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unreal engine 5 tutorial
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unreal engine 5 beginner tutorial
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unreal engine tutorial
environment design unreal engine
unreal engine beginner tutorial
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unreal engine 4
unreal engine 5 tutorial for beginners
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ue5 environment tutorial
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  • ruRussian
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00:00:00
hello friends welcome back this is amit
00:00:01
from magnet and today we are going to
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create this awesome environment scene
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inside unreal engine 5 so first take a
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look what we are going to create today
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[Music]
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[Music]
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[Music]
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[Music]
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[Music]
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[Music]
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so before we start if you are new to
00:01:09
this channel i recommend you to check my
00:01:10
videos and if you find those videos
00:01:11
useful please do subscribe this channel
00:01:13
and turn the notification on and here is
00:01:15
the name for those people who has
00:01:16
already joined me as a member so if you
00:01:18
really want to support me you can also
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join me as a member
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so let's get started
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so first we see that how we get those
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assets from the epic marketplace so here
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is the epic games and we go to the
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marketplace and all the assets i use
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there those are absolutely free
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so let's see that how you can get this
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so go to the free and go to this
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permanently free content or collections
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then come to the very bottom here and
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you will see this ruler australia
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and just click over here
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and then you select this add to project
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and whichever project you are working on
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just select and click on this add to
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project
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and then i'm also use some mega scan
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free content so go to this free and go
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to this mega scans and just click
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and go down here
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and you will see this collections so
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just click and add it to your project
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here
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and then we go over this free and go to
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this permanently free collections
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and then go down here
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and go to this page number two
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and you will see this one that is the
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temporary vegetations
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just click and just click on this added
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to your project and select your project
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and just add to project okay so those
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three assets we need to build the scene
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so first we go to this file and go to
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the new level
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and create a empty level layer just
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create
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and i save my old project
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and now we going to create a temporary
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light setup for our scene so we go to
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the window and go to this environment
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light mixer
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and then we first click on this create
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skylight and then we click on this
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create atmospheric light 0 but we leave
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this create atmospheric light one
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but we click on this create sky
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atmosphere
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and we leave this create volumetric
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cloud for now
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and we create this height fog here okay
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after that we go to this exponential
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height fog here
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and go to the search bar and just type
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fog
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and you will see this volumetric fog
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just enable this okay okay now we going
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to build our world
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so before we building our world let's
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create a sample landscape here
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so for this go to the select mode and go
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to this landscape
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and just create a temporary landscape
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here
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and then go back to our select mode here
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okay so in this way you will find the
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surface here and now we're going to put
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the objects here so go to this content
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drawer
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and first we use the mega scan assets so
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go to this mega scan folder here and in
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order to make a filter you just click on
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here that is a static mesh but if you
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not find it here say let's delete this
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in order to set the filter go to this
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button here
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and just select this static mesh okay so
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in this way you will only see the static
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mesh and it is very handy to find your
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objects here
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so now we are going to put some object
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into background first
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so for this i'm using this wall
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and just place it here
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okay
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just like this
