Stylized Zelda Landscape! Large Scale PCG Tutorial with Gaea Maps in Unreal Engine

2024 ж. 22 Ақп.
25 901 Рет қаралды

👉 STYLIZED ENVIRONMENT MASTERCLASS - courses.azielarts.com/cc-mast...
Step-by-step guide to creating a stylized Zelda-inspired landscape using Procedural Content Generation (PCG), driven by texture and height maps generated in Gaea. I also cover how to use world partitioning to efficiently spawn an enormous landscape of dense foliage.
🌳FREE ZELDA TEXTURES - courses.azielarts.com/zelda-t...
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PCG TUTORIALS
⚡ INTRO TO PCG VIDEO - • Save Days! Procedural ...
⚡15 MINUTE PHOTOREAL WARZONE - • 15 Minute Photoreal Wa...
⚡ 7 MINUTE PHOTOREAL FOREST - • 7 Minute Photoreal For...
⚡ PCG LIVESTREAM - kzhead.info7CKJ0rOzkYw
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Пікірлер
  • 🔷 Stylized Environment Art Masterclass 👉courses.azielarts.com/cc-masterclass

    @azielarts@azielarts17 күн бұрын
  • This is exactly what I needed as my creative shell begins to crack. Thank you!!

    @KingTimmahB@KingTimmahB2 ай бұрын
    • Absolutely 💪 Had a blast working on this. Let me know what you end up making!

      @azielarts@azielarts2 ай бұрын
  • Would absolutely LOVE some Gaea tutorials. I was thinking about picking it up myself here soon to start building environments.

    @mebessusn@mebessusn2 ай бұрын
    • Right on, thanks for the response!

      @azielarts@azielarts2 ай бұрын
  • Would love to see a Gaea tutorial aimed at making a openworld map for Unreal!

    @charlescoxart245@charlescoxart2452 ай бұрын
    • Gotcha, haha looks like that is what I am doing, a lot of people requested it as well.

      @azielarts@azielarts2 ай бұрын
  • Been needing something like this for awhile! Had no idea about partitioned PCGs. Thank you so much for making this!

    @UnrealEngineLearn@UnrealEngineLearnАй бұрын
  • yes please make a gaia tutorial all the others i cant understand

    @GnomesPhone@GnomesPhone2 ай бұрын
    • Will do! 👍

      @azielarts@azielarts2 ай бұрын
    • There is one inidan guy lol

      @Lootboy3000@Lootboy30002 ай бұрын
  • Thank you so much for sharing this knowledge, your style was very easy to follow

    @lorryburger8165@lorryburger8165Ай бұрын
  • Thank you so much for this, also would absolutely love some Gaea tutorials.

    @lucasribeiro3292@lucasribeiro329213 күн бұрын
  • Very solid tutorial as always. Thanks for sharing!

    @BooneyTune@BooneyTune2 ай бұрын
    • No problem. Had a blast working on this. Hit me up if you have e any questions

      @azielarts@azielarts2 ай бұрын
  • Literally the first thing I ever did in Unreal Editor. :D great tutorial and really clear. Good natural teacher. I noticed my flowers were not showing up, paused the video. Hit play to find out you did that in next step and I had learned to do it and had already done it correctly. Thanks for the video! Definately gunna watch and do more.

    @markhamdickson2163@markhamdickson21632 ай бұрын
    • Amazing! This makes me so pumped to hear. It is totally why I do it. Tag me on the instagram if you post what you made!

      @azielarts@azielarts2 ай бұрын
  • Great video! I did notice you cut the Taro plans out of the final PCG. I've seen several of your videos and you explain everything in such an easy to follow manner. You give the viewer time to make the changes before jumping to the very next item as well which is nice.

    @robertwilson1589@robertwilson15892 ай бұрын
    • Thank you so much Robert. I really appreciate that. I am thrilled to hear you have been getting a lot out of the tutorials. Haha good point on the Taro plant, must have tweaked it and forgot to mention😅

      @azielarts@azielarts2 ай бұрын
  • Great content again PCG Master!

    @wayne9954@wayne99542 ай бұрын
    • Thanks Wayne!

      @azielarts@azielarts2 ай бұрын
  • Your Awesome Man Cool Vid very easy to follow

    @korypeters2059@korypeters2059Ай бұрын
  • Would Love to see Gaea Tut! Please!! love your videos! keep up the work!

    @polyalex_@polyalex_Ай бұрын
  • Beautiful!

    @austinc2997@austinc29972 ай бұрын
    • Thanks so much!! Hope it was helpful!

      @azielarts@azielarts2 ай бұрын
  • thanksss i just needed this for the new rpg im building!

