If you're a beginner dev or artist, then take it from this solo dev: do not get "lost in the polish". You _will_ want to build your assets and make them look pretty from the start, but that all needs to come later (it will come later). Build for functionality, first.
@MrMOGHammer5 ай бұрын
There is a lot of misconception about what polishing is, and it rarely means nice graphics in game development. Or even software development. It’s more about smoothing out the “kinks” for a smooth gaming experience, ironing out the pesky bugs that might impair gameplay.
@jbdh65103 ай бұрын
Yes! Gameplay over Graphics
@Patxi__11 ай бұрын
Newbies prefer to start making detailed level art, because is fun and "easy". When they jump to animation, programming etc, they give up because they see that making a game it is way harder than they though.
@thanatosor9 ай бұрын
Wait till they have to write a careful desgin document for every level / mechanism & story
@Fenseone8 ай бұрын
@@thanatosor Or till they have to submit their work with freeze'd transformations, pivots in center of world, no pinches, everything named correctly, integrated in engine, packed and screenshotted 😂
@vectorlua80818 ай бұрын
I thought the same thing, except I'm good at programming, which, as you may imagine, isn't the only thing needed to create a game.
@Patxi__8 ай бұрын
@@vectorlua8081 I think if you are programmer you can create an entire game by yourself using premade assets or placeholder models. A 3D/2D artist can't do that. But, of course the result may be better if you team up with a game designer and an artist.
@Fenseone8 ай бұрын
@@Patxi__ They can, sure. They can still come up to problems tho. Some assets are made with lightmaps, other without, some will be lowpoly, some much less optimized. Wait till u put 3 guns in game and get 2 fps
@CathodeRayKobold6 ай бұрын
I find it's useful to fully detail a small part of the level at the start. Even if I delete it later, it's useful to have that visual guideline and something to pull prefabs off of.
@ChaojianZhang8 ай бұрын
I always overlooked it. Great lesson.
@adrianzockt53478 ай бұрын
This video could be summarized into 1 sentence: concepting and blockout is necessary for a coherent level, and gives you the opportunity to test and plan gameplay early on. If youre looking for a tutorial on blockout modeling in unreal engine look elsewhere
@brodriguez110008 ай бұрын
Prototyping basically.
@_.l4n35 ай бұрын
2&1/2 sentences
@arnoldschwartenstecher77262 ай бұрын
Thanks man that was exactly what i thought while skipping more and more of the video xD
@Flowing_81758 ай бұрын
Before: realistic image without doubt After: JUST A WHITE CONCRETE *_Last Brain Cell Left the game_*
@Thrillidas6 ай бұрын
It reminded me when you design UI for websites. Thank you for the tip !
@jessyberbers5997 Жыл бұрын
Isnt this just called Blocking out?
@TheExFatal10 ай бұрын
Same thing really
@fergadelics8 ай бұрын
It works. The term blocking a scene has to do with tv/ movie scenes, its origin comes from theatre. Someone used little wood blocks to illustrate how he wanted the actors to move around.
@vader91337 ай бұрын
0:26
@CeceMelchor6 ай бұрын
Might be a little confusing to short hand it as blocking out b/c of the staging of actors in film/tv. Idk if it matters though. I’ve definitely said I was blocking something out when working ux/ui, but the context was clear there
@jessyberbers59976 ай бұрын
@@CeceMelchor Well, it was the term that was used by my "teacher" and he explained it as because of using cubes alot to represent objects in a scene that arent modelled yet, its called boxingout or blocking out.
@macronomicus5 ай бұрын
In blender you can easily walk thru your mesh, or fly, when in object mode hit the keys... |SHIFT | and | ~ | ...controls for the mode are listed at bottom of screen, to enable gravity, walk/fly & others, it can come in handy to get a view of things from the right perspectives.
@AmaroqStarwind8 ай бұрын
Modern indie games: Just ship the grayboxed environments with some color splashed onto it.
@shawn_bullock2 ай бұрын
Color boxing
@goldfishy Жыл бұрын
Great video. Where did the thumbnail drawing for the compositions come from? It is shown at 5:00.
@arcanep8 ай бұрын
Unreal dynamic meshes kinda kill this part, so I love it because I hate looking at my blank game. When I finish a room and the rest is just blocks, it also kills my motivation. So in my opinion, it’s not something I do. I do, however, plan it in 2D top-down, usually on paper or Photoshop. Milanote is also a cool tool for this planning phase.