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our object is here
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and you will see that our object is
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from the back side so we go to our front
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side here
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okay so by the way i just click my
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right click button and press and hold
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the right click and just move my
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position by
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pressing the wasd key here and
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then i press e to bring up and press q
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to bring down here
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just like the video game here
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and now
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and here you go to decrease the camera
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speed so i decrease it to four
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and now we're going to duplicate this
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wall or you can just simply scale it up
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so in order to scale this up press r to
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bring the scale gizmo here and go to
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this middle box here when you see all
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the accessor turns to yellow
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then click
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and just drag your mouse
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so it can
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increase its size okay
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and also we go to this move gizmo here
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and place it little down here and now
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we're going to duplicate this model so
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press and hold the alt key and just
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click and drag
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and you will duplicate this model okay
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just like this and now again duplicate
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it one more time
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and then duplicate it again to make a
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big wall
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and also again duplicate this and just
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place it here okay
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so in this way we will create a
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background there and it looks similar
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but don't worry we going to work it on
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to make it different little bit okay
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just fill the gaps
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just like this okay and you can also
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make another copies on the top here as
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well
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just like
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this okay so make a big wall
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here okay
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and then again we go back to our content
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drawer again and select some other
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objects here so maybe this one let's
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bring it here
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and sometime it will take little time to
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rearrange its shaders so don't worry
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about that
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and just place it here
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so you'll see that it gone i don't know
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why but again just drag it here
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just like this
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and you can make uh some
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change here and you will see that now it
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going to look
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better okay and then again duplicate it
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and place it here and maybe we can do
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one thing that we can scale it up and
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down to make it little bit of different
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and then again we duplicate it
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and overlap
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just like this
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and you will see that it look different
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okay
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so place it here
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okay so now you will see that it look
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nice
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and then again put another objects here
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so maybe this one
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look nice so place it here
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okay and also we scale it up
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just make a little bit of
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different looking thing
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okay so and it is not specific you can
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make your own design
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so
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it's not specific
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just like this okay
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so now if when you satisfied with your
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wall
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now we're going to
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for the side walls as well so i'm using
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the same object here so i select this
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object and hold alt and drag this axis
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to duplicate this
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and now i rotate this to here
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and place it here
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okay at the bottom just like this
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okay and place it here
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okay it is very simple and
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it also very fun to design your scene
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because every time you create it will be
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a new result because nothing is certain
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or nothing is
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just same as you doing previously
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so
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it is very fun to design your scene
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because every time you will get a new
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result
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okay
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so i am
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little bit of fast forward my video from
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this point because you already
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understand that how you can put the
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object and just make a random design
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here