    @aryanbarure1479@aryanbarure14792 ай бұрын
    • Right on! I am so happy to hear that. I am pumped to see what you are working on 👍 sounds exciting

      @azielarts@azielarts2 ай бұрын
  • Thanks for amazing tutorial!!!

    @brandonjacksoon@brandonjacksoon2 ай бұрын
    • You are very welcome! I am glad you liked it

      @azielarts@azielarts2 ай бұрын
  • Very curious how would you go about creating a large open world with multiple biomes that have snowy mountains, swamps, deserts, tropical rainforests, etc ... would that all be on one terrain material or multiple, I would love to see a tutorial on this if I possible, please :)

    @LuclinFTW@LuclinFTW2 ай бұрын
    • Good question, I will see what I can do.

      @azielarts@azielarts2 ай бұрын
  • If anyone runs into an issue where the PCG grass is all white, the solution that worked for me was enabling virtual texture support on your project.

    @AuthorChaos@AuthorChaos2 ай бұрын
    • Thanks for mentioning that👍

      @azielarts@azielarts2 ай бұрын
  • It would be awesome if you did a video covering how to make the additional layers in Gaea. I am trying to create a landscape and can't see to wrap my head around how I would need, or how I could generate more than one layer. However, awesome video! I love that you actual explain what you're doing, and why. Makes it feel like an actual tutorial. Keep up the good work!

    @ksweet007@ksweet007Ай бұрын
    • Hi, i'm no expert but from experience you can use the Slope node to mask places where you want grass and cliff for example. So you export the main height map as usual, and also the Slope node(s) for the layers masks.

      @kreskenn@kreskennАй бұрын
  • bro this is gold, thank you vm

    @maaaksikk2122@maaaksikk21222 ай бұрын
    • You are so welcome!!!

      @azielarts@azielarts2 ай бұрын
  • That's very cool! Thanx!

    @immistreated@immistreated2 ай бұрын
    • Absolutely!

      @azielarts@azielarts2 ай бұрын
  • NEVER STOP!

    @ttprod778@ttprod7782 ай бұрын
    • Don't plan to 💪

      @azielarts@azielarts2 ай бұрын
  • Love the content! Tutorial idea- making a realistic Electric Dreams-like project but with different biome and meshes. It would be great to know how they get meshes to spawn on meshes (like the foliage that spawns on the rock cliff megascans) such a natural and beautiful look.

    @Josh_Alfaro@Josh_AlfaroАй бұрын
  • Awesome! Make more videos like this ) thanks! More environment from Zelda please )

    @brandonjacksoon@brandonjacksoon2 ай бұрын
    • Ooooh thanks for the request. I am totally down

      @azielarts@azielarts2 ай бұрын
  • Great Tutorial, newly subbed as you explain it all clearly. If at all possible could you do a tutorial on Gaea, as having a hard time importing the river height maps to set the rivers up, the only way I am able to do it at the moment is by dragging a plane in or using a spline.

    @redwolf2901@redwolf290129 күн бұрын
  • The reason this is taking minutes is because each partition is generating points for each other partition, and then you are rendering the foliage ontop of each other N times. You can test if this is accurately the case by clicking a single partition, and hiding it. Plug a 'get actor data' with settings 'self' and 'merge single point' and then also call 'cull points outside actor' after the sampler to address the issue of mass creation and spawning on points.

    @lowkeygamedev@lowkeygamedev15 күн бұрын
  • I came back to this because my head hurt trying to remember how to make the partitioning actually happen - so you have my gratitude One thing worth adding is that the scale of the PCG volume can be passed on to actors placed by the PCG graph. I'd suggest that best practice is to set the size of the volume in it's brush settings rather than using actor scale

    @johnsarthole@johnsarthole2 ай бұрын
    • No problem, if I am honest, I forgot things all the time and have to refer back to my own videos. It is just so detail oriented that if you forget one checkbox it's like... Where did I go wrong? Ooh good point on the scale, I will look into that

      @azielarts@azielarts2 ай бұрын
  • Awesome explanation 🎉, And make a video on "how to assign textures automatically to imported alembic chache characters"

    @sidhusidhardev5311@sidhusidhardev53112 ай бұрын
    • Thank you 👍 wow great question, I will need to get back to you on that one

      @azielarts@azielarts2 ай бұрын
  • My PCG graph only has the in tab. If you click the arrow there is nothing else but "in". Did I do something wrong? or is it because I'm on 5.4?

    @stormrungaming@stormrungamingАй бұрын
  • Thanks for the tutorial! Would definitely prefer to have a video on how to use Gaea

    @stanislavvakulich1378@stanislavvakulich13782 ай бұрын
    • No problem! Good to know 👍

      @azielarts@azielarts2 ай бұрын
  • awesome! just wondering is it difficult to add water such as lakes and rivers?

