Polygon Academy
Polygon Academy
  • 27
  • 2 195 127
Unreal Engine 5 Lighting - Lumen Tutorial for Beginners
Learn to use lumen to light your scenes in Unreal Engine 5 (UE5). Use this powerful new tech to quickly and easily add dynamic bounce light and global illumination (GI) to your scenes. In this tutorial we go over setting up lumen and how to use it, as well as using emissive materials to dynamically light your scenes. When epic showed the new unreal engine 5 demo the other day I knew I had to sit down and create a new video for you guys!
My Other Popular game art tutorials:
Artstation Challenge Series:ua-cam.com/video/fJps8QxOh4s/v-deo.html
Trim Texture Tutorial Series: ua-cam.com/video/DipfrjCgYW8/v-deo.html
The Best video card for Gamedev: amzn.to/45Ev6Cu
The Best Budget Video Card for Gamedev: amzn.to/45Lxck0
Backup your work! SSD I use: amzn.to/45s0y7m
The Mouse I use every day: amzn.to/3qRN4Td
The Laptop I use for remote Gamedev work: amzn.to/3Ed07li
The Camera I use to film my videos: amzn.to/3Pf0bHL
About me: I am an Environment Art Director who has been working in the game industry for 12+ years at studios such as Ubisoft, EA, Relic, Capcom and United Front. I have worked on games like Godfall, FarCry 4, Watch Dogs 2, Splinter Cell, Sleeping Dogs and Spacemarine.
Medieval village demo scene: www.unrealengine.com/marketplace/en-US/product/fantasy-and-medieval-artchitecture-kit
Переглядів: 191 925