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okay
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okay so we did a little bit of doing
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this right side wall and now we're going
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to select all these walls
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just select and press shift and hold the
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shift key and just click
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every
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primitives here just like this and now
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we're going to press and hold the alt
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key and click on this axis and just drag
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it to make it duplicate okay
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so now we duplicate this wall but you
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can see that we have to rotate this as
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well
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so
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click on this rotate gizmo here or just
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click
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press e to bring this rotation gizmo and
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just rotate this
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okay and then we also place it here
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[Music]
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okay just like this
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and now you'll see that
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it creates a little bit of area here
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and you can see that it really look nice
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okay and now we're going to make a
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little bit of
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uh size of this wall as well so increase
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the size of the wall or height of the
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wall
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so i'm using this model as well
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so use this and just rotate it here
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and then we place it here
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[Music]
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and then also duplicate it and place it
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here just like this and also rotate it
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this side okay
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and place it little down
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okay
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so now you'll see that it creates a nice
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result here and now we also going to
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fill up the
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top here
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so
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for the ceiling we're going to use some
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other content so let's see who is
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going to use we here
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so maybe this rock will help us so just
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click and drag it to here
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just like this and place it little top
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and we're going to increase the size
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okay
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so i going to little top here and select
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this middle gizmo
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and when all the gizmos axes are turned
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yellow we just
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drag our mouse and make a ceiling like
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structure here
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okay
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so you can understand that what we are
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going to achieve here
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so just
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fill the top portion here make a ceiling
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okay
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so now you'll see that we make a little
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bit of cave like structure here
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and again we're going to duplicate this
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and maybe we rotate this
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just like this
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and you will see that we're going to
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fill all the gaps from the top or you
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can see that there are little bit of gap
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so we're going to duplicate some object
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i think this will work and just
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close all the gaps here okay
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so
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you can increase the scale if you need
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and also put it down here
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and you can also rotate this
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just like this okay
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so now we seal the gaps and again we
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still have some gaps here as well so we
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duplicate it and place it here
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okay so now you're going to
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seal all the gaps here
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okay
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so likewise you can create a other small
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narrow passes from here but i'm not
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going to create this for now because it
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will be very long if i do so
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but i will make this scene from here
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so here you can see that we make a
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cave-like structure here and we also
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have a
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surface here so we're going to fill the
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surface as well
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so we get some of the surface material
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as well here so i select this one and
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place it here maybe
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and then we're going to select our scale
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tool again and increase the scale
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okay just like this and we place it here
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and also play duplicate it and place it
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here and there and it's all depends on
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you that how you can place your
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objects
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okay
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so in order to make it different looking
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just rotate this
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okay and also
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duplicate it multiple time to fill the
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gaps here
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do the same