    @fierce84@fierce84Ай бұрын
  • I cannot express how incredibly useful this was. A step by step for generating more optimal landscapes was one of the things missing from my UE experience. Thanks for making this tutorial possible. I happened to have the assets already so I did generate the landscape with you. Do keep in mind, I have a 4060 Ti and my number of points to spawn ran terrible at 0.5, so I lowered it to a very nice 0.25 instead, which still gave a nice landscape to toy around with. Few questions/tips: In the beginning you don't seem to mention which UE project template to use. I opted for 3rd person just so I could walk around easily as well. You seem to have gone for No Template? Also, because I used 3rd person I noticed the grass and other elements still had collision, so I disabled that. With the scaling you provided my 3rd person character feels rather small though, but that is easily adjusted. Once again, thanks for the incredible tutorial! Well worth the time!

    @draadhaai@draadhaai2 ай бұрын
    • This made my day! I am so pumped that you got a lot out of it and where able to build something cool! That is why I do what I do. Hit up the Instagram if you post what you made, I would love to see:)

      @azielarts@azielarts2 ай бұрын
    • ​@@azielartsI have a severe lack of Instagram, but I am tempted to make one. For now I have the exact same setup as you have because I followed the tutorial 1 on 1, but I'm trying to slowly make an action adventure of my own, so might drop some footage soon. This tutorial mixes very well with city builder I followed earlier by the way.

      @draadhaai@draadhaai2 ай бұрын
    • haha no worries@@draadhaai I resisted Instagram till like last year :/ That sound awesome! Can't wait to see

      @azielarts@azielarts2 ай бұрын
  • Great lesson! Thanks for your work! 👍🏻 Please make a continuation. Adding stylized water (zelda/ghibli - river's) to this world. From the Gaea-map that is included in the kit.

    @betterForm@betterForm2 ай бұрын
    • Thanks so much. Noted, I will see what I can do.

      @azielarts@azielarts2 ай бұрын
  • Absolutely Love you're work this is perfect on me.....

    @Dre2fish@Dre2fish2 ай бұрын
    • Amazing man! Tag me on the @azielartsacademy Instagram if you build something out of the tutorial, I would be happy to share it.

      @azielarts@azielarts2 ай бұрын
  • Extremely great tutorial. Really happy that you also introduced the partitioning part of PCG. I have two questions: - Can we control the grid size of pcg partitions? - Would the techniques shown in this video also applied if the landscape was a static mesh instead of a landscape? I'm not sure how one would mimic getting the grass and cliff masks.

    @KBFNGG@KBFNGG2 ай бұрын
    • Hey! Thanks so much, and great questions. Yes you I believe you can control the grid size. I believe it is controlled by your world portion grid size that you set up for your landscape. Hmm I am not 100% sure if the partitioning will work with a large mesh instead of a landscape. I think I need to test that. Everything else about PCG would work mesh though.

      @azielarts@azielarts2 ай бұрын
  • Thanks for the tutorial. was very informative. Please make tutorial on how to make landscape in gaea and export the different maps to unreal engine.

    @3darchstuffs@3darchstuffs2 ай бұрын
    • Right on!! Will do. Thanks so much for the request.

      @azielarts@azielarts2 ай бұрын
  • Awesome video, really helpfull, will you be doing a video covering all the PCG nodes and how they work? Also if anyone is having trouble seeing the PCG debugging cubes, don't forget to set your PCG Graph to the one you made.

    @galacticgeek2616@galacticgeek26162 ай бұрын
    • ooh good question. I will see what I can do.

      @azielarts@azielarts2 ай бұрын
  • Hi, first, thanks a lot for your work, it's been a great learning experience. I'm facing an issue now when i try to apply the topic of this video to a project. Every time i create an open world level and import a gaea height map and add ultra dynamic sky (no material) , it looks greats in edit mode but does not show up in the render (with mrq). It's the same when i simulate, i've got only the near landscape tiles and i don't have any idea how to change this. Any advice or recommended tutorial for this ? I'm new to world partition stuff, so there's that (i'm on UE 5.3.2).

    @kreskenn@kreskennАй бұрын
  • Great tutorial,If you can add a river with PCG Spline, it will be perfect workflow for PCG.

    @gizmocn@gizmocnАй бұрын
  • i got the pack lol you convinced me bruh

    @korypeters2059@korypeters2059Ай бұрын
  • cool job bro

    @YuriyShepunov@YuriyShepunov2 ай бұрын
    • Thanks man. Hope it was helpful

      @azielarts@azielarts2 ай бұрын
  • This is amazing! I followed your tutorial with my own assets and got it all working. I wonder if you also know how to deal with PCG Stamping. If I clear the PCG Link in the final step, it creates a PCG stamp with 128 children, but unlike the landscape these don't seem to be streaming but are rather turned on and off. how do I associate each stamp with each landscape tile? (I was expecting this to happen automatically)

    @Gulzt@GulztАй бұрын
  • Hey Aziel! Could you please create a tutorial of how to correctly add stylized water or any water (rivers, sea) to this landscape in the tutorial? I'm creating an island and this tutorial is perfect, but stuck on the water PCG part. THANKS!

