Ok, it's finally happening. After 4 years that I have received and immense amount of questions about Unreal Engine , I'm finally going to "grab the bull by the horns" (which is to say I started to learn Unreal engine).
This is going to be a long thread, revealing the possible plans for the upcoming rewards in Q1 2023 (God willing). Q1 2023 means from January 2023 to April 2023 (just to clarify).
Since 2019, when EEVEE was implemented in Blender, I saw great potential to create stylized 2D toon shading equally as good as Softimage's toon shader. I got involved with Unreal Engine 4 back in 2014, and hence you'll see a logical connection why I am very passionate about explaining the Guilty Gear Shaders from their original development point of view (Unreal 3, Unreal 4, Softimage 2013, 2014) to their counterpart on Blender 2.82+ up to today's Blender version.
I will continue to strive to bring you Stylized shader examples and cases where you can study and apply such shaders and technique to your own animations IN BLENDER.
But for some strange reason, people who have found my channel has AUTOMATICALLY assumed everything I did within Blender was aimed to be EXPORTED to a game engine (be it Unreal or Unity). THAT WAS NEVER THE CASE. Let me repeat: My shaders were never meant to be exported from BLENDER, they were done so you can ANIMATE INSIDE BLENDER ONLY.
But there has been such tremendous support from you guys through all these years and the Stylized Shader series, that I think it's time I SERIOUSLY bring more content about UNREAL 5 in a new light, there for I need time to study Unreal Engine inside out.
It's long, it's tedious, I did not want to do it, but now that there are a lot of new (finally easier to read UI), things in the game engine; I think it's time I start creating more content around Unreal + Blender.
My experience with Unity has been from 2012 until 2020. I have been using Unity for client work, but on my personal side and development for the FIXY universe, I think U5 is the way to go.
As you know U5 is aimed to hyper realism. I recently discovered it also works using "FINAL GATHERING" and "RAYTRACING" which are terms I am all too well familiarized since Softimage also had these settings. Having found these and other common mindsets between applications, it was only logical to jump into the U5 bandwagon now that it was out of beta for some months.
SUMMARY:
Expect to see more Blender - Unreal Engine crossover content over this channel and the Youtube Channel as well in 2023.
I will only focus on TOON SHADING and CONTROLS for your character in regards of Q1 2023 tutorials. I will not be creating a fighting game. I will focus on the PRODUCTION and PASSES aspect of U5 + other useful things to render in production.
Cheers!
-Pierre.
3DCinetv
2022-07-25 13:15:10 +0000 UTC