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[Music]
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okay so now you can see that we
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literally create a nice surface here
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okay and then we going to put other
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objects to make a little bit of more fun
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here
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so maybe this one
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so i select and place it here
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and then i increase the scale
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[Music]
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okay
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so you will see that it really creates
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another dimension to our
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ground here
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and also duplicate it and place it here
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[Music]
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just like this make it little bit of
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different looking okay and then you
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duplicate it one more time
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and place it here
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and also you rotate this just like this
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okay so now you'll understand that uh
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how you can make
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small changes to make your scene more
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nice okay
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and then we place it here and there
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maybe we scale it up little bit
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just like this
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make a nice looking caps in here okay
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and also we duplicate it here and one
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thing you have to do that we duplicate
00:14:54
it here
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and you rotate this upside down just
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like this okay
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180 degree and then we place it at the
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top also make a nice result
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on the ceiling
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so our ceiling not look even
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so
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make a little bit of variation here
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and also we're going to rotate this just
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like this
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and make it
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place it little top here and you will
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see that now it going to create a more
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nice looking and more organic look here
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okay
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so this is all depends on you that how
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you can design your scene because it's
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all depends on your imagination
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so now you'll see that wow
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it really creates a nice result okay
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so place it here
00:15:47
[Music]
00:15:48
and then we going to rotate this
00:15:53
and place it here and then duplicate one
00:15:55
more time so you will see that only
00:15:57
using few primitives here or few uh
00:16:01
objects here we can make a nice scene to
00:16:03
our environment okay
00:16:06
and you can say that nice look to our
00:16:08
environment
00:16:09
[Music]
00:16:13
so now you'll understand that how you
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can
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make
00:16:17
scene like this
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okay
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so this look really amazing
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and again duplicate it
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and
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place at the
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back side and also rotate it
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this angle 90 degree
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and then also we place it
00:16:34
here
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okay
00:16:39
so
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this look really cool
00:16:42
and now we going to make a little peak
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here
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on on the peak we put a tree okay
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so we're going to use this peak maybe
00:16:53
for now or you can use another one as
00:16:55
well
00:16:56
so maybe i'm using this one for now
00:17:00
and for this i increase the scale
00:17:05
just like this and place a little down
00:17:08
here okay
00:17:09
so you can see that it's a little
00:17:12
different than my actual video
00:17:15
but according to the size of this cave i
00:17:17
make a small peak here so i can put it
00:17:20
three which can fits here but if you
00:17:23
think you're going to create the same
00:17:25
scene what i did you can put uh this
00:17:28
ceiling little higher here and fill the
00:17:30
gaps so it can match the scene
00:17:34
and if you really want to uh want my
00:17:36
project file you can definitely dm me
00:17:39
and you will get the link in the
00:17:41
description down below
00:17:43
okay so
00:17:45
now one thing we have to do that we put
00:17:47
a tree over this pitch
00:17:50
so for the tree i'm using the ruler
00:17:52
australia pack
00:17:53
so go to this content drawer
00:17:56
and here is the
00:17:58
ruler australia pack
00:18:00
and if you set your static mesh option
00:18:02
here you will see all the static mesh
00:18:04
over here
00:18:05
and then i am going to use this tree
00:18:07
here
00:18:08
so just click and drag it to your
00:18:11
viewport here and let's put this tree on
00:18:15
this rock and if you think the tree is
00:18:17
little
00:18:19
high in scale so we can definitely scale
00:18:22
it down by click on here and just
00:18:26
click it down little bit or scale it
00:18:29
down like this
00:18:31
okay
00:18:32
so now in my
00:18:34
original project the tree leaves are
00:18:37
glowing so i select this tree leaf and
00:18:42
first we select the tree and place it
00:18:44
over here
00:18:50
okay
00:18:51
and also we can duplicate this
00:18:54
rock
00:18:56
and place it here and also dip it down
00:19:00
like this okay
00:19:01
and also duplicate one more time and
00:19:03
also place it here
00:19:05
or maybe we can do one thing that will
00:19:07
delete this
00:19:08
and just select this
00:19:10
and it place it here
00:19:13
okay and select this one
00:19:16
and place it here so make a little bit
00:19:18
of
00:19:20
down platform here
00:19:22
okay
00:19:23
so now you see that it look nice
00:19:28
okay
00:19:29
so now we going to change this uh
00:19:32
leaf material to a emissive kind of
00:19:34
material so we select this tree here
00:19:37
and go to these details panel and just
00:19:40
go little down and you will see that
00:19:41
element two holds this leaves okay
00:19:44
and you will see all the parameters here
00:19:47
and we go to this hierarchy and go to
00:19:49
this materials
00:19:51
and now you will see that the all the
00:19:53
node of this material
00:19:54
and
00:19:55
this node look very complicated but
00:19:58
don't worry we're not going to look at
00:19:59
here anyway we just select all those
00:20:02
three
00:20:03
last nodes here and just place it here
00:20:05
okay
00:20:06
and the objective is to make a emissive
00:20:09
material on this lips
00:20:11
so you will see that the emissive color
00:20:13
is empty here so we're going to put some
00:20:16
parameters here so first we press and
00:20:19
hold the three in the keyboard and just
00:20:22
click here okay so you will see that we