Відео

How to get over impostor syndrome (for creatives)
Переглядів 14 тис.4 роки тому
Today we are doing a deep dive into my own personal struggle with impostor syndrome and some tips to overcome it. This happens to a LOT of artists, you are not alone if you are feeling it at the moment. impostor syndrome is defined as: the persistent inability to believe that one's success is deserved or has been legitimately achieved as a result of one's own efforts or skills. not fun! but man...
UE4 Emissive lighting and materials tutorial - unreal engine for beginners
Переглядів 78 тис.4 роки тому
Apparently files over 25mb can't be free on gumroad so it requires to be minimum of 0.99 cents :( (1.2gb unreal project file) Scene Download: gumroad.com/polygonacademy UE4 Lighting Presets Tutorial: ua-cam.com/video/_bqpw5sOwr4/v-deo.html Setting up capsule shadows tutorial: ua-cam.com/video/WIDw2hCbXFM/v-deo.html Using emissive lighting in unreal engine 4 is a great way to quickly add nice so...
Quick and Easy Trim Sheet UV Mapping Tips -Trim Texture Tutorial Part 4
Переглядів 100 тис.4 роки тому
In this video I show my 2 main UV unwrapping techniques I use when mapping my trim sheets onto my 3d models, hope this speeds up your workflow! Part 1 - Planning Trims: ua-cam.com/video/DipfrjCgYW8/v-deo.html Part 2 - Sculpting in Zbrush: ua-cam.com/video/Tspveb9bjYA/v-deo.html Part 3 - Substance Painter: ua-cam.com/video/CarefswACgs/v-deo.html The original trim texture overview video: ua-cam.c...
Trim Sheets in Substance Painter: Normal Map Baking + Smart Materials - Trim Texture Tutorial Part 3
Переглядів 106 тис.4 роки тому
we will bake out a perfect normal map that tiles properly for our trim texture in substance painter and then apply some smart materials! Part 1 - Planning Trims: ua-cam.com/video/DipfrjCgYW8/v-deo.html Part 2 - Zbrush Sculpting:ua-cam.com/video/Tspveb9bjYA/v-deo.html Part 4 - Trim Texture UV techniques: ua-cam.com/video/VEHsZniXguY/v-deo.html The original trim texture overview video: ua-cam.com...
Sculpting Trim Sheets in ZBrush - Trim Texture Tutorial Part 2
Переглядів 122 тис.4 роки тому
In this part we sculpt some stone block shapes in zbrush and keep our sculpt tileable for seamless texture baking. Edge damage and crack sculpting techniques. Part 1 - Planning Trims: ua-cam.com/video/DipfrjCgYW8/v-deo.html Part 3 - Substance Painter: ua-cam.com/video/CarefswACgs/v-deo.html Part 4 - Trim Texture UV techniques: ua-cam.com/video/VEHsZniXguY/v-deo.html The original trim texture ov...
Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1
Переглядів 177 тис.4 роки тому
Welcome to the ultimate trim texture creation series. In part 1 we plan out our trim sheet for maximum re-use and success. Part 2 - Sculpting in Zbrush: ua-cam.com/video/Tspveb9bjYA/v-deo.html Part 3 - Substance Painter: ua-cam.com/video/CarefswACgs/v-deo.html Part 4 - Trim Texture UV techniques: ua-cam.com/video/VEHsZniXguY/v-deo.html The original trim texture overview video: ua-cam.com/video/...
The Last of Us 2 inspired Unreal Engine 4 (UE4) Lighting Study - Abandoned Factory
Переглядів 21 тис.4 роки тому
FREE UE4 Lighting Presets: ua-cam.com/video/_bqpw5sOwr4/v-deo.html Tutorial on UE4 Lighting Volumetric fog: ua-cam.com/video/jsN0LBgrj14/v-deo.html Took a stab at relighting this awesome abandoned factory marketplace scene by Ronald Houtermans to have a Last of Us 2 style semi overcast vibe. Bleak with a hint of warmth/hope. Lighting is baked with a stationary skylight and directional, with som...
GAME STUDIO INTERNSHIPS, INDIE DEV TIPS FOR BEGINNERS & INTERVIEW TIPS - Gamedev Q&A Episode 03 pt2
Переглядів 9 тис.4 роки тому
If you missed part 1 of this series: ua-cam.com/video/WEdrbTUW_s0/v-deo.html Today we wrap up this in depth Q&A interview with art director and awesomely talented artist Lincoln Hughes. we go into portfolio and game studio interview tips, advice for beginner indie developers starting out and looking for funding, and some WOW moments from our careers. Lincoln's UA-cam channel with tutorials: ua-...
ART DIRECTOR TIPS FOR STUDENTS / GETTING INTO THE GAME INDUSTRY - GameDev Q&A Ep 03 pt1
Переглядів 14 тис.5 років тому
Part 2 is up!: ua-cam.com/video/LNKce3QMBs8/v-deo.html Be sure to check out Lincolns Channel for resources and tutorials: ua-cam.com/channels/xVwfV3Vn8_FYdg_hE3eyrg.html Lincolns Artstation: www.artstation.com/lincolnhughes Today we go deep on your questions again, and this time I am joined by my best friend and talented art director, Lincoln Hughes. Tips for breaking into the game industry wit...
