0:00 - intro 0:33 - define terms 1:25 - purpose of modeling in UE. Are you trying to replace Blender or BSP? 4:07 - example 1 tweaking - scenario you might use modeling in UE instead of export and reimport 5:36 - example 2 tweaking 6:26 - example 1 Nanite-scale content - scenario where you cannot export and reimport 7:31 - example 2 Nanite-scale content - booleans 8:56 - example 3 Nanite-scale content - UVs 9:32 - baking to lower-poly, auto-UV, auto-LOD 11:40 - summary of modeling team focus 12:46 - summary of what modeling team is NOT focused on 14:43 - Modeling Tools demo start 15:27 - demo - where to find these tools 16:42 - demo - shapes 18:06 - demo - poly-edit 19:47 - demo - get sense of scale and fit by "playing" the level 20:24 - demo - pattern tool 21:14 - demo - texturing and UV 22:48 - demo - more exploring the space you are creating 23:32 - demo - buildings and windows 24:25 - demo - pivot tool 24:55 - demo - baking rotation/scale 25:14 - demo - lattice tool 25:25 - demo - sculpting tool 25:35 - demo - mentions a few other types of tools 26:47 - geometry scripting intro 27:54 - enable the plugin 28:16 - create the geometry script Blueprint 28:41 - start building the nodes 28:53 - create a box with adjustable height and bevel parameters 30:11 - create a second moveable sphere mesh and perform a boolean operation with the box 31:45 - create a second instance of the BP and show different settings 32:01 - short discussion on other more advanced things you can do 32:34 - demo of rabbit covered in green goop 33:20 - how Lyra project used geometry script - walls, windows, floors 35:30 - wrap up and future plans
@hongliang185 Жыл бұрын
new all in one transform adjust ui is amazing, nice to have more powerful level editing tools in UE
@krz90002 жыл бұрын
i love the work you do there with unreal. DCC roundtrips are just awfull timekillers!
@benveasey74742 жыл бұрын
1) Will there be numerical input for precision modeling in 5.2? 2) Is there a way to export out to a vector file (such as SVG) for creating technical drawings from our models? It would be great if Unreal could produce sections and elevations in a similar way to Twinmotion.
@theone86252 жыл бұрын
PLEASE ADD THIS ASAP IF YOU HAVEN'T ALREADY: NUMERICAL MEASUREMENT UNITS (MILLIMETERS, INCHES ETC) FOR PRECISION MODELING AND A UNIT-BASED MEASUREMENT SYSTEM FOR PRECISELY IDENTIFYING REAL WORLD DISTANCES BETWEEN OBJECTS (LIKE WHAT IS IN BLENDER / 3DS MAX).
@benveasey74742 жыл бұрын
@@theone8625 Absolutely agree! It is one of the main things holding a lot of people back from trying the modeling tools.
@theone86252 жыл бұрын
@@benveasey7474 Yes! You know! It is absolutely killing our ability to know precisely what the hell we're designing relative to real world dimensions. It makes modeling in UE insanely inaccurate. You have to have a human-sized model in view at all times just to get a sense of scale / proportionality. If we had the measurement units, we could move so much faster, more accurately and more confidently. I love UE, but this is a desperately critical addition that must be made above and beyond all other new features, bug fixes etc.
@DevGods2 жыл бұрын
Unreal uses cm so 100 units is essentially 100cm
@Cw7003 Жыл бұрын
I’m surprised you got all that done without crashing
@swat37 Жыл бұрын
real ;_;
@tsechihhuang Жыл бұрын
Is that possible to make a script : "shape grow throught a path" ?? And Animated in Sequencer ?
@AlleyKatPr0 Жыл бұрын
NURBS please.
@GoatOfTheWoods Жыл бұрын
Who uses Nurbs in 2023? And why?
@AlleyKatPr0 Жыл бұрын
@@GoatOfTheWoods People who use CAD mainly, and, those who want mathematically perfect shapes based on splines that can be imported into any format for any final application. In addition, UE5+ allows for the importing of NURBS models from Rhino ét all. Another way of looking at this is those who work on hard surface modelling and use NURBS to create models, knowing full well they can be exported into FBX models. Having NURBS modelling inside UE5+ makes it so the engine can interpret splines and convert them into polygonal objects/assets for real time. The entertainment industry use NURBS a lot btw, so, like all of the Star Wars movies recently used NURBS in MODO. There is a lot of instances of NURBS for modelling, but it is mainly hard surface modelling as it is sooooo much easier to model objects using a NURBS workflow...especially true for building weapons, vehicles, cars etc, as these are hard surface, yet, have curves to them, which polygonal modelling is always weaker on. Character modelling is really the domain of Maya and Z-Brush, as it is more like using a 'clay' process, and, Maya is very good on animation posing. Although UE5+ is excellent for animation, even for 2.5D + animation, and, paper animation, but most would agree that Maya is the tool people use the most for a traditional animation project. Flat 2D would be the realm of ToonBoom.
@UTube2K62 жыл бұрын
This look better flow than construct script for procedural génération. I am going to try. thx a lot.
@FreestyleMovement Жыл бұрын
Does this work inPIE mode ? Asking for us doing midi / osc manipulation live
@PashaDefragzor2 жыл бұрын
Will there be any revolutionary changes in level design. For example: the levels are planetary size, so instead of a base plane, users will be able to create a planetary sphere with different gravity options, etc.? Or maybe some hex that will cut your generated planet into a plane of the selected planet size, after some of the planets sectors can be ghosted into water or wasteland ? Some game developers are still based on the concept of creating worlds, such as the work of Robert Howard, who created an entire world by drawing a map and then assigning some properties to certain sectors of the planet. It would be cool if it would be possible to assemble your own fictional planet
@wewantmoreparty Жыл бұрын
Awsome
@adrianscarlett2 жыл бұрын
I'd really like to see geometry scripting in c++
@RyanSchmidtEpic2 жыл бұрын
Geometry Scripting is built on top of our much larger and more capable C++ geometry library. So if you want to use C++, you can use that library directly. (You can also call all the Geometry Script functions in C++, they are just static C++ functions, but using FDynamicMesh3 directly is generally more efficient than going through UDynamicMesh)