00:20:24
get a three color parameters here
00:20:27
and now we going to put another node
00:20:29
which is the multiply node so press m
00:20:32
and just click and you will see the
00:20:34
multiply node here and we going to need
00:20:37
one more node for the intensity scale so
00:20:39
we're going to put a scalar parameter
00:20:42
here
00:20:43
so press s and hold the s key and just
00:20:45
click and you will
00:20:47
create a scalar parameter here and we
00:20:49
also rename this to intensity
00:20:52
intensity okay so it will be the
00:20:54
intensity parameter for our
00:20:56
immersiveness
00:20:57
so now we select this color and just
00:20:59
double click on here and we change the
00:21:02
color to something like warm orange type
00:21:05
of color here or you can change any
00:21:07
color from here so just make a little
00:21:10
warm orange type of color here okay and
00:21:13
hit ok
00:21:14
and then we
00:21:16
link this to
00:21:17
multiply node here
00:21:20
and also we
00:21:22
click and drag this intensity node to
00:21:25
the multiply node b
00:21:26
in this way you will link this
00:21:30
intensity parameter to this color
00:21:31
parameter and we
00:21:34
take this output and set it to this
00:21:37
immersive color input okay
00:21:39
so
00:21:40
what i do here i just make a color for
00:21:43
this emissive material and also put a
00:21:46
intensity parameter so we can change
00:21:48
increase or decrease the intensity of
00:21:50
this color okay
00:21:51
so in default this intensity is set to 0
00:21:55
but we change this to one
00:21:58
and now you'll see that the emissiveness
00:22:00
will increase and if you change this to
00:22:02
10
00:22:03
you will get more immersiveness here but
00:22:06
we don't want that kind of intensity so
00:22:08
we change this to 0.5 or now and we can
00:22:12
also change it later on according to our
00:22:14
need and then we just click on this
00:22:16
apply and then we save this material
00:22:18
okay
00:22:21
and after save we close this
00:22:23
okay so now you will see that our leaves
00:22:26
are glowing
00:22:28
okay so now we have to do one important
00:22:30
thing here that we're going to disable
00:22:33
all the lights
00:22:35
so we don't want any environment light
00:22:37
or skylight
00:22:38
so
00:22:39
so you and can understand that what is
00:22:40
the purpose for the light it's only to
00:22:42
build our initial seam okay because if
00:22:45
you not put any light you will not able
00:22:48
to see anything so it is for only for
00:22:50
the temporary basis so we select all
00:22:52
this light except this height fog
00:22:54
because you need the fog
00:22:56
we select this directional light and
00:22:58
select the sky atmosphere skylight and
00:23:01
let's see what else we have here so we
00:23:03
have only these three elements here so
00:23:04
we just press delete
00:23:07
so now we delete all this thing but
00:23:09
we're going to need one more thing
00:23:11
that is go to this box here and go to
00:23:14
the visual effects and we need this post
00:23:17
process volume okay this element will
00:23:20
control all the exposure settings
00:23:22
just click
00:23:24
and this post process volume when we see
00:23:27
the post process volume go to this
00:23:28
details panel
00:23:30
first we going to
00:23:32
make this post process volume to effect
00:23:34
enter the world so we type unbound
00:23:41
and you will see that
00:23:43
infinite extent unbound and just click
00:23:46
on here okay
00:23:47
and then again we cross the search bar
00:23:50
and
00:23:51
type exposure
00:23:52
[Music]
00:23:55
and you will see some of the exposure
00:23:56
settings here that is the metering mode
00:23:59
first select this
00:24:01
and if you want you can change this to
00:24:03
manual mode
00:24:04
and when you change this to manual you
00:24:06
also change this exposure compensation
00:24:09
and just increase it
00:24:11
and you will see that our x
00:24:13
exposure is increasing
00:24:15
but
00:24:16
it is
00:24:17
very
00:24:18
handy if you set it to its automatic
00:24:21
exposure histogram and then also do one
00:24:24
thing that go to this minimum brightness
00:24:26
and maximum brightness settings
00:24:28
turn all those things on and make this
00:24:30
to one and one okay
00:24:33
and now we're going to put other lights
00:24:36
so for this go to this box again go to
00:24:38
the lights
00:24:40
and go to this point light
00:24:43
and now you will see that we're going to
00:24:44
see our cave again
00:24:46
because of this point light
00:24:49
okay and place it point light over here and
00:24:52
you will see that our tree is little bit
00:24:53
top from the ground so we select our
00:24:55
tree
00:24:56
and put it down little bit here
00:25:00
and now also we
00:25:02
set our light
00:25:05
over here
00:25:07
okay
00:25:08
so it
00:25:10
looks like that our tree emitting the
00:25:12
lights
00:25:13
okay now we going to select our light
00:25:16
and delete this exposure search bar
00:25:19
and we select our light and go down here
00:25:22
to make some changes to the light
00:25:24
first you go to the point light source
00:25:26
radius we increase the radius of the
00:25:29
light
00:25:30
okay and also we increase the softness
00:25:33
of the light
00:25:34
and then we go down here and here you
00:25:36
will see the intensity so the intensity
00:25:39
is set to 8 cat
00:25:41
but we change this to maybe 200 for now
00:25:45
and now we're going to see some
00:25:46
surroundings here
00:25:48
and now it is a very important that is
00:25:51
the indirect
00:25:52
lighting intensity and the volumetric
00:25:54
scattering intensity so increase the
00:25:57
indirect lighting intensity little bit
00:25:59
so you will see that some of the
00:26:00
indirect lighting also increase here
00:26:03
and it is the most important that the
00:26:04
volumetric scattering and it will get
00:26:06
and create a nice result to the same
00:26:09
so i increase this volume it is
00:26:11
scattering so you will see that the
00:26:13
volume it is cutting what what the
00:26:14
volume is scattering do here
00:26:16
but if you think that the volumetric
00:26:18
scattering intensity maximum value is 4
00:26:20
you are wrong because you can also
00:26:22
change this to maybe 10 so you type it
00:26:24
here
00:26:25
okay
00:26:26
so now you'll see that
00:26:28
this creates a nice result to our sim
00:26:32
so but what basically we're going to
00:26:34
make that this light is comes from the
00:26:37
tree leaves
00:26:38
but when you see that the tree leaves
00:26:40
itself create the shadows it look little
00:26:43
weird that
00:26:44
what thing create the light doesn't
00:26:46
create its own shadow
00:26:48
okay
00:26:49
so what thing you have to do
00:26:51
so you can go to this point light
00:26:54
and go little down here
00:26:56
and you will see that the shadow option
00:26:59
here that is the cast static shadows if
00:27:01
you uncheck this
00:27:03
and also if you uncheck this cast
00:27:05
dynamic shadow here
00:27:07
you can
00:27:09
set
00:27:10
all the shadow to be disappear
00:27:12
okay and you can see that there is no
00:27:16
shadow
00:27:19
okay but
00:27:21
one problem is that it can delete all
00:27:24
the shadow for all objects
00:27:27
which we don't want
00:27:29
so what else we can do
00:27:31
we select the light and back on the
00:27:33
shadows here and also the dynamic shadow
00:27:36
here
00:27:38
and we select our tree here
00:27:41
we select our tree and we just disable
00:27:44
the shadow only for the tree so we
00:27:46
select the tree
00:27:48
and go down here
00:27:50
or you can just go over here and that is
00:27:53
the cast shadow just turn this off
00:27:56
now you can get all the object create
00:27:59
its own shadow but not the tree
00:28:02
okay so now it will be
00:28:05
more manageable for the our scene
00:28:08
and now you will see that it really
00:28:09
creates a nice result and if i put our
00:28:12
light
00:28:13
in between the tree leaves here
00:28:16
okay
00:28:17
and now we select our light
00:28:20
and go down here
00:28:23
or maybe here
00:28:25
you will see this option that is the
00:28:27
attenuation radius and this is basically
00:28:30
this radius okay
00:28:32
and if you increase these attenuation
00:28:34
radius you can literally light up our
00:28:37
scene
00:28:38
total areas okay so it can increase the
00:28:41
area of the light propagation okay
00:28:44
so
00:28:45
it really creates a nice result i guess
00:28:48
and if you think that you need more
00:28:50
lights you can duplicate this light
00:28:53
and
00:28:54
you can put over here and there or you
00:28:57
can decrease the attenuation distance
00:29:00
or and also increase the intensity here
00:29:04
and maybe you can put here and there
00:29:08
okay so make your light setting it's all
00:29:11
depends on you that where you put onto
00:29:13
your light
00:29:15
okay
00:29:16
so you can see that it really creates a
00:29:18
nice result
00:29:19
okay so now the time for the ground
