I’ve alreay watched the solus overview and when I saw the in-depth videos I had to buy those. So I did I can’t wait to get my hands on the videos. I hope my order gets processed soon.
I finished the tutorial series today and I’m still trying to pick up the pieces from where my mind was blown. As always, great job Hourences (and to the rest of the contributors)!
Hourences is traveling he told me and will sort out your order soon
Pretty much sums it up.
Okay. Thanks for the info
bought the first one for now… I’m so excited!
Hi everyone. Bought all 3 of them and just finished watching the 2nd one(bp intro). Absolutely blown away by quality and quantity of information contained in the tutorials and I would wholeheartedly recommend them to everyone looking to get up to speed quickly with UE4. Thanks Hourences and keep 'em coming!
I’ve been eyeballing these and seriously considering snagging them as I’m 100% new to this stuff… seeing some reviews like SpirosMakris, will help my decision for sure
Woohoo! Glad you enjoyed them so much SpirosMakris!
Yay for Hourences!
I’ll be investing in these very soon, they look fantastic. As a tutorial creator myself, it’s great to see other peoples work, especially when it’s as high quality as this.
Thanks again for this!
Sorry, catching up again. Been away this week traveling and has been hard to catch up on forums and such.
Thanks a lot Adam!
The_crow, sorry for the delay. Your order has since been progressed. You should have received an email. If not message me.
Thanks so much SpirosMarkis! I am adding that to my site if you don’t mind
Thanks everyone else!
No problem. The email is here and I’m downloading the videos. Thank you for your quick response to you and Rama.
Not at all Hourences!
I’m watching the videos right now. They are great btw. But I’ve found a bug in the exmaple Projects, I think. I’m not sure.
Whenever I drag a mesh into the scene or open it in the mesh editor for the first time, the material changes. For example SM_Ruins_Pillar26_B has a red stripe in its thumbnail. But as soon as I open it, the red turns into a grey metal. I don’t if it’s suposed to do that and the thumbnail is just outdated or it’s a bug. After I opened a mesh, all the other meshes using the same material change as well.
That’s how it looks like after opening it in the mesh editor:
Yes that is just a small bug in the engine, nothing I can do something about afaik. The meshes used to have a material with a red line, and the engine keeps on remembering that in the thumbnail. It has been months since I changed that and the thumbnail still has not updated. So…
I just wanted to stop by and say thanks for all the hard work hourences.
I’ve been following your site and work for a while (since your fist batch of UDK tutorials), its always informative and explained very well.
I wish you luck with Solus, I enjoyed The Ball and Unmechanical very much.
Hey Hourences, love the tutorials! Currently watching the level design one and I am amazed at how little effort it takes to build a good looking level if you just apply a little bit of brain power and fore thought to the process (putting my caveman brain to shame!). Something I was rather hoping I would get to see, however, was at least a small overview on what you did to get all of the base assets that seem to fill every role you put them in. Yea, I understand you get alot of your textures from gametextures.com and that you went over a little bit about how you went about making all your models in this video: https://www.youtube.com/watch?v=8SxTqlom3Fg , but I was wondering about some of the finer details of why things specifically work.
- What are the suggested texture sizes for certain base mesh items?
- Are there sizes that are generally too big or too small?
- Are there exceptions to the above rules?
- In the video where you briefly described what you did to make your meshes, you showed a texture sheet and said you built your meshes based on that. What did you mean?
- Does that texture sheet hold the materials for all your base items?
- If the above is true, does that mean that you have to individually place the uvs in the correct locations for each iteration of each mesh?
- For meshes that you have duplicated and stretched or otherwise modified, do you have to re uv unwrap those and re-match the proportions to that texture sheet as well as the other meshes already unwrapped??
- If the above is not the case, is there a method of automatically fixing the uvs you have changed in order to not get stretched textures?
- Could you explain why tossing on new textures onto meshes that weren’t made for them doesn’t result in stretched or distorted textures? (that was a big surprise when I saw nothing ******** up texture wise in the video)
- Could you briefly go through your process of tessellating and displacing a plane using a height map?
These are just some of the questions I feel I am left with that the video has not explained (unless I just haven’t gotten to these parts yet, in which case ignore this entire post). You have already given so much to the community and I feel bad for asking even more, but I would feel even worse if I let this opportune moment pass by without asking these questions. Thank you for taking the time to read this and I hope you don’t feel I am overstepping my bounds.
Ill try to answer your questions but I am going to have to stay brief on some of the questions due to time pressure.
** What are the suggested texture sizes for certain base mesh items?**
I use 2k as standard for almost everything. 4k for anything really big, important (items you hold upclose for example), or used all over (the building pieces - used so much it is worth the investment in memory for a large texture).
** Are there sizes that are generally too big or too small?**
Texture wise? I find 8k total overkill, and of course 256 or such would be much too small for most things. But your question is quite open. Hard to answer.
Are there exceptions to the above rules?**
There are always exceptions. Really big stuff far away in the distance would not need a big texture of course. A game that has a wide variety of textures (mine does not) may need to opt for a generally smaller size also as otherwise it would add up too much. You can probably find many more exceptions.
** In the video where you briefly described what you did to make your meshes, you showed a texture sheet and said you built your meshes based on that. What did you mean?
I think I show that somewhere. I mean that I began by designing a texture, and I made the texture first. And then I figured what kind of meshes I could extract out of the texture. Most people first model and then texture it. I do the opposite, in line with the Lego like level building approach.
** Does that texture sheet hold the materials for all your base items?**
It holds all but the walls and floors. It holds everything used by pillars/bars/beams/etc. The floors/walls/ceilings are tiling textures.
** If the above is true, does that mean that you have to individually place the uvs in the correct locations for each iteration of each mesh?**
Yes, but once you made one mesh you keep the uvs, and you just modify the mesh with the uvs already present. For example to curve it you don’t need to change the Uvs, you just bend it and that is that.
** For meshes that you have duplicated and stretched or otherwise modified, do you have to re uv unwrap those and re-match the proportions to that texture sheet as well as the other meshes already unwrapped??**
I only scale meshes to a maximum of 1.5 or such the original scale, so the stretching is not too obvious. If I need more I will make a new mesh, or a new material.
** Could you explain why tossing on new textures onto meshes that weren’t made for them doesn’t result in stretched or distorted textures? (that was a big surprise when I saw nothing ******** up texture wise in the video)**
Because it are tiling textures. It will tile anyway. And if you want to get this super correct, look up the old texturing guides for brush based games. If you divide your textures up according to certain rules, and all your textures stick to those rules you can switch materials around even better.
Could you briefly go through your process of tessellating and displacing a plane using a height map?**
I think this is shown very quickly in the first free video. It is basically just a plane, tessellated (just a setting), and then I just displace it using the standard Max modifiers. It is very straightforward.
I would also be interested in that. There are 2 videos for creating asstes in udk on his website. I don’t know how those apply to ue4. But tutorials specifically for creating asstes for ue4 would be cool.
I bought the 1st videos and am liking it so far, but as a few have said, something about creating these modular static mesh would be an amazing help. I would like to use what I’m learning to apply to eventually creating my own levels and game. And would love to know your method for these assets!