    @jonathandevoy3510@jonathandevoy3510Ай бұрын
  • TY My World Looks Amazing i like the first grass better i think so i switched back and it gave me more coverage which i liked. might tweak it later to get even more coverage ill go through your channel to see if you did the river video for this . but will check notifications also for a reply great content ty ty ty very concise easy to follow hard to get on youtube. alot of ums and uhhhs and back tracking mistakes, like they edit the video why include the mistakes as an ADHD i follow every step and get messed up when they go off on huge tangents and make a tonne of mistakes lol ty this was refreshing 100

    @korypeters2059@korypeters2059Ай бұрын
  • Do you know the workflow for creating Gaea landscape which also generates cliff and embankment meshes, and how you get all those meshes into unreal along with the landscape? That would be gold.

    @peterallely5417@peterallely5417Ай бұрын
  • This tutorial worked great. Thank you very much. One thing that I did have happening was right after I switched on the partitioning on the PCG graph. The Surface Sampler is showing an error for two of the partitions with "Skipped - tried to generate too many points" with both of them around 400k points. The map is 4033x4033 and I set the points per SqM to 0.3 and point extents at 10. My extents used to be 5 and it had the same issue for all my partitions. NOt sure yet what the impact on the PCG spawns are byt making the extents larger though.

    @mathysvandermerwe6094@mathysvandermerwe609424 күн бұрын
    • Ooh interesting, I have not run into that, I will need to look in to it.

      @azielarts@azielarts23 күн бұрын
  • I am very new to UE and design in general, but I've had some ideas I wanted to start working on as a complete newbie, and one question I've had so far is I know games with a ToD cycle can obviously keep track of days passed, but can you build different biomes to have a passing seasonal cycle? I'd like to try and build a heavy woodland area to eventually lose leaves and have snow accumulate and then go back to a lush season, where on the side of the map it'd go from a plains to a mountainy area and have each of those go from tall grass to more barren and light to heavier snow, respectively, as time passes. Would it just be a matter of coding? any plugins or additional tools that can help lean me towards those goals?

    @SunbroTreadway@SunbroTreadwayАй бұрын
  • i followed your tutorial and it went really well but when i add the bp game mode when the playeer is moing in the map when he is hitting the flowers, bushes , its givving me a very gittarry movment how do i fix that like how to add collisions, non collsisons ?

    @ishaan9597@ishaan959723 күн бұрын
  • Should i use landscape grass and PCG for the larger stuff that needs collision? my computer can't spawn enough points to get dense grass :(

    @ethanwasme4307@ethanwasme43072 ай бұрын
  • This is magic... or allien technology, either way its amazing! I want to see more

    @ERBaruin@ERBaruin2 ай бұрын
    • Haha more alien magic to come!! 👽

      @azielarts@azielarts2 ай бұрын
  • Yo, great tutorial! I was wondering if making an open-world game using world partition is that easy or not, as I remember someone saying the textures break suddenly or something complicated happen, do you have an idea?

    @Rix1Dev@Rix1Dev2 ай бұрын
    • Great question, to my understanding world partitioning is the way to go, unless you want to build your own loader, I have not run into those bugs myself yet, but I will be sure to make a video if I do 👍

      @azielarts@azielarts2 ай бұрын
  • nicely done

    @TesoroGaming@TesoroGaming2 ай бұрын
    • 🤙 you got it

      @azielarts@azielarts2 ай бұрын
  • Hey everyone! I would love to see if you make something cool off this video. Just tag me on Instagram with your project, and i am happy to reshare 👍instagram.com/azielartsacademy

    @azielarts@azielarts2 ай бұрын
    • your website does not send texture to my email 👎

      @user-kb2qz3gj6k@user-kb2qz3gj6k2 ай бұрын
    • @@user-kb2qz3gj6k maybe check your spam folder. Shoot me an email and I will try to resend it.

      @azielarts@azielarts2 ай бұрын
    • Does it have to be content made in unreal?

      @ethanwasme4307@ethanwasme43072 ай бұрын
    • @@ethanwasme4307 not necessarily, I love all digital or mixed media art!

      @azielarts@azielarts2 ай бұрын
    • @@azielartsthanks for this pcg tutorial, covers everything I needed to transition away from the old proc foliage system :)

      @ethanwasme4307@ethanwasme43072 ай бұрын
  • Nice Video, one question does anyone know how to paint landscape layers with the splines in pcg, for example I have a grass base layer on the landscape then I generate a forest with A spline and where that forest is it will automatically paint the ground with the fallen leaves layer Does this work ?