@Mrtargi Жыл бұрын
Amazing, thank you so much! Can you clarify one more detail, is it better to create whole scenes and move them to game engine? Or separate it into tiles and then put them together?
@Fenseone8 ай бұрын
Separate them into tiles. You basically would want to go as modular as you can. Every prop exported as its own fbx. If your whole level is out of one mesh export, a lot of problems can occur
@Mrtargi8 ай бұрын
@@Fenseone thank you!
@vlyrreiht9 ай бұрын
Most certainly the dust two think about!
@warrenscipio41689 ай бұрын
I dont think whitebox testing is referring to the color of the boxes, its a general computer science/software engineer term, I think whitebox testing refers to testing a system that you have the "lights on" you can see every input and going in and seeing how they work in the system, Blackbox testing is testing only the outputs, you could careless about the inner workings of the system because it is just a dark black box to you that and you only care about what goes in and what comes out, I imagine greyboxing is actually a term describing both of these kinds of tests or a middle ground.
@zonea48606 ай бұрын
While you're right with both whitebox and blackbox, because the terms are indeed used in software engineering, greyboxing in this specific case is just a term that generally refers to art in the first phase and its name actually really comes from the color and shape of the basic prototype you make (i.e. you use literal "grey boxes"). Oh there also, just like you said, is something called greybox testing that is in between whitebox and blackbox, but the only similarity between greybox testing and greyboxing in 3D art is the name
@monke3043 Жыл бұрын
i will try this method tomorrow to make body of aircraft (3D Model)
@InspirationTuts Жыл бұрын
Have fun
@lawrence97138 ай бұрын
I find it difficult to swap the greybox with the actual models. I did a small island with paths and filled the spaces with boxes "buildings". Had no idea how to get the final art fitting without going back and forth and constantly readjusting
@esscee968 ай бұрын
generally your greybox models and final meshes should conform to some predetermined dimensions. you then create your final buildings as best to the dimensions/overall silhouette of your placeholder greybox models. For me personally, I just overwrite and save the new meshes over the greybox's fbx - and atleast in Unreal Engine, you can right click and refresh the 3d model in the library browser to make it update to the new mesh. And since the same greybox should be instantiated across the map, it should update all the models to be the same. This way you don't have to go back and forth with replacing your placeholder greybox meshes with the final assets unless you need to.
@sophiasouza41228 ай бұрын
To add to what the other person replying to this said... you can also probably take your grey-boxes into blender and create your actual models around the grey-box to make sure that the scale and overall shape are accurate if the issue is scaling rather than placement
@supapaw29 күн бұрын
As a beginner modeller/gamedev this video felt beyond obvious.
@mikeha3 ай бұрын
with unity you can greybox directly in the engine using probuilder
@pdbsstudios71375 ай бұрын
i just do domular details, so i start by the main thing and then add details over time, much easier than remaking the whole thing as grayboxing is.
@HuskDanny8 ай бұрын
No mention of building grey boxing on a grid, modular... pretty important to know for env art.
@Andrium8 ай бұрын
I am Level Designer. Greyboxing, whiteboxing, blockout it's very usefull.
@gamemakingkirb6673 ай бұрын
Guess the title attracted some pros, but at least the newbies were here to learn, too (me haha).
@sunnysatellites8989Ай бұрын
Honest question, how do you get that wireframe view of blender where it looks like it shows the mesh wireframes and then all of the outer geometry just shows the edges? I'm very new to level design and still trying to get a workflow together.
@TorQueMoD8 ай бұрын
Great video :) It's also called blocking in or blocking out. In fact, I think those terms are used more often than "insert-color-here Boxing".
@curioussoul51518 ай бұрын
Thank you so much! for this amazing video
@watercat12488 ай бұрын
Nice idea as 3D artist game development and level disainer ECT This nice idea for making prototype maps for my game. As solo developer it was nice idea.
@TheFrev3 ай бұрын
I wonder how if grayboxing is at odds with asset packs. If you decide to build a game around certain asset packs, it would be better to their parts for alot of the level. Why would I use a graybox arch and dock when I have the models already finished. If I am laying out a street, wouldn't it make sense to use the parts I have than to make it out of a plane?
@josephvanwyk20883 ай бұрын
Man I wish I had Unreal and Blender when I was a kid (back in the 90s-2000s) I would've been soooooooooo good at this by now. My career path went into filmmaking instead. And I have dabbled with Unreal a bit but then decided to study Blender in 2018 and have primarily focused on modeling. Just wish I had this stuff as a kid. I feel like Unreal is still rocket science for dumb folks like me. Once Unreal becomes SUPER user friendly I'll return to it.