00:29:22
vegetation
00:29:23
but before we put the vegetations let's
00:29:25
put some
00:29:27
root
00:29:28
here because we are under the ground
00:29:31
and there is the most probably we can
00:29:34
see some roots of the plants which is on
00:29:36
the above
00:29:38
so for this again go to this content
00:29:39
drawer
00:29:40
and when you are in rural australia pack
00:29:44
you go down here and let's see what we
00:29:47
have so there is some roots
00:29:49
but we're going to put the root all over
00:29:52
this place
00:29:53
so for this we need a foliage multiplier
00:29:57
so for this we go to this mode here and
00:30:00
go to the foliage
00:30:02
okay and then again we go to this
00:30:04
content drawer
00:30:05
and here you have this sm root 0 1
00:30:09
okay so just click and drag it to here
00:30:14
so
00:30:15
maybe in your case it will take little
00:30:16
time for the compiling the shaders but i
00:30:19
have already compiled all the shaders so
00:30:21
it took no time
00:30:23
and now we select this
00:30:25
and now we just click on here and you
00:30:28
will see that it puts those
00:30:32
roots here okay or you can go over down
00:30:35
here after selecting this go down here
00:30:38
and you will see the scale so the
00:30:40
minimum scale the maximum scale you can
00:30:42
change this to 0.5 and change this to 1
00:30:46
set it
00:30:47
one so the scale from the 0.5 to 1 will
00:30:50
measure here ok and now we put all these
00:30:55
roots over the surface
00:30:58
okay just like this
00:31:02
and you can see that it really creates
00:31:03
this nice result
00:31:06
so it all about the details that you put
00:31:09
into your scene
00:31:10
and if you think that the
00:31:12
density is less you can go over here and
00:31:15
you can increase the density after you
00:31:17
increase the density from here that is
00:31:19
the 10 or maybe if i put it 2 here
00:31:22
well the maximum value is 1
00:31:25
but also remember that you can also
00:31:27
increase the density from here as well
00:31:29
that is the density per k u
00:31:31
and you can change this to maybe 200
00:31:34
okay and then if you put you can get
00:31:37
more dense foliage here
00:31:40
okay
00:31:41
just like this
00:31:45
so it really looked nice
00:31:49
and now we're going to put some fun over
00:31:50
here
00:31:51
so for this i'm using this pn fund
00:31:55
and you will see some of the fun from
00:31:57
here
00:31:59
and you can just select this one i think
00:32:01
this one look nice
00:32:02
and just click and drag over here
00:32:06
okay
00:32:07
let's take a little time for the
00:32:10
compiling all the shaders here
00:32:12
and disable this just select this and
00:32:14
disable this one for now
00:32:16
select this one
00:32:19
and now we just click and put all the
00:32:23
fun over here
00:32:25
okay you can see that the fun texture is
00:32:27
not appear because
00:32:29
it compiling its material here
00:32:36
okay
00:32:37
and just like this
00:32:40
so now
00:32:42
we're going to put some watery surface
00:32:45
here and
00:32:47
when we put some water surface or
00:32:49
reflective surface
00:32:50
it take the whole scene into a next
00:32:53
level okay
00:32:55
so for this we go back to our main mode
00:32:59
here and go to this content drawer
00:33:02
and select this ruler australia
00:33:05
okay and also we uncheck this static
00:33:07
mesh option here
00:33:08
and under this ruler australia you will
00:33:11
go to this water folder here
00:33:13
and you will see that there are some of
00:33:16
the water material here
00:33:18
okay so in order to put the water
00:33:20
material first we put a
00:33:23
plane over here so on the plane we put
00:33:26
this water material
00:33:27
so for this go to this box here and go
00:33:30
to the shape
00:33:32
and select this plane here
00:33:34
okay so here is the plane and now we're
00:33:36
going to increase the scale of this
00:33:38
plane
00:33:40
so first increase it
00:33:44
just like this
00:33:46
and place it here
00:33:49
and place it little down here
00:33:54
okay just like this and now we're going
00:33:56
to apply the material over this plane
00:33:59
so here is the water one material and
00:34:01
you will see that all metal look nice
00:34:03
select this material
00:34:05
and click over here
00:34:07
and go down here
00:34:11
and you will see this material option
00:34:13
and just click on this
00:34:14
[Music]
00:34:15
this arrow and you will instantly see
00:34:18
the
00:34:20
material of the water metal is appeared
00:34:22
here
00:34:24
okay and you can see that it really
00:34:25
creates a nice result to our scene
00:34:29
okay
00:34:30
but one thing we have to notice that
00:34:33
the reflection is not that good
00:34:37
so what we have to do we have to put a
00:34:40
reflection catcher over here
00:34:42
so for this we going to go to this box
00:34:46
again and then we go to this visual
00:34:48
effects
00:34:49
and go to this planar reflection
00:34:52
just select this
00:34:54
and now we have our planar reflection
00:34:57
and we set it
00:34:59
down here
00:35:03
okay [Music]
00:35:06
just like this and also place it here
00:35:10
so fill all the gaps and also we can
00:35:13
increase the scale
00:35:15
of this planar reflection plate
00:35:17
and place it here okay and now when you
00:35:21
place your planar reflection go over
00:35:23
this details panel and you will see that
00:35:26
show preview plane we just uncheck this
00:35:29
and now you will see that it
00:35:32
creates a nice reflection to our seam
00:35:35
okay
00:35:36
and also you can put it little top here
00:35:43
okay
00:35:44
so
00:35:45
now you will see that how it look like
00:35:48
and also we select this planar
00:35:50
reflection as well as the plane
00:35:52
and we put little down
00:35:56
here okay just like this
00:35:59
and you will see that it really creates
00:36:01
a nice result
00:36:02
and if you think that some of the
00:36:04
foliage are
00:36:06
not look right here
00:36:08
so we again go to this foliage section
00:36:11
and instead of
00:36:13
just
00:36:14
click and drag this ball here we press
00:36:17
shift and hold the shift key and in this
00:36:20
case if you drag your mouse
00:36:23
you will see that we can delete all this
00:36:27
unwanted foliage here
00:36:29
okay and again we select this foliage uh
00:36:32
this fern model here
00:36:34
and go down here and increase the scale
00:36:37
to maybe two by two
00:36:40
and we can put some
00:36:42
large fund
00:36:44
on this
00:36:45
corners here okay
00:36:50
okay just like this or maybe we can
00:36:51
increase the size little bit more maybe
00:36:54
five by five
00:36:57
and we can put those fun over here
00:37:03
okay and now we go back to our main mode
00:37:06
here and you will see that
00:37:11
it creates a nice result and again we go
00:37:14
to the light
00:37:15
and maybe we increase the light
00:37:17
intensity to maybe 40 400
00:37:21
and now you can see that it look really
00:37:23
amazing
00:37:28
okay
00:37:29
so
00:37:30
this look really nice
00:37:33
and now we're going to put some effects
00:37:36
here that is the falling leaves
00:37:39
and the falling leaves effects also
00:37:41
present in the ruler australia pack so
00:37:43
we go to this rural australia and then
00:37:46
we go to this effects
00:37:48
and here you find this two effect that
00:37:50
is the bird and the falling leaves
00:37:52
so i just double click on here
00:37:54
and that is the falling leaves blueprint
00:37:56
here and we just click and drag it here
00:38:02
okay and when you put it here you will
00:38:04
see that
00:38:06
the falling leaves effects here so we
00:38:08
place the falling leaf effect
00:38:11
here
00:38:18
and you can see sometime it's really
00:38:21
hard to place your object
00:38:23
in your desired place
00:38:26
so where it is
00:38:33
okay so just place it here
00:38:36
and now you will see that
00:38:39
some of the leaves are falling from the
00:38:41
tree
00:38:42
and we can also put some bird to our
00:38:45
seam so we go back and you will see the
00:38:47
butt folder here
00:38:49
and here you will see the two effects so
00:38:51
we select this one and just put it here
00:38:54
and you will see some of the parts here
00:38:56
but is because our cave is not big
00:38:59
enough so maybe the bird is not fixed
00:39:01
here but if you create this kind of
00:39:04
scene you can make that cave little big
00:39:06
so you can put the bird here
00:39:09
okay so for this sake of this tutorial i
00:39:12
put the bird here
00:39:14
and you will see that it really creates
00:39:16
a nice result
00:39:18
okay
00:39:19
so this is all about the scene and i
00:39:22
hope that you really get the idea that
00:39:24
how you can build the scene
00:39:26
so once you build the scene now we
00:39:29
create a camera so go to this box and go
00:39:32
to the cinematic and create a cine
00:39:34
camera actor
00:39:36
so this is our camera this is our camera
00:39:38
and just right click
00:39:40
