.
great video. I am refamiliarizing myself with sculpting rocks. I been practicing improving my techniques and this video definitely helped in that regard. It is amazing how far you can get with just a single really well done rock or boulder. lol. I know this first hand wiht my own project was blown by how many times I was able to repeat it and not have any real repetition in the shape language.
Great Tutorial, really helped me understand the workflow of how to create a brick Material!
Glad I could help!
😍😍😍
unrelated, sweet beard dude
Ohh yeah, thanks Shamus! 💪
Thank you very much for sharing! But have you ever encountered the problem of the data layer being unable to save actors that have been migrated into the data layer during the production process? This is very important to me! Thank you!
In earlier versions, such as 5.1 i've had this issue. However, 5.2 and onward seem to be working fine. If you are still running into this you can DM me on Discord
Thank you very much for sharing! But have you ever encountered the problem of the data layer being unable to save actors that have been migrated into the data layer during the production process? This is very important to me! Thank you!
No problem! And I have had some saving issues pop up in the past, but it hasn't seemed to be broken since 5.3. It's possible trying a ctrl+shift+S could work, checking to see what your unsaved actors on the bottom right show, and also unloading / loading partition cells if you are using WP.
Very good tutorial! Thank you❤
Absolutely, glad you liked it!
very uncommon to see a guy in shape while also being a dev lol, keep it up man
Haha definitely true, thank you!
Wouldn't you want to reduce the vert count before using it for games? Or rather bake it to a low poly?
You can definitely optimize it to meet your needs. I'd always recommend some form of optimization pass. How far, and if you need to bake it depends on if you're using baked normals with or without tiling textures, or even using baked textures.
I dunno. Some of those AI bricks look weird and unnatural.
At 8:02, can this be done without using wall worm using native tools?
SelectFaces and DeleteFaces are part of WallWorm (which is free). But this could also be done in a way where you use volume select, select your bounding box object, do something such as turn to poly, or even just an edit poly, and control click element (which will convert selected faces to elements). I'm sure there are many other solutions but those are some quick ones that come to mind.
I have a 1000 km2 world with 32*32 components (1024) max as recommend by unreal documentation. The map was created as a flat landscape and uses the landmass addon to create heightmap data layers so i can "stamp" my terrain. Such as mountains and such. I have another data layer that holds the height information for smoothing the landscape between patchs and the landscape. I also have a auto material for the landscape and am using a single plane with the water plugin to create the ocean. My question. When painting trees with foilage and using landscape grass types for the weeds and grass and flowers and such,.... As you can imagine my frames are starting to dip I cant seem to figure out how to load and unload components and or proxies of my landscape as well as foliage. What im trying to accomplish with world partition is to load in only a single procie of the landscape with the foilage and grass type. Nothing else so that i can actually edit things at a decent FPM. I have streaming enabled for the landscape and the foilage is spartially loaded. Still it seems like landscape proxies dometimes appear,.... Sometimes dissapear. The foulage seems to load in correctly. Its fustrating to get just a procie to load in with the assocuated foilage and grass type set to its material data
The most straightforward solution is to just use world partition, and determine what cell and region size you want. This will allow you to easily unload any areas you aren't actively working in and allows you to perform much faster. Doing this will make your landscape proxies, and you can make it so your region size correlates with your proxy size.
@@KingdomCrafter thank you for taking the time to reply. I have world partition and regions set up. The issue I'm having is with the landscape grass type spawning meshes on my textures. Seemed to slow it all down As it stands right now I have grasses spawned with the foilge paint tool and I seem to be able to load and unload those actors without issue. When the grass was done through the material it seemed to always be loaded. I just wish I knew how to get the landscape mesh itself to load and unload using the partition mini map. Seems like the landscape always wants to stay loaded in even when set to spartial :( but the foliage was the most taxing system and I have a work around..... More time consuming to pain on a huge map but I'm making due
Aboslutely, thanks for reaching out! Just out of curiosity are you using 5.3? I was running into similar foliage related issues with 5 .1, and 5.2 started to seem more stable and now in 5.3 using the world partition map and actors in those regions seem to load and unload much more reliably. It could also be worth using a PCG system with your foliage to have even more control over it if you aren't already.
I came to the conclusion I can't create a world. I think I'm gonna give up the project I'm on for few month and begin an other one without world. I'm not game designer so it is gonna be hard to find a good game idea without world, if someone has a hint (I can't use either things like AI, anim bp, lightning, materials, multiplayer, meta sounds, sequencer etc)
It's good to see how sculpting is made with just standard brushes, cause once that's achieved, miracles can happen with custom ones