GAME INDUSTRY NETWORKING, FREELANCING $$ AND PORTFOLIO ADVICE - Gamedev Q&A Episode 02
Переглядів 14 тис.5 років тому
Q&A on Environment Art: ua-cam.com/video/CmJuzetQTvE/v-deo.html This week we go deep on how to network at events like GDC and E3, dealing with moving to work abroad in the video game industry, portfolio tips for art students and thoughts on freelancing. Game Industry Advice playlist: ua-cam.com/video/apoVKOKzRwA/v-deo.html resources mentioned: www.glassdoor.com www.gamedevmap.com Free UE4 light...
Video Game Environment Art and Level Design Tips - Game Developer Q&A episode 01
Переглядів 62 тис.5 років тому
Today I answer some fantastic questions from twitter and youtube on video game environment art, with some level design theory and tips thrown in! This should help a lot of game design and art students I hope. Let me know in the comments! Follow me on twitter: polygon_academy The Trim Texture tutorial I mention: ua-cam.com/video/IziIY674NAw/v-deo.html The color and Light book I menti...
TRIM TEXTURE TUTORIAL - ENVIRONMENT ART 101
Переглядів 152 тис.5 років тому
Free 4 Part Tutorial Series on making trim sheets: Part 1 - ua-cam.com/video/DipfrjCgYW8/v-deo.html Part 2 - ua-cam.com/video/Tspveb9bjYA/v-deo.html Part 3 - ua-cam.com/video/CarefswACgs/v-deo.html Part 4 - ua-cam.com/video/VEHsZniXguY/v-deo.html Free UE4 lighting presets Tutorial : ua-cam.com/video/_bqpw5sOwr4/v-deo.html Get the example texture and mesh files from this tutorial: gumroad.com/po...
HOW I GOT MY FIRST GAME STUDIO JOB - ADVICE FROM A SELF TAUGHT ARTIST
Переглядів 24 тис.5 років тому
More tips in this video: ua-cam.com/video/XP7Lc38Naec/v-deo.html Dont miss my free UE4 Lighting Presets: ua-cam.com/video/_bqpw5sOwr4/v-deo.html My 7 Part environment creation tutorial: ua-cam.com/play/PLBi3xvwvY3dncU0vlOi7gov3AFmXhRTOm.html Follow Me on Artstation for more: www.artstation.com/pixelmasher Today I go into how I broke into the video game industry and got my first job as an enviro...
3 FREE UNREAL ENGINE 4 LIGHTING PRESETS (UE4) - DAY, SUNSET, NIGHT
Переглядів 72 тис.5 років тому
Free download link: gum.co/ue4light Tutorial on how to use them: ua-cam.com/video/_bqpw5sOwr4/v-deo.html Follow Me on Artstation for more: www.artstation.com/pixelmasher The Best video card for Gamedev: amzn.to/45Ev6Cu The Best Budget Video Card for Gamedev: amzn.to/45Lxck0 Backup your work! SSD I use: amzn.to/45s0y7m The Mouse I use every day: amzn.to/3qRN4Td The Laptop I use for remote Gamede...
UNREAL ENGINE 4 LIGHTING TUTORIAL (UE4) - FREE DOWNLOAD LINK INCLUDED
Переглядів 82 тис.5 років тому
UNREAL ENGINE 4 LIGHTING TUTORIAL (UE4) - FREE DOWNLOAD LINK INCLUDED
Feudal Japan UE4 Environment Tutorial Postmortem | ArtStation Challenge EP.7
Переглядів 27 тис.5 років тому
Feudal Japan UE4 Environment Tutorial Postmortem | ArtStation Challenge EP.7
ArtStation Feudal Japan - Unreal Engine 4 Environment + Free Tutorial (UE4)
Переглядів 39 тис.5 років тому
ArtStation Feudal Japan - Unreal Engine 4 Environment Free Tutorial (UE4)
UE4 Lighting and Volumetric Fog tutorial | ArtStation Challenge EP.006
Переглядів 84 тис.5 років тому
UE4 Lighting and Volumetric Fog tutorial | ArtStation Challenge EP.006
STOP Feeling like a failure! 3 HUGE lessons from a game industry artist
Переглядів 13 тис.5 років тому
STOP Feeling like a failure! 3 HUGE lessons from a game industry artist
Modeling Trees in 3DS Max and UE4 | ArtStation Challenge EP.005
Переглядів 61 тис.5 років тому
Modeling Trees in 3DS Max and UE4 | ArtStation Challenge EP.005
Use prefabs/blueprints in UE4 to SAVE TIME! | ArtStation Challenge EP.004
Переглядів 74 тис.5 років тому
Use prefabs/blueprints in UE4 to SAVE TIME! | ArtStation Challenge EP.004
TUTORIAL: Sculpting Wood in ZBRUSH - 3 EASY STEPS! | Polygon Academy
Переглядів 149 тис.5 років тому
TUTORIAL: Sculpting Wood in ZBRUSH - 3 EASY STEPS! | Polygon Academy
Creating Modular Environments in Unreal Engine 4 (UE4) | ArtStation Challenge EP.003
Переглядів 161 тис.5 років тому
Creating Modular Environments in Unreal Engine 4 (UE4) | ArtStation Challenge EP.003
3 IMPORTANT Tips for Greybox Level Design - ArtStation Challenge | VLOG EP.002
Переглядів 211 тис.5 років тому
3 IMPORTANT Tips for Greybox Level Design - ArtStation Challenge | VLOG EP.002
Creating Game Art Environments: Planning a UE4 Environment - ArtStation Challenge | VLOG EP.001
Переглядів 129 тис.5 років тому
Creating Game Art Environments: Planning a UE4 Environment - ArtStation Challenge | VLOG EP.001
Into The DataCore - UE4/Substance Designer Scifi Environment
Переглядів 9 тис.6 років тому
Into The DataCore - UE4/Substance Designer Scifi Environment

