This is fantastic! My current blockout process can only be described as a hellscape… this is so much better
@classicosdorockКүн бұрын
i love your videos tks for minutes to create this videos
@Dexter1128Ай бұрын
Gorka, you are the best!
@GorkaGamesАй бұрын
thank you so much man!!
@gamesbyaaronАй бұрын
Adding blocks to build scenes like that works, but like you pointed out it's a bit unintuitive and takes forever. Plus you always need to make custom materials for them so that the textures don't get stretched and messed up.
@manashieldworldАй бұрын
Ayooo super clutch. I'mma need this soon.
@georgeluna6217Ай бұрын
Great video!! How you created the layout and what scale needs to have?
@trevb1976Ай бұрын
Thanks Gorka! With your first example you made a proper wall structure. But how would you then insert Windows and Doors into that structure? I realize there are cutting tools for this but they tend to cut along a plane from end to end, meaning, a window on one wall will also cut a window on the opposite wall. Any ideas how to address that? Thanks for your content!
@trevb1976Ай бұрын
Ahhh, nevermind! I think I found it. Polycut -> Uncheck/check 'Cut with Boolean'
@epsilon3569Ай бұрын
@@trevb1976Thank you! I came here to ask that exact question
@decorixАй бұрын
@@trevb1976 Does that work? just wondering too I'm 3dsmax user :-) Thanks
@trevb1976Ай бұрын
@@decorix Oh yeah, it works. Polycut -> Uncheck/check 'Cut with Boolean' in Modelling Mode. You just have to spin the Polycut outline around the walls until it's in the position where you want a door/window opening. I can't speak for 3DSMax though. But if you import assets you built you should have the same ability to do adjustments inside the Modelling system of UE.
@Abc-tx4zrАй бұрын
can you show how to use pathfinding to make dungeons?
@NR_5tudioАй бұрын
bro i made it and its so helpful, but when i make a wall, how can i make a hole in it like for window or door?
@muerrteeАй бұрын
The New 3 Free Assets are out on fab
@epsilon3569Ай бұрын
Good looking out! I need to go get them!
@StedefusАй бұрын
Thank you
@GorkaGamesАй бұрын
my pleasure
@MJTheJetPlaneАй бұрын
How do you make elaborate rooms with walls? I feel like it would be hard to constantly make sure each path extrude is the same length
@mialca2174Ай бұрын
Thank you so much for the tutorial. Gorka, how can I make holes in the mesh for doors and windows?
@imlostgaming9542Ай бұрын
kzbin.infoj_p6l6u_uwo
@NR_5tudioАй бұрын
BRO I NEED THAT TUTORIAL FR
@GorkaGamesАй бұрын
now you have it 💪💪
@NR_5tudioАй бұрын
@@GorkaGames idk how to tell i have like hours and hours to make a small house AND THE PROBLEM ITS BAD! but with this, i can tell you now i have made the best map for my horror game and its was 1 hour, the build 10 min and the 50 min i was searching for asset like materials and bluh bluh THANKS!
@GES1985Ай бұрын
How do we give the player this ability for blueprinting/building bases in-game?
@AOD_AnkGroogerАй бұрын
you want to give players ingame moddeling tools? what?
@GES1985Ай бұрын
@AOD_AnkGrooger i want players to have a unique experience and creative freedom, yes.
@AOD_AnkGroogerАй бұрын
@@GES1985 This literally would make no sense in any game. What game would you add this to? haha
@GES1985Ай бұрын
@AOD_AnkGrooger you have no vision.
@epsilon3569Ай бұрын
Voxels, probably
@arcturus2685Ай бұрын
Hi gorka can you please make a tutorial on how to export gasp 5.5 into another project😢
@MagistrTheOneАй бұрын
Thx gorka
@pucnaaАй бұрын
That's cool but I learned that having walls closed like that would create issues with Lumen. Is it solved already?
@hrushikeshchavan4016Ай бұрын
Hey I want to upload the UE5 project im working on to GitHub how to do it?
@GorkaGamesАй бұрын
do you mean to a git repo?
@hrushikeshchavan4016Ай бұрын
@GorkaGames yes
@psevdo20Ай бұрын
@@GorkaGames Hello, could you please reply to my comment under this video "How to Make a Currency in Unreal Engine 5"
@DavidDhwaneАй бұрын
Bro how to create PCG spline road using Pathfinder
@TewaAyaАй бұрын
If only ue5 has a good subdivide so I can upscale my models without breaking the import poly limit. I like my topographic symmetry for my models without being an rtx kneecap breaking game.