@josephvanwyk20882 ай бұрын
@@わかるマーン There are things that can be made user friendly. By 2024 (almost 2025), Unreal could introduce a library of preset code that is standard in games with AI and player suff. And by genre. If you making a RPG or FPS, there could be a library of presets about AI behaviour or drag and drop code that you can manually adjust if you need. If you want to create an open world, sand box world etc, presets for all of those. Hell even a random map generator would be a nice feature.
@josephvanwyk20882 ай бұрын
@@わかるマーン No, but that's the point. Games up until now share very basic common features (a lot of them). And specifically intended for indie game artist (not programmers) who just want to make games without having to learn how to land a rocket on the moon. If Unreal made a library of 100 presets per genre, you would see more creativity from indie developers. And those presets should all be easily tailored to the individual using them. If I want to open a door with a button, I just want to drag and drop the code on the button and on the door and link the two. Instead of building the code from scratch.
@cjhatesu6 ай бұрын
This is type the fundamental knowledge that really needs to have more presence in tutorials - both paid and free courses. Or maybe it's just that I've learned 3d through courses on using C4D for motion graphics. But as I've tried to get more into world/scene building I've found it pretty frustrating to get a cohesive sense of scale part way through a project and quickly losing my passion for it. Thank you for sharing this knowledge.
@captainofnumenor82216 ай бұрын
Awesome video
@a420dro Жыл бұрын
though if you're on budget and using owned assets in vault, then just very rough path blockout, filled by assets very soon to adjust level design on the go, to fit with assets u own or bought
@brodriguez110008 ай бұрын
Low-poly as fill ins.
@echowhiskey_gaming8284 Жыл бұрын
is there a paid courses that teach that ? in spesfic for UE5 game development?
@PhantomMiles11 ай бұрын
Greyboxing actually the most easiest step in GameDev. first draw your scene as top view map. 2nd put your character 3rd start greyboxing. scale them with appropriate scale. so building wont look as big 4rd build as simple not full modeled 5rd export them to 3d software and heavy modeled in that software repeat each level
@jacobwhitt46525 ай бұрын
Running a blocked out scene through stable diffusion img2img can also help you visualize or clarify what the finished product might look like.
@AtelierMcMuttonArt5 ай бұрын
Or you could do your own creative work and not use the disgusting theft machine.
@crouchingdonny4 ай бұрын
@@AtelierMcMuttonArt He's suggesting using it as a tool to help visualize what the end result is going to be.. not to actually use what it spits out.
@AtelierMcMuttonArt4 ай бұрын
@@crouchingdonny If a machine was powered by orphans, you wouldn't use it at all, no matter how little its output was used in the final product. Same thing.
@crouchingdonny4 ай бұрын
@AtelierMcMuttonArt it's nit and in this instance it's not taking the place of anything I'd have commissioned from a real artist.
@AtelierMcMuttonArt4 ай бұрын
@@crouchingdonny You're still using the goddamn thing, my guy.
@lordeross48704 ай бұрын
Part 2?
@saibaepsilon8 ай бұрын
I usually hear this referred to as blocking.
@OmegaF776 ай бұрын
Strange, whenever I make my levels I start by hotboxing.
@UltimatePerfection7 ай бұрын
Is it worth it though vs. texturing and modelling as you go if you are a single dev that does everything on the project (i.e. no team)?
@angelnievesphoto7 ай бұрын
of course it is; it doesn't matter how large your team is. Who wants to spend time on something that might not work right?
@MykahMaelstrom Жыл бұрын
My mans just made a whole 8 minute video explaining the most basic first step everyone who works in 3D already does but presents it as some kind of godlike speed tip lol Edit: im getting a lot of replies here that are really missing the point of this comment. Greyboxing/blocking out things is an important first step and im not denying that its important for beginners to learn. the point of this comment is not that the information is wrong or irrelevant but that the PRESENTATION of the information isnt ideal. the video is titled "this will 10X your modeling speed" and is generally presented as if its a video targeted at people who already know a thing or two about modeling. its a video for beginners presented and in a way marketed towards pros. if instead it was titled and framed somthing like "Dont underestimate this crucial first step in modeling" or something along those lines it would be more appropriate for what the video is actually about, and who the video is for
@Bweep18 Жыл бұрын
If anything, it's just a reminder to put more emphasis behind doing it. Not exactly a "life hack no one knows about"
@VS-mt5tz Жыл бұрын
You make the most useless vids I've seen on here lmao
@oediaxl8 ай бұрын
he’s not talking to professionals, he’s talking to schmucks like me f’ing around in their basement after work.