КОМЕНТАРІ

  • @kattywhite4765
    @kattywhite4765 День тому

    i watched all your videos for trim sheets. I appreciate these videos because i am in art school and my professor didnt show me in depth how to create a trim sheet for UV mapping. I didnt use the program that you used for modeling but it was easy to understand and just worked in Maya

    • @PolygonAcademy
      @PolygonAcademy 14 годин тому

      awesome! im glad it helped, I am glad you were able to translate it easily to maya, once you grasp the basic concepts tools shouldnt really matter, they are just like tools on a carpenters belt! thanks for watching :)

  • @WilliamThompsonJ
    @WilliamThompsonJ 5 днів тому

    I recently found this channel and I'm new to 3D game dev. I learned so much more from your channel than other things I've found and tried to do for the past 10 years as a 2D hobby game maker. I watched every video and loved everything I've learned from you. I can only hope to see more content in your channel in the future and I would love to be the excuse you use to continue. Thank you for everything, it's amazing and so much useful info.

    • @PolygonAcademy
      @PolygonAcademy 4 дні тому

      thanks for the kind words and for watching, so glad it helped! I will resurrect the channel soon hopefully :D got some plans in the works!

  • @gamesbygodwai5048
    @gamesbygodwai5048 11 днів тому

    The head on that coffee is insane

    • @PolygonAcademy
      @PolygonAcademy 11 днів тому

      hahaha if i remember its cause i added protein powder and coconut oil to it and blended that bitch up! gives it a frothy head on it haha

  • @ImanPanahi
    @ImanPanahi 15 днів тому

    I want to start but I’m 25 now do you think is it too late or not cause you said it took 9 years

    • @PolygonAcademy
      @PolygonAcademy 15 днів тому

      Never too late to start, i know plenty of people who got into the industry in their 30s and with todays learning resources it can shortcut that learning time by quite a bit. Just go for it :)

    • @ImanPanahi
      @ImanPanahi 13 днів тому

      @@PolygonAcademy Thanks for the motivation , I’m passionate about it could you please tell me where to start ?software or something… I appreciate it

    • @PolygonAcademy
      @PolygonAcademy 13 днів тому

      @@ImanPanahi I would figure out what part of game art or art you are most passionate about, either characters, environments, lighitng, vfx like explosions etc and then focus on learning how to make that stuff. start with some basic tutorials on youtube based around that subject matter. blender is free and great for learning as there are a ton of free tutorials on it. software seems like it matters when you are starting but really they are just tools used to create an outcome. there are many ways to do it and picking one and moving forward is way more effective than worrying about having made the perfect software choice :) maybe start making a level in unreal with some of the free assets and stuff available on marketplace like megascans to get a quick feel for building in 3d and take it from there :) good luck and thanks for watching!

  • @danelokikischdesign
    @danelokikischdesign 19 днів тому

    amazing video thx man

  • @r4kt1ap
    @r4kt1ap 21 день тому

    I love you bro

    • @PolygonAcademy
      @PolygonAcademy 20 днів тому

      love you too! thanks for taking the time to watch and glad you found it useful!

  • @saleh_afkhami
    @saleh_afkhami 25 днів тому

    this tutorial is so good and you explain very well.

  • @KrzysztofSzkodaGames
    @KrzysztofSzkodaGames 26 днів тому

    I want to become a Level Designer, but using your Greybox Level Design surely helps me a lot :)

  • @lightyagami850
    @lightyagami850 27 днів тому

    Can you make another video explaining how to make trim sheets in maya

  • @Evangelos_Bl
    @Evangelos_Bl 27 днів тому

    Thank you very much!!

