UE4: In-Depth Level Creation Workflow - From BSP to Final Level/Environment

  Рет қаралды 28,432

WorldofLevelDesign

WorldofLevelDesign

Күн бұрын

Пікірлер: 35
@yeahright7339
@yeahright7339 2 жыл бұрын
This was the most helpful video I have watched so far. Now I just got to learn how to do all that stuff.
@CrazyOnigiri97
@CrazyOnigiri97 2 жыл бұрын
I had problems with blockouts but seeing this video helped me a lot. :D Thank you!
@ESCalation
@ESCalation 5 жыл бұрын
I'm working with Hammer for CS:GO while whatching a UE4 video :D As usual, great video! ...I should look into UE more!
@aryabratsahoo7474
@aryabratsahoo7474 4 жыл бұрын
It's same in both hammer and ue4 bsp
@Johnhelldives
@Johnhelldives 5 жыл бұрын
Finally! Been waiting for this tutorial series for a long time! Thanks Alex :D
@bentripn
@bentripn 5 жыл бұрын
I wish I would have found a video like this one when I started learning UE4 last December. Thank you very much!
@yazzindev
@yazzindev 2 жыл бұрын
Thanks, helped me a lot getting together what i really wanted
@AlbrechtJ
@AlbrechtJ 2 жыл бұрын
Thanks for excellent tutorial.
@mikelazos9001
@mikelazos9001 5 жыл бұрын
Your videos are great, very informative and great quality and I thank you for your time!
@WorldofLevelDesign
@WorldofLevelDesign 5 жыл бұрын
Thank you Mike. Glad you enjoying them.
@jamiefurey564
@jamiefurey564 5 жыл бұрын
Wow, now this is a great video!
@digitaljeepney4440
@digitaljeepney4440 3 жыл бұрын
very clear explanation. thanks.
@user-bl2ty9lm3b
@user-bl2ty9lm3b 5 жыл бұрын
Amazin' vid. Appreciate it!
@LittleBigLucas51
@LittleBigLucas51 4 жыл бұрын
Okay, this is all good, but there is a crucial step missing. How are you supposed to create assets that fit the geometry without having direct references to the BSP layout? Winging it seems like a bad idea
@Aussie.Owlcoholic
@Aussie.Owlcoholic 3 жыл бұрын
you can convert the bsp brushes to static meshes, export them to your software of choice, create the final mesh using that as a reference, then import it back in (or update the old model with your new one to have it instantly pop into the scene at the correct location)
@SpenceHartnettLD
@SpenceHartnettLD 4 жыл бұрын
very nice video! How does this workflow change, if at all, when working on an outdoor/open-world level with less uniform terrain? would you still start with bsp brushes in blockout or would landscaping tools be used to start?
@WorldofLevelDesign
@WorldofLevelDesign 4 жыл бұрын
In that case I would use landscape but if my environment had villages, towns or landmarks I would continue to use BSP for architecture to block those out and decide how far and how big they need to be.
@DandragonDe
@DandragonDe 5 жыл бұрын
good explanaitin, just ... how does it help making the layout first if everything is modeled afterwards? Like, do the BSP Brushes get Exportet to model over them? For example: How do i get the propotions of that statue? I model it in say Maya and then plug it in ... well it could be vastly different in almost any of the three dimension. Maybe its only half as High and looks just bad in engine, or its the right hight but need double the space. I know eyeballing it helps, but ... this can't be the final answer for a intricate design..?
@WorldofLevelDesign
@WorldofLevelDesign 5 жыл бұрын
BSP usually happens first so you get a good idea of what your environment needs to feel like, play like and how large the geometry and architecture needs to be. Then, I often export those BSP brushes as FBX from UE4 and import them into 3d modelign software. I then use the exported geometry as my template. So the end result is often very close to what I have in the BSP blockout phase. Although remember, it doesn't have to be 1:1 exact fit. Sometimes final Static Meshes are bigger or smaller then my BSP blockout which is fine. As long as it's close enough and maintains the same spatial feel, the results will be good.
@DxBlack
@DxBlack 5 жыл бұрын