@joepolophotography8 ай бұрын
Hey I found this video extremely helpful as a newbie, check yourself bud I'm sure you can learn something valuable watching beginner tutorials if you try
@suspectplayerau62588 ай бұрын
Need to explain this process to Fiverr clients... Trust me they all want to skip this step of development
@pstwr8 ай бұрын
My games more of a round world filled with giant balls and default material is coming in blue not grey. Would I still need to grey box this or is blue balling fine?
@nikals5 ай бұрын
where is the greybox
@ChaojianZhang8 ай бұрын
Always begin with the largest features.
@Will_Forge7 ай бұрын
It's also called a "blockout".
@Will_Forge7 ай бұрын
Oh right, to explain obviously it's because it's all blocky, so it looks like a version of the final product made up of just basic building blocks. Hence a block out. This version is usually slightly different in that it's made up of simple building blocks entirely, rather than having any custom world shaped out pieces. Greyboxes may have a simple custom modeled world that just lacks any texture or anything. Just basic grey environment and collision. But a blockout is a bunch of blocks that assemble to create the same kind of shape, and while it's super engine intensive due to all the objects involved it also cleans up later to free up resources, so in a way it sort of consumes resources like depositing those resources into a bank. Later on when the static map objects are all combined into one object for rendering, you get those resources back since the render engine has fewer objects to render even if it's more polygons per-object by a significant amount.
@rjwh67220 Жыл бұрын
“Press E to grab?” NOOOO. Press G to grab!
@likelyLuna8 ай бұрын
But you just threw a grenade?! 😂
@bompinghead98657 ай бұрын
@@likelyLuna You just turned on your hazard lights 🚗⚠
@Kilakilic8 ай бұрын
There i also a beautifull corner techinique
@joel63768 ай бұрын
>sadly it is often overlooked by a lot of beginner artists Is it? If they are artists and wish to improve at art, in game dev say.. environment art, I am not sure that going off and also plunging into level design is a great way to improve at environment art.
@trentonmccoy92928 ай бұрын
It’s overlooked by a ton of beginner artists unfortunately. A lot of them don’t understand how to get a good visual of what they’re working on, so they work on individual pieces to “AAA quality” like they see on random UE5 videos, and then give up when it gets hard.
@hgzmatt7 ай бұрын
It really depends on what you specialize in. Some people focus purely on materials or props. Then you certainly won't need level design or set dressing. But you should have a sense of scale and proportions.
@BubuRuzuАй бұрын
Those are some complex grey boxing shown here. Why would you waste so much time on that?
@VV4fflew4ffle7 ай бұрын
trust the cube
@usifovalentine Жыл бұрын
❤
@sobreaver8 ай бұрын
80% results in 20% time
@Leader_ECАй бұрын
I use my brain to do that
@viktorsheep9 ай бұрын
Ah... Dust 2
@PhantoLucas8 ай бұрын
Wtf is wrong with the thumbnail!? XD
@Ptah1130 Жыл бұрын
Dude sounds like a mosquito circling the mic, lol
@GaryLee-j2v3 ай бұрын
Clark Susan Lopez Christopher Lewis Christopher
@sadge64307 ай бұрын
oip
@CashsCoffee7 ай бұрын
8 minutes useless videos to spam ads in the description. do you like wasting people's time? this could have been 5 seconds. "artists commonly block out in their work" wow! change title to 10x your annoyance of blender tutorial youtubers
@thanatosor9 ай бұрын
Block out - work in everything from sculpting to a whole environment concept art 😂 No, really, this make environment concept artist life much easier to read game designer intention before making new scene/map.
@sadge64307 ай бұрын
bvn
@sadge64307 ай бұрын
asd
@shirotonbo63159 ай бұрын
The video is good but your voice needs some work, ending every sentence in the same tone is a recipe to put the viewers to sleep.
@sophiasouza41228 ай бұрын
I don't really think his tone was that flat... sure, it wasn't dramatically flamboyant, but it's not like he's trying to do voice acting for a character, so it doesn't need to be dramatic
@shirotonbo63152 ай бұрын
@@sophiasouza4122yeah sorry, i realize i was being nit picky now, his voice sounds fine.