  • @kioly_ah
    @kioly_ah 29 днів тому

    it not Level Design, it environment design...bullshit

  • @ALPHABABAY
    @ALPHABABAY Місяць тому

    OH COOL FOR YOUR ADVICES GOOD ITS WORTH FOR ME

  • @felixlarsson4205
    @felixlarsson4205 Місяць тому

    this is completely GOLD! it made everything click for me, thanks!

  • @Evangelos_Bl
    @Evangelos_Bl Місяць тому

    Thank you very much friend!!!!

  • @watercat1248
    @watercat1248 Місяць тому

    I know that May sounds weird for you but personally wean make level's for my game i use the old approch The approach i was talking are the following wean make object like building wall's ect instead of making each Wall as assets and after i just use in editor tools on the game engine im using in that case unit pro builder And the wall is as big or small as want to and im able to modift the size off those House boxes ect inside the game engine. One other thing that i haven't seen many people to do the way i make those level in the first place For some reason wean make house the add each wall sepert object i personally wean i made just made the wail home as model in that way the have less polygons

  • @bharathikannan2481
    @bharathikannan2481 2 місяці тому

    Please do more videos, it is so helpful

  • @Just__Jamieg33k
    @Just__Jamieg33k 2 місяці тому

    I have only recently heard about the concept of Trim Sheets and this is mind blowing. I am very much self taught and do the whole beginner thing of unique unwrapping everything I do, sometimes sharing a UV map across several things that may not need too much detail. This will be a game changer. I can't wait to play with that.

    • @PolygonAcademy
      @PolygonAcademy 2 місяці тому

      awesome glad it helped! i have a 4 part tutorial on creating and uv'ing trim sheets on my channel if you havent seen it. I am also self taught so love to hear others going down that route as well! pays off in the end if you stick with it :) thanks for watching

  • @bird2327
    @bird2327 2 місяці тому

    Gathering references: Find it for EVERYTHING - Colors - Props/Assets (Rocks, stones, statues) - Mood - Lighting - Quality Benchmark (For this, take note of everything mentioned prior and how they did right) Use a lot of references to add the parts you LIKE

  • @real2late
    @real2late 2 місяці тому

    If you click the Solo button on the right side of the viewport ui you can isolate the view, so that you dont have to hide all the other objects

  • @soulmate9988
    @soulmate9988 2 місяці тому

    I HAVE A VERY BIG QUESTION FOR YOU! so you used lots of polygons in order to use your trim sheet , does that really worth it?! what's the costs and benefits?

    • @PolygonAcademy
      @PolygonAcademy 2 місяці тому

      yea good question :) these days polygons are pretty much the cheapest thing you can use for games, not even including nanite in the equation. the biggest cost is usually texture memory, so if you can make an entire kit with 1-3 materials using tiling/trims the tradeoff is definitley worth it. I would say nowdays the examples in the video are actually pretty low poly compared to the last couple games I worked on for current gen stuff. so dont be afraid to use more geometry if it saves you having to have a bunch of unique unwraped/baked objects, in the end the tradeoff is worth it, especially if you give your objects LODS so it cuts the polycount in half at a distance :) hope this answers your question! thanks for watching

  • @UE4SkyFexInfiniteMeuProjeto
    @UE4SkyFexInfiniteMeuProjeto 2 місяці тому

    I love this style Even because my project is entirely based on this

  • @FootpathFriends
    @FootpathFriends 2 місяці тому

    I learned a lot from you!

  • @WenjieHuang-ke8we
    @WenjieHuang-ke8we 2 місяці тому

    hey dude! the way you manage your kits and level your scene seems so handy and efficient, I was trying to figuring out this process by searching random tutorial onlines, and it took me so long to block out my levels. Really helps me a lot! thank U!!

  • @suryasurya9710
    @suryasurya9710 3 місяці тому

    This Trim Tutorial Series Help In 2024.... Thank You

  • @3DArt4Games
    @3DArt4Games 3 місяці тому

    Its amazing what you can do with a trim sheet, lovely work mate!