Think of it as drawing circles before you put a nose on it _so you know where and how large it should be in relation to the face (the circle)._
@antiRuka
@antiRuka 5 жыл бұрын
You first want to get a feel for it, before clocking in hours of modelling, that could be wasted if it in the end didn't feel right or completely wrong scale.
@harrysanders818
@harrysanders818 4 жыл бұрын
@@DxBlack very nice analogy! Perfect!
@speedfreakpsycho
@speedfreakpsycho 5 жыл бұрын
Content Examples Project stuck on loading at 45% initializing . Any idea?
@WorldofLevelDesign
@WorldofLevelDesign 5 жыл бұрын
It gets stuck for me as well. But it should continue after being stuck. Just wait for a bit.
@laiebi_3639
@laiebi_3639 5 жыл бұрын
It's compiling shaders in the background, i find it annoying too there should be a progressbar to show its still working
@NikoliBearcrusher
@NikoliBearcrusher Жыл бұрын
So longshot here cuz I know this is a few years old now, but a question I wanted to ask. If I have simpler static meshes (say, a wall. Small number of vertexes and tris)created from the "create Static Mesh" function for bsp's, How important is it going to be for me to replace that with a re-modeled piece in something like Blender? Is it going to cause enough of a difference in processing/performance that I'll want to just go ahead and remake them even if they're simpler?
@8liontv
@8liontv 4 жыл бұрын
TLDR; BSP is minecraft for developing world scale & user experience. Meshes make it pretty. Lighting = duh. Polish = Prettify meshes.
@Joseph-ob8cq
@Joseph-ob8cq 2 жыл бұрын
My only question would be how you apply this type of level design into a level where its a natural landscape. Since nature isn't very cut and sharp like artificial structures are and BSP geometry is all cubes and such.
@dr.merlot1532
@dr.merlot1532 4 жыл бұрын
you're fking level looks pretty. I was creating a similar level: roman/gothic architecture something similar to St Peters basilica but I have not yet made it as good looking as yours. this video gives me inspiration though.
@WorldofLevelDesign
@WorldofLevelDesign 4 жыл бұрын
Thanks man. I wish I could say the level was mine but it's not. It is from Content Examples Project in UE4.
@tomjue5128
@tomjue5128 5 жыл бұрын
Hmm I would like to see a nature outdoor level example in bsp phase
@thenoodlegrush
@thenoodlegrush 5 жыл бұрын
For outdoor environments you probably gonna need basic mesh blockouts for trees and big rocks and bsp you can use for structures like hut/houses etc. Take a look on example here: imgur.com/zK1lcJF
@WorldofLevelDesign
@WorldofLevelDesign 5 жыл бұрын
For outdoor landscape levels it'd be a bit different. I would only use BSP if they represent some architectural buildings or structures or large focal points in the landscape. You can block out pretty quickly some foliage (trees, rocks etc) by using Foliage Tool docs.unrealengine.com/en-US/Engine/Foliage/index.html
@DarksealStudios
@DarksealStudios 3 жыл бұрын
ok, i'll start where i should start instead of starting in the middle.
@mk8_it
@mk8_it 3 жыл бұрын
good vid but you repeated your self way too many times about bsp brushes
UE4: BSP Blockout From Concept Art to an Interior Motel Room - Tutorial
28:47
The evil clown plays a prank on the angel
00:39
超人夫妇
Рет қаралды 53 МЛН
“Don’t stop the chances.”
00:44
ISSEI / いっせい
Рет қаралды 62 МЛН
UE4: What are the Advantages and Disadvantages of Using BSP? - Tutorial
9:28
UE4 : What is BSP and When Should You Use It?
4:55
WorldofLevelDesign
Рет қаралды 21 М.
Spatial Communication in Level Design
37:23
Peter Field
Рет қаралды 108 М.
Stairs - Dimensions and Tips for Level Designers
5:25
timdoesleveldesign (TimDoesLevelDesign)
Рет қаралды 8 М.
Pre-Production for Level Design
7:17
timdoesleveldesign (TimDoesLevelDesign)
Рет қаралды 23 М.
Lighting Interiors in UE4
35:14
Ryan Manning
Рет қаралды 131 М.
UE4 Tutorial: BSP Brushes #Blocktober
12:08
underscore
Рет қаралды 25 М.
The evil clown plays a prank on the angel
00:39
超人夫妇
Рет қаралды 53 МЛН