    @forcepower7116@forcepower71162 ай бұрын
    • Hmm, tot sure I know the answer to this one. Can anyone else in the comments help with this?

      @azielarts@azielarts2 ай бұрын
  • Great Video!!! Is there way to spawn automatic and random landmasses + heightmaps or bioms based on a seed?

    @Manu-rd7df@Manu-rd7df2 ай бұрын
    • Great question. hight maps yes, not sure about landmasses. Bioms would be simple. Just create either on PCG graph with parameters for the different bioms or just have different graphics spawn. I think either works, though honestly I have not tested it at runtime

      @azielarts@azielarts2 ай бұрын
  • Thank you for the tutorial. I'd like to see how you made the landscape in Gaea.

    @hugodeoliveira9542@hugodeoliveira95422 ай бұрын
    • Awesome! Will do 👍

      @azielarts@azielarts2 ай бұрын
  • Just starting out with UE and watching all kind of stuff to see what's possible. Quick question: is it a reasonable way to purchase such packs and modify their contents to create an own style? So changing/altering textures, exchanging assets like trees and rocks with own stuff? Do you have even access to all the content (like fbx/obj, pngs and such). Or is this a dumb idea? :D Btw, really enjoying checking out your content. :)

    @esnoox8616@esnoox86162 ай бұрын
    • Hey man! Awesome that is so cool! I am pumped for you. Yes absolutely, it is a good way to get started actually because you can learn how things are built. You get everything in these packs as Unreal Assets, but you can easily export the models as an fbx or the textures as well.

      @azielarts@azielarts2 ай бұрын
  • hi i have an issue so when i imported the map it didnt import the whole map just one section which has caused massive upscaling walls around it and im very confused other than taht everything worked like a charm

    @electricmidnight1702@electricmidnight17022 ай бұрын
  • Hi amazing tutorial...do you know a way to spawn tree/object using the height of the map ? Would be really helpful in some situation. THX

    @legato3067@legato30672 ай бұрын
    • Ooh yes good question. I need to make a video on that. You use the attribute filter node to filter a z hight value, but it is a little confusing to set up.

      @azielarts@azielarts2 ай бұрын
    • @@azielartsthx you for the reply. if you do a video about this in the future. it will be amazing.

      @legato3067@legato30672 ай бұрын
  • Looking great, how is the performance of the detail if you compare it with the details in the materials?

    @mic007129@mic0071292 ай бұрын
    • For me performance is great, however the asset pack is very we'll optimized to begin with, and that is most of what contributes to the performance. The partitioning system is the other.

      @azielarts@azielarts2 ай бұрын
  • Hi, when you import your heightmap the resolution is 2048x2048 but when I use the downloaded file it is only 2017x2017

    @KimSjborgPedersen@KimSjborgPedersen2 ай бұрын
  • Gaia tutorial please! That’d be awesome. Thank you for the great tutorial! :) #subscribed

    @Unstable.8428@Unstable.84282 ай бұрын
    • Thank you, welcome to the channel🎉🎉🎉 Yes will do, thanks for the feedback 👍

      @azielarts@azielarts2 ай бұрын
  • How do I use auto-landscaping while still maintaining the ability to detect the landscape material in a given area? I only detect the auto landscape material and not if it's grass, cliff, shoreline, etc. Is there maybe a better way to finding the landscape material than by taking from the layerinfo? Maybe I shouldn't be generating my PCGs based on material at all..? Another YTber is telling me to use a mask layer for each material or area I want to run my PCG on, but I'm looking to automatically generate the terrain itself, not import it from Gaea or other program.

    @Pico52@Pico522 ай бұрын
    • That is a great question. I think there are multiple ways to approach it. The problem I ran into with auto materials, is that, depending on how they are built, they might not actually story any data in a landscape layer. If the data is only based on Hight or Slope or other things, as some auto materials are, then have not really come up with a good way to reference the data. Maybe this other YTber has a solution?

      @azielarts@azielarts2 ай бұрын
  • i wonder if you could give me an advice, so i linked my pcg to a landscape layer but spawns have different location on landscape with the lanscape layer its bound with =(

    @maaaksikk2122@maaaksikk21222 ай бұрын
    • Hmm that should not be happening, if you points are being spawned somewhere else it might be referencing the wrong layer. Try checking that the name is exactly the same. Also try checking that you getting actual data from the layer by checking the data box at the bottom PCG window.

      @azielarts@azielarts2 ай бұрын
  • HI. In 25:54 You said we have to add the Special Noise Node, But i cant find it in Unreal Engine 5.2.1. AnyOne Can help Please.