  • @NoobahSteve
    @NoobahSteve 3 місяці тому

    Hello! just want to say the videos you put out are amazing and honestly ive learned more here than any other channel especially when it comes to seeing the fuller picture when it comes to workflows and pipelines that are all explained in a easy way to understand. Im afairly new subscriber and was wondering if this channel is going to start uploading again because all the videos i see on the channel are from a few years ago. Just curious is all. thank you for all the knowledge you have put out there!

    • @PolygonAcademy
      @PolygonAcademy 3 місяці тому

      thanks for watching! hopefully will resurrect the channel at the end of my current game production I am working on for my studio day job once I have more free time :) appreciate the sub!

  • @degasjan8411
    @degasjan8411 3 місяці тому

    Hi,What impact does UV mapping across quadrants have?

    • @PolygonAcademy
      @PolygonAcademy 3 місяці тому

      no negative impact, every game ive worked on we have had uvs outside of 0-1 space. some engines might not like it if you are 1000's of quadrants outside of it but never ran into that issue

    • @degasjan8411
      @degasjan8411 3 місяці тому

      @@PolygonAcademy Thank you for the teacher's sharing of experience~

  • @damiaxis6666
    @damiaxis6666 3 місяці тому

    thank you, for doing this!!

  • @design_and_decor
    @design_and_decor 4 місяці тому

    Its me, I am the player that not only notices but greatly appreciates all the individually placed grasses, foliage and assets in games. But that prefab ability is amazing as well, a mix of the two would be *chefs kiss*

    • @PolygonAcademy
      @PolygonAcademy 4 місяці тому

      yea for sure :) using prefabs to get the overall base in place quickly is great for building momentum and then creating variations you can swap out or doing some more custom hand dressing during a polish pass if there is time (especially during production post alpha) is the way to go :) thanks for watching!

  • @mfrancisco_850
    @mfrancisco_850 5 місяців тому

    God your sexy🎉

  • @mfrancisco_850
    @mfrancisco_850 5 місяців тому

    I think I'm in love with you man this is gold 🥇

  • @akinmaya
    @akinmaya 5 місяців тому

    Thanks for video.How about Ultime Trimsheet technique?

  • @ilath8840
    @ilath8840 5 місяців тому

    Thank you so much.

  • @Trait74
    @Trait74 5 місяців тому

    Incredibly helpful tutorial, thank you!

  • @tahmidkhana863
    @tahmidkhana863 5 місяців тому

    Tim creating Trim texture ❤

  • @bovineox1111
    @bovineox1111 5 місяців тому

    My question would be, about how much texel density comes into play when modeling, as clearly the trim sheet will have correct density for given dimensions, for circular strips there will be some acceptable warping, but I guess the better an edge or strip matches the density set out in the trim sheet, then the better the texturing on the model?

    • @PolygonAcademy
      @PolygonAcademy 5 місяців тому

      Yea it definitley can impact your modeling, 10-20% wiggle room isnt very noticable so its not super rigid but for more complex/custom assets you can design trim sheets with different thicknesses that work better, and then combine it with 4 way tiling materials for larger surfaces where trims dont work. Like a wood planks trim sheet for detailing and a tiling wood texture to fill in other areas. With nanite you could also use the trim sheet to displace all the details and then texture the model with more basic tiling materials + texture masks for stuff like grime, damage/ scrapes etc because the displaced geo will be providing the details and that doesnt impact texel density

    • @bovineox1111
      @bovineox1111 5 місяців тому

      @@PolygonAcademy thanks for the detailed reply. Long time, part time indie dev, currently targeting VR so draw calls, bandwidth are priorities and nanite not some I can afford, but useful to hear that 10-20% margin is not so noticeable. I think I will plan to build some trims that will cover specific architectural features and then try to model with constraints given by the texel density - ie if I have a tiling row that is optimal at 10cm tall, I’ll try and stick within that. I’m considering some options for grunge/AO/weather etc… that will allow single shader pass and allow for essentially some decals for these kinds of elements but I’ve yet to come up with a good solution…