and click this snap view to object
00:39:43
okay
00:39:44
and now we select this camera to layer
00:39:47
or go to this perspective and go to the
00:39:48
cine camera actor
00:39:50
and you will see here is our scene
00:39:56
and now you can make a
00:39:59
nice camera position to our scene or
00:40:02
maybe we can delete this light
00:40:06
okay
00:40:10
and
00:40:12
maybe here and then we create a
00:40:15
sequencer
00:40:16
so for this go to this content drawer
00:40:20
or this contender
00:40:21
and go to here and make a at level
00:40:24
sequence
00:40:26
okay and this we name this as
00:40:31
tutorial and just save it
00:40:34
and here is the sequencer here so first
00:40:36
we put our camera over here
00:40:39
so go to the senior camera actor
00:40:42
here is our camera
00:40:44
and you can just simply click and drag
00:40:45
and drop to here
00:40:47
and it will make a camera cut for our
00:40:50
scene
00:40:51
okay
00:40:52
and now we select our camera here
00:40:55
it is the camera and you can see that
00:40:58
the current focal length is set to 35 we
00:41:01
can decrease this to maybe 15
00:41:04
so we have the 15 millimeter lens here
00:41:06
and you can get pretty good nice
00:41:09
wide angle shot here
00:41:11
and also select the camera and go over
00:41:14
here
00:41:15
and you can change this to film back to
00:41:18
maybe this 16 is to 9 dslr and then we
00:41:22
right click and place our camera into a
00:41:26
nice position here
00:41:30
okay
00:41:31
so now you'll see that it really look
00:41:33
nice from here
00:41:35
and you can also do one thing that go to
00:41:38
this transform and make a small camera
00:41:41
animation to your scene
00:41:43
so just make a keyframe here
00:41:45
and make sure that you select this auto
00:41:47
keyframe switch here
00:41:49
and then we go to the very end
00:41:52
and maybe we make a
00:41:57
camera
00:41:58
push here okay
00:42:00
and now if you see
00:42:02
it
00:42:03
really creates a nice camera movement
00:42:05
here
00:42:06
but we also going to put some camera
00:42:08
shake over here
00:42:10
so we need to make a blueprint here
00:42:12
so for this go to this content drawer
00:42:15
and make a blueprint for the camera
00:42:17
shape
00:42:18
so i have already make a camera shake
00:42:20
blueprint here but i am going to show
00:42:21
you that how i build this
00:42:23
so just right click
00:42:24
and go to this blueprint class
00:42:27
okay and then go over here that is the
00:42:29
all classes and search for shake
00:42:34
and you will see that this camera shake
00:42:36
base
00:42:37
just click
00:42:38
and select
00:42:39
and name this as camera shake
00:42:48
okay
00:42:49
so here is the camera shake blueprint
00:42:51
and just double click on it okay and
00:42:54
once you open the blueprint just close
00:42:56
it for first time and again open this
00:42:59
blueprint
00:43:01
and now you'll see that simplified
00:43:03
version
00:43:04
and then we go to this root check
00:43:06
pattern
00:43:08
let me check this drop down box and go
00:43:10
to this parallel noise camera shake
00:43:12
pattern
00:43:13
okay and then we go to this timing and
00:43:16
set this duration to zero
00:43:18
okay if you set this duration to zero
00:43:21
the camera check will affect enter the
00:43:23
timeline
00:43:24
so now we make a little room here
00:43:28
okay and compile this
00:43:30
and then we go to this camera cine
00:43:32
actors in a camera actor and go to this
00:43:34
track
00:43:35
and go to this camera shake
00:43:37
and we select our camera shake that we
00:43:39
just build
00:43:40
now okay
00:43:42
and you will see that the camera shake
00:43:44
start from the cursor here so we just
00:43:47
drag in
00:43:48
at the very beginning
00:43:51
and we just minimize this for now and i
00:43:55
make sure that you can
00:43:57
feel entered the timeline here okay so
00:43:59
now if i
00:44:01
run my timeline here you will see that
00:44:04
it will make little bit of camera shake
00:44:06
but not that much so we select our
00:44:08
camera shake
00:44:10
blueprint here
00:44:11
and go to this rotation
00:44:14
and you can see that the rotation
00:44:15
amplitude multiplier is set to zero we
00:44:18
set it to two
00:44:20
and then comply i'll compile this
00:44:22
and now you'll see that it will create
00:44:24
little bit of camera shake
00:44:25
okay
00:44:29
so this is how you can build the scene
00:44:32
and also do the camera shake
00:44:34
and you can also do another camera
00:44:36
movement so go to this transform
00:44:39
go to the rotation
00:44:41
go to the very beginning here
00:44:43
and you will see the rotation role
00:44:45
you can change this role
00:44:48
and go to the very end
00:44:52
and also make a
00:44:55
plus rotation here
00:44:57
and now let's see how it look like wow
00:45:01
you can see it really creates a nice
00:45:04
result
00:45:05
okay i make a bigger cave for my actual
00:45:07
video and also make a corridor in the
00:45:11
behind
00:45:12
but you can really create those things
00:45:15
if you make these things you can also do
00:45:17
the same thing
00:45:18
so i just make the video short and just
00:45:21
demonstrate you that how i build the
00:45:23
entire scene again you can see that this
00:45:27
watery surface look also nice and when
00:45:29
you put the reflection catcher planar
00:45:32
reflection catcher it really creates a
00:45:34
nice reflection to our scene
00:45:36
so it really look nice okay and whenever
00:45:39
you feel that your frame rate goes down
00:45:42
you can do one thing that go to the
00:45:44
settings go to this engine scalability
00:45:46
settings and you set it to high for
00:45:49
editing purpose
00:45:51
and if you set it to high you will see
00:45:52
that your frame rate is increasing
00:45:55
okay
00:45:56
but when you satisfied with your scene
00:45:58
you need to export this so one when you
00:46:01
satisfied you would just go to this
00:46:03
engine scalability settings and set it
00:46:06
to cinematic
00:46:07
okay and you will see that when you put
00:46:09
it says cinematics
00:46:11
uh things going to laggy but don't worry
00:46:14
because you have already done all the
00:46:16
settings to your scene
00:46:17
so you don't need to do other editing so
00:46:20
just make it cinematics
00:46:22
and now we going to export as into movie
00:46:26
render queue
00:46:27
so if i go to windows go to the
00:46:29
cinematics i will see the movie render
00:46:31
queue here but you might not see in the
00:46:33
movie render queue here so if you not
00:46:35
see the movie render queue here you go
00:46:37
to the edit
00:46:38
go to this plugins
00:46:41
and search for movie
00:46:43
[Music]
00:46:45
and you will see the movie render queue
00:46:47
plugin and the movie render q additional
00:46:49
render passes
00:46:51
select both of these and you will prompt
00:46:53
to restart your engine so just restart
00:46:55
the engine
00:46:56
just close this
00:46:58
and go to the windows cinematic and go
00:47:01
to this movie render queue
00:47:03
okay so here is the movie render queue
00:47:06
window go to this render
00:47:08
and select your desired render sequence
00:47:11
so for in here the tutorial is the
00:47:14
render queue i mean there is a sequencer
00:47:16
so just select this
00:47:18
and now you have to do some settings for
00:47:21
your render
00:47:22
so there is the unsafe configuration
00:47:25
just click on here
00:47:26
and you will see the jpeg sequence but
00:47:29
never
00:47:30
export your
00:47:31
output into jpg sequence because it's
00:47:33
not that good so just delete this
00:47:36
select and delete this go to the
00:47:38
settings first we select this
00:47:39
anti-aliasing it is very important
00:47:42
and go to this anti-aliasing settings
00:47:44
change this to anti-sample count and i'm
00:47:46
always using the 32 samples but you can
00:47:49
make higher numbers and you can also
00:47:53
change this number as well but i leave
00:47:55
it as one
00:47:56
and now we going to ch
00:47:59
check this box that is the overwrite and
00:48:01
dlac
00:48:02
okay and also we change this to
00:48:04
multi-sampling multi-sample and tlsing
00:48:07
that is the msaa
00:48:10
and also we check this box that is the
00:48:12
use current warm-up frame and the render
00:48:15
warm-up frames
00:48:16
and we also change this form of frame
00:48:18
count to 128
00:48:20
okay
00:48:21
so we set all the anti-aliasing settings
00:48:24
then go back to the settings and also go
00:48:26
to this camera
00:48:28
and we set our shutter timing to frame
00:48:31
close
00:48:32
and leave it as zero and then again go
00:48:34
to the settings and go to this go game
00:48:38
over rights and just leave it as it is
00:48:40
and also do one thing that go to this
00:48:42
high resolution
00:48:44
okay and when you go to the high
00:48:45
resolution option just click on this
00:48:48
override sub surface scattering okay and
00:48:51
if you want you can change the sample
00:48:53
but 64 is nice number so leave it as 64.