    @NotTrelix@NotTrelix2 ай бұрын
  • So, I'm having a weird issue. I'm using a different grass mesh than you are. So, when I scale up or actually even leave it at the same scale in the "Transform Points" My foliage in some areas, predominantly in the areas leading up the mountains are floating above the landscape. I have a feeling that it's due to the z axis. I cannot seem to figure out what the issue is.

    @user-od3ke2xq4u@user-od3ke2xq4uАй бұрын
  • Hiya thanks for the tutorial. This is my very first time using Unreal or any other game editor but I have commercial software coding experience. I am now trying to follow along in Unreal editor with 5.3.2 is this compatible with your tutorial? I wanted to try this before committing to any paid courses. Is there some material I should study first before attempting this? How do I get the blank project like the one you start with? Just an observation, the step which says "TYPE : MESH AND DISTANCE" is misleading, it could more correctly say something like TYPE : MESH DISTANCE Thanks in advance for your help !

    @basilbibi2112@basilbibi211221 күн бұрын
    • Hello! Yes Absolutely 5.3 is compatible. The Unreal Engine Filmmaker will take you through that full process of starting a project. Otherwise that is completely up to you. Thanks for the feedback! Also if you have more in depth questions about the course, feel free to shoot me an email at info@azielarts.com

      @azielarts@azielarts19 күн бұрын
    • ​@@azielarts Thanks for the response mate I will go on to the FIlmMaker tutorial as you suggested. I started off with a 3rd Person game and got some great results thanks to your guidance in this PGC Zelda Landscape video. Just a quick question - When I uncheck "Unbounded" in my SurfaceSampler I cannot see the PGC stuff rendering I have to have it do the entire landscape - this is very slow how do I change that please ? Also what are your thoughts on how AI is going to affect this space? I suspect that someone is working on a generative AI that will be able to spin up worlds like this with a few prompts? Thanks again for your time.

      @basilbibi2112@basilbibi211219 күн бұрын
  • i would love a tutorial on Gaea !!!!

    @Animated.Escapes@Animated.Escapes22 күн бұрын
    • Thanks for the feedback, working on that one

      @azielarts@azielarts19 күн бұрын
  • How do I get the grass off the cliff if I have no cliff map and am using the standard landscape? it is off the sand and other painted layers but the cliff and grass are auto and its on both.

    @stormrungaming@stormrungaming5 күн бұрын
    • You can use a normal to density node to mask out the steaper sections that have the cliff material. Check out my most recent video, I cover how to mask by surface angle. It works on meshes or landscapes.

      @azielarts@azielarts5 күн бұрын
  • 🎉🎉❤ best

    @qamartausif194@qamartausif1942 ай бұрын
    • Thank You! Hope it was helpful!

      @azielarts@azielarts2 ай бұрын
    • 🤙 do my best.

      @azielarts@azielarts2 ай бұрын
  • At 4:00, suddenly WorldDataLayers andWorldPartitionMiniMap disappear from the Outliner. Are they deleted before the landscape import? I cannot get the landscape to import and just get very tall empty boxes on import.

    @vytasrauckis6703@vytasrauckis670311 күн бұрын
  • UE5.4.1 crashes while attempting to create landscape from provided height map. Any hints?

    @Borszczuk@Borszczuk8 күн бұрын
  • Great tutorial. I am having a bit of an issue with the inpect feature (pressing "a" on a node) not returning any information. It reports "no data available" on all nodes. I am not able to change from $Density to Grass since Grass doesn't seem to be detected with the Surface Sampler. (also, the Input node has apparently been deprecated so I used Get Landscape Data instead in UE5.4.1) Any suggestions? (everything else works great, I just get spawning everywhere instead of only on the grass)

    @pgmtls@pgmtls12 күн бұрын
    • This appears to be an issue in any project I open or create as of 5.4.1. When I figure it out I'll report back. It's pretty tough to discover what material is being sampled without inspection working 🤯

      @pgmtls@pgmtls5 күн бұрын
  • we can make that to be procedural? (every time we press play, the PCG randomize)

    @paulomartins2575@paulomartins2575Ай бұрын
    • Yep absolutely

      @azielarts@azielartsАй бұрын
  • great tutorial but my trees and bush and stones are spawining on same locating like stone is on top of grass , tress they are overlapping even after i change the density , seen it wont change pls reply ?

    @ishaan9597@ishaan959723 күн бұрын
    • Hey there are a few things to check. If you are using the same points to spawn two different foliages, they will overlap. To avoid this use point filter to filter out different ranges of points. Or you can use a difference node to cut out one set up point from the other. If neither of these work it is probably because the extents of your points on the bushes are too small, so you can set the points extents to be bigger so they collide with other points cutting them off

      @azielarts@azielarts23 күн бұрын
    • @@azielarts thanks that worked man you are amazing ! thankyou for this tutorial ! . and how did u add particals in the air ?