  • @bovineox1111
    @bovineox1111 5 місяців тому

    For Blender users, google 'Follow active quads' - essentially, add a seam, unwrap, rotate the unwrapped quads so a central one that is the most square is the right way up; select the left most X verts in the UV and S -> X -> 0, to scale the edge in X to the same X co-ordinate, repeat for the right edge in X and then do the top and bottom edges in Y, you know have aligned verts; swap to face mode, select this face and then hit L to select linked and right click and choose 'Follow active quads' and you'll get a strip you can scale. What is missing in the above is a way to ensure the X and Y edges are the same length, resulting in a square, so I need to check that myself. There also ought to be a plugin for this as I use it a lot :D probably a relax in Blender would achieve that square result. EDIT: I just found this video, with a promising UV Squares addon.... ua-cam.com/video/JN1lLYsdeWc/v-deo.html yoink

  • @johnrborowski
    @johnrborowski 5 місяців тому

    I cannot emphasize enough how much this series has helped me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • @dubblesnup4457
    @dubblesnup4457 5 місяців тому

    4 years later, this is still insanely helpful. thank you so much for making this!

  • @donpham
    @donpham 6 місяців тому

    I only just found out about this channel recently and while I'm late to the party, I found it has been tremendously helpful and I'm super grateful for it! Actually one of the easiest videos to follow and understand that I've seen in awhile.

  • @Pragma020
    @Pragma020 6 місяців тому

    amazing.

  • @oozly9291
    @oozly9291 6 місяців тому

    Rip channel

  • @OokamiSamura
    @OokamiSamura 7 місяців тому

    Thank you! Very usefull.

  • @zerolhaw62
    @zerolhaw62 7 місяців тому

    New learner: how is the texture applied in 3dmax? Is it the base color exported from SP? Looking forward to your reply, thank you!

    • @PolygonAcademy
      @PolygonAcademy 7 місяців тому

      Yea i just use the base color in max and use all the other maps in unreal for the full shader with normals/roughness, they all get exported from painter. Thanks for watching :)

    • @zerolhaw62
      @zerolhaw62 7 місяців тому

      @@PolygonAcademy so how to add base color to max? Is it on the material panel or UV panel?

    • @PolygonAcademy
      @PolygonAcademy 7 місяців тому

      @@zerolhaw62 yea you add it to the material, you plug the albedo map into the diffuse slot of the material and toggle it to show in viewport and it should work :)

  • @omerrudnick8195
    @omerrudnick8195 7 місяців тому

    This is awesome, really comprehensive. I'm looking to make my first environment and I hope mine will come out good.

  • @alliestrauss
    @alliestrauss 7 місяців тому

    Why do you use relax if you're going to align the vertexes straight anyway? (not a 3dsmax user)

    • @PolygonAcademy
      @PolygonAcademy 7 місяців тому

      relax will transform the uvs to the correct proper shape/ratio for the polygon and then you straighten it to average it out, you could skip that step and scale it out but getting it correct by eyeballing it can sometimes be difficult, but use whatever workflow works best for you and can get the results easier, i know a lot of other programs have much better uv tools :) I am just used to doing it this way haha

    • @alliestrauss
      @alliestrauss 7 місяців тому

      @@PolygonAcademy thank you so much for your reply!

  • @mr.j7899
    @mr.j7899 7 місяців тому

    Correct me if I'm wrong, but won't Substance Designer accomplish all of these? Except for the UV part.

    • @PolygonAcademy
      @PolygonAcademy 7 місяців тому

      Yea you can do this in desinger for sure, but anyone with a 3d skillset can use this workflow as well, ive used a mix of both on my last couple productions.

  • @octaviordz9160
    @octaviordz9160 8 місяців тому

    lack of ingformation

  • @nashonightmare
    @nashonightmare 8 місяців тому

    Super useful.

  • @denisvoloshyn9009
    @denisvoloshyn9009 8 місяців тому

    you are one of the best 3d tutorials creator on this platform, thanks a lot!