00:48:56
so here you can find this ex or jpeg png
00:49:00
sequence
00:49:01
you can choose the png sequence as well
00:49:03
as the exr sequence so i use the exr
00:49:06
sequence because you can see that it is
00:49:07
the 16 bit so just select this excel
00:49:10
sequence
00:49:11
okay and leave it as it is and then you
00:49:14
go to this output and now here from you
00:49:17
can choose the output directory so just
00:49:19
select the output directory
00:49:22
and everything look nice and if you want
00:49:24
the resolution i set it to full hd and
00:49:26
you can change this to 4k it's all up to
00:49:29
you and then you can also change the
00:49:31
custom frame rate from here so maybe i
00:49:34
use the 23.976 i don't know why i like
00:49:37
this frame rate but i always use frame
00:49:40
rate
00:49:41
and everything look nice and just accept
00:49:42
this and after that you just click on
00:49:45
this render local
00:49:47
so it will render all the frames for you
00:49:50
okay
00:49:51
so
00:49:52
just close this for now because i have
00:49:54
already
00:49:56
rendered all the frames
00:49:58
not this i have my own renders
00:50:01
so
00:50:02
this is all about this tutorial and i
00:50:05
hope you really enjoyed this and i
00:50:08
really happy that i made this tutorial
00:50:10
and
00:50:11
i really get a nice result uh even after
00:50:14
i made this tutorial in a very short
00:50:16
time so i hope you really enjoy this
00:50:18
tutorial and if you make something like
00:50:20
this please share with me
00:50:22
and if you like this video i recommend
00:50:24
you to check my other videos and if you
00:50:26
like those videos please do subscribe
00:50:27
this channel and turn the notification
00:50:29
on so this is for today and we will see
00:50:33
in my next video so till then take care
00:50:36
and bye bye
00:50:40
[Music]
00:50:47
[Music]
00:50:55
[Music]
00:51:12
[Music]
00:51:29
[Music]
00:52:05
you

Description:

Hello friends, in this tutorial video, I show you, how you can make a cool environment inside Unreal Engine 5, Hope you all like it. If you want a detailed tutorial on this video please let me know. Thank you for supporting me, friends. Quarry Collections https://www.unrealengine.com/marketplace/en-US/product/quarry-collections Rural Australia https://www.unrealengine.com/marketplace/en-US/product/rural-australia Temperate Vegetation: Fern Collection https://www.unrealengine.com/marketplace/en-US/product/temperate-vegetation-fern-collection for the project file DM me on my Instagram handle: https://www.facebook.com/unsupportedbrowser Magnet wooden house model pack: https://www.youtube.com/watch?v=scFpwiGVRNI Download the link for the Radio tower model: https://www.youtube.com/watch?v=RFjy9SOn7D8&t=86s Free mountain model pack for element 3D : https://www.youtube.com/watch?v=BwLEWHvx0rs&t=33s Free tree model pack for element 3D : https://www.youtube.com/watch?v=rGSy-kKNzz0 After effect CGI short films playlist: https://www.youtube.com/watch?v=yNIG6zyTras&list=PLLWUXAP3LuIOtGChGT62MUpqv5QE5dkQ6 After effect tutorial playlist: https://www.youtube.com/watch?v=dHEu85Ds6lM&list=PLLWUXAP3LuIO0GcRiKWB0eDeXrIrHZx_E CONTACT ME:: EMAIL ME:: [email protected] PHONE NO::+91 9832336132 MY, INSTAGRAM HOME PAGE:: https://www.facebook.com/unsupportedbrowser MY FACEBOOK HOME PAGE:: https://www.facebook.com/unsupportedbrowser MAGNET A SELF-PRODUCTION HOUSE HOME PAGE:: https://www.facebook.com/unsupportedbrowser please leave your comment in the comment section Join this channel to get access to perks: https://www.youtube.com/channel/UCJNCeQGLZCgTHcAmtxN_mXw/join I'm Amit Signing out... (1) 📌 Song info: Title: Light in Dark Places Artist: Scott Buckley Genre: Epic and orchestral (2) © License: You’re free to use this song in any of your videos, but you must include the following credits in your video's description (Copy & Paste): 🔻 "Light in Dark Places" by Scott Buckley is under a Creative Commons license (CC BY 3.0) Music promoted by BreakingCopyright: https://www.youtube.com/watch?v=hrn0RA_y2LM 🔺 (3) 📞 Contact links: Scott Buckley https://soundcloud.com/scottbuckley BreakingCopyright Twitter: https://twitter.com/BreakingCopy

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