      @ishaan9597@ishaan959723 күн бұрын
    • @@ishaan9597 Thanks so much! Happy to help. This is a tutorial on the particles kzhead.info/sun/q66EXbWHcIt-aXA/bejne.htmlsi=H4Dqt_zmUMsb3wEw

      @azielarts@azielarts23 күн бұрын
  • Thank you, but I need to make the character like Disney any video for this?? or suggest for me one channel we can learn like what you explain in correct way .. thank you

    @shivangipriya4153@shivangipriya41532 ай бұрын
    • You have a few option. If you want to download one, you can head to the marketplace www.unrealengine.com/marketplace/en-US/content-cat/assets/characters. I would look for one that already has animations. OR if you really want to make one yourself, you could try this on kzhead.info/sun/p6eid8tqbXaMYKM/bejne.html

      @azielarts@azielarts2 ай бұрын
    • OK, thank you for your answer

      @shivangipriya4153@shivangipriya41532 ай бұрын
  • so when i added my chaacter and now when its hitting the flowers, bushes its actilng glitchy so how to i make it non colidable

    @ishaan9597@ishaan959722 күн бұрын
    • Hey what's up! sorry I didn't see this before. Did you end up fixing it? Yes I would turn off collisions for the grass and other foliage.

      @azielarts@azielarts19 күн бұрын
  • wheres the link to the stylized pack? is it the same as the google drive zelda download lol i have to finish the video still lol cool content ty. just asking because if i can save $34 but still down to buy the pack anyways looks awesome

    @korypeters2059@korypeters2059Ай бұрын
  • Every tutorial: "Instead of actually doing the work, we're going to use an asset pack."

    @zakop999@zakop99929 күн бұрын
    • Thanks for the feedback, I will consider doing some modeling and lookdev tutorials

      @azielarts@azielarts23 күн бұрын
    • Did you want a 6 hour tutorial? You think most people who watch this video are going to know how to model and paint and animate?

      @Crouton_6@Crouton_63 күн бұрын
  • Any way to stop the grass and trees from spawning halfway up the cliff? All of my grass PCG point data values are above 0.9

    @jamiedorney9878@jamiedorney98782 ай бұрын
    • Yes you can filter it by z hight values using the attribute filter node. I will try to make a video on it.

      @azielarts@azielarts2 ай бұрын
    • how do you make everything spawn randomly every playthrough?

      @MrPangahas@MrPangahas2 ай бұрын
  • Hey I ran into a problem where every time i debug the point filter or transform points on the PCG_Zelda it only shows up on a small area and doesn't cover the whole map. do you know how to fix this?

    @j.g.l0563@j.g.l05632 ай бұрын
    • If you have not checked on unbound, it will only show me in the area of your landscape that overlaps with the PCG volume. This is not necessarily a bad thing though since you can work faster, and then expand volume when you are ready to turn on partitioning (I cover this towards the end of the video)

      @azielarts@azielarts2 ай бұрын
    • @@azielarts oh okay, thanks a lot I appreciate it. Keep up the good work your videos are great!

      @j.g.l0563@j.g.l05632 ай бұрын
    • Thanks so much!@@j.g.l0563 Will do

      @azielarts@azielarts2 ай бұрын
  • Can you please show how to add the rivers and the walking path to this please?

    @kellowattentertainment@kellowattentertainment2 ай бұрын
    • Yes sure! Basically you can want to go to your material and make a landscapr layer. Then, using that layer, either paint a path/riverbed material or make a texture for where it should be placed (like the tutorial). In the case of a river you will then just need to add a plan with a water material on it( I think I have a KZhead Short on adding water). Hope that helps.

      @azielarts@azielarts2 ай бұрын
  • Absolutely beautiful! But unfortunately get free button don't work (( Could you fix it please 🙏

    @maksimchenib@maksimchenib2 ай бұрын
    • Awesome! Hmm just checked again, seems to work for me. Maybe try it in a different browser?

      @azielarts@azielarts2 ай бұрын
    • @@azielarts Oh, I see. It didn't work because I'm in Russia ((

      @maksimchenib@maksimchenib2 ай бұрын
  • plz make gaea tutorial that will help us to make landscape

    @kamaleshs5029@kamaleshs5029Ай бұрын
  • When this job is done, we don't need to execute it anymore, right? once the PCG area with grass, rocks, trees, and bushes are generated, the entire map is saved to be used on our game. Is this right?

    @mirkoemir@mirkoemir7 күн бұрын
    • Yes Once you are done you just hit the clean up button and then it disconnects the logic. You can go ahead and package it like you normally would.

      @azielarts@azielarts7 күн бұрын
  • any gaea tutorials soon?

    @paulomartins2575@paulomartins257529 күн бұрын
    • Yes actually! Thanks for asking👍

      @azielarts@azielarts23 күн бұрын
  • Could not even get past the heightfield import. I get no landscape, just very tall empty boxes. =(

    @vytasrauckis6703@vytasrauckis670311 күн бұрын
  • My surface sampler keeps giving me an error of too many points even though I have the points per squared meter at .0001 and the PCG is set to be partitioned. Unbounded is false. What could be causing this? I'm only at 250, 100 scale.

    @Pico52@Pico522 ай бұрын
    • Oh, point extents at 10 fixes that. I'm not sure what this attribute is.

      @Pico52@Pico522 ай бұрын
    • Oh good, I am glad you fixed it. Yes, the points size must have been messing with you there. The points extent is the size of the points themselves.

      @azielarts@azielarts2 ай бұрын
  • its not free anymore so how sould i do this pls help

    @ishaan9597@ishaan959723 күн бұрын
    • Yeah, looks like it is not unfortunately. Thankfully it is very inexpensive. You can always look for free asset libraries out there and use them instead

      @azielarts@azielarts23 күн бұрын
  • FYI A grass scale of 3.0 is nearly as high as Quinn. 2.0 is about waste high.

    @FPChris@FPChris2 ай бұрын
    • Ooh good to know. Yeah you will probably need to adjust for the characters you are using.

      @azielarts@azielarts2 ай бұрын
    • My bad you reduced the grass around 30:40 lol and answered my previous question too about the PCG volume size. I think my confusion is I'm used to extending the bounds for the Post Process Volume and I thought it behaved the same way.

      @FPChris@FPChris2 ай бұрын
    • No worries@@FPChris glad it locked in for you 👍Yea totally really does look like a ppv but then has completely different characteristics.

      @azielarts@azielarts2 ай бұрын
    • @@azielarts My results following your tutorial. I need to prevent the grass from spawning inside the stones and you'll see at the end I fell through the landscape ?? That shouldn't happen in theory lol kzhead.info/sun/ZZSiac98maqBZJE/bejne.html

      @FPChris@FPChris2 ай бұрын
  • PLEASE add texture map GAEA tutorial

    @jonman737@jonman7378 күн бұрын
  • i got no PCG plugins when i go to plugins

    @user-fg7hz5bg6p@user-fg7hz5bg6p2 ай бұрын
    • Oh no for real? Maybe update the engine?

      @azielarts@azielarts2 ай бұрын
    • @@azielarts yeah that was the problem haha

      @user-fg7hz5bg6p@user-fg7hz5bg6p2 ай бұрын
    • @@user-fg7hz5bg6p Nice!

      @azielarts@azielarts2 ай бұрын
  • For future me ( 4:18 )

    @crowgod4833@crowgod4833Ай бұрын
  • Want project files for easy learning😂

    @Blue-dq7ze@Blue-dq7ze2 ай бұрын
    • Heh I totally would if the pack was free. I am thinking of trying to do that more on future videos

      @azielarts@azielarts2 ай бұрын
  • Really nice tutorial! Here is a constructive feedback tho! The fake mouse clicking was really killing my focus. ADHD 101 problems ;P

    @shibii@shibiiАй бұрын
    • Ooh no! gotcha! Thanks for that feedback 👍

      @azielarts@azielartsАй бұрын
    • @@azielarts it’s the story of my life, don’t worry I’m used to giving that feedback haha If you don’t mind me asking a question while I’m at it, as you seem to know A LOT in that area, if I want to do that approach (gaea, heighmaps, etc. For landscapes) but in a procedural way, so that every time you run the game, you get a new landscape… is it possible? I was thinking about this one all morning and I ended up thinking that I could do 50+ maps in advance and have a semi random pool of height maps 🤔

      @shibii@shibiiАй бұрын
    • Good question@@shibii . That is one way of doing it for sure. I actually don't have much experience doing it at runtime though. You could also use blueprint brushes like this. I think you could probably come up with a way of randomly generating their location and rotation and size which would give you a prity varied landscape. Just an idea.

      @azielarts@azielartsАй бұрын
    • @@azielarts A Gaea or World Machine plugin that does the thing on runtime would be amaizing haha

      @shibii@shibiiАй бұрын
  • 👋👋👋👋👋👋👋👋👋👍👍👍👍👍👍👍👍👍👍

    @valeriymalishevskyi1723@valeriymalishevskyi17232 ай бұрын
    • 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏

      @azielarts@azielarts2 ай бұрын
  • Unreal is so confusing and non intuitive , houdini is so much smarter in its design implementation

    @vincentthomas8492@vincentthomas8492Ай бұрын
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