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UE4: BSP Blockout Process - Abandoned Building & Terrain from Photo Reference - Tutorial 

WorldofLevelDesign
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One of the best ways to master BSP brush creation in UE4 is to do a photo reference to blockout exercise.
I found a photo reference that I wanted to blockout that included an abandoned building and some terrain.
Check out the full blog post tutorial with extra important ideas from the video: www.worldofleveldesign.com/ca...
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20 окт 2019

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Комментарии : 45   
@ice187dna
@ice187dna 4 года назад
Brilliant, very helpful. 10/10 :)
@SirEpifire
@SirEpifire 4 года назад
I come from using additive based geometry (eg. Hammer and Radiant) so the use of subtractive volumes is still so wild to me. Lots of inspiration and insight for me in your video, thankyou!
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
Same. I love brush based geometry that Hammer has. Thanks David. Glad this helped.
@JiggywattArt
@JiggywattArt 4 года назад
@@WorldofLevelDesign do you know if there's any workflow for something like that? Blocking out is probably the one thing Hammer does better than UE4 and I'm shocked after all these years, nothing much has changed. I'm considering just exporting BSP's and resorting to hammer first because it's so simple and intuitive.
@user-bq7mz4fy5b
@user-bq7mz4fy5b 4 года назад
Amazing ;)
@mohammedmusleh2553
@mohammedmusleh2553 4 года назад
Awesome i really enjoy your videos it's really helpful :) , i wish you make a video about creating static meshes from BSP because i found it really confusing for me . :)
@dannankelly
@dannankelly 2 года назад
i dont get it, how your doing all the modeling and cutouts , if you could explain the controls and tools your using would be greatly appreciated.
@drillcream
@drillcream 4 года назад
great work!
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
Thanks!
@BabarisStudioGroup
@BabarisStudioGroup 4 года назад
Thank you!
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
You're welcome! :)
@CortVermin
@CortVermin 3 года назад
1:40 "getting the right size is important!!" makes the door 1/3 smaller than the height of the windows; me looking at the reference foto in terror :D jk, thanks for sharing man! thats awesome
@3EMW_Entertainment
@3EMW_Entertainment 4 года назад
hello Sir, I created an open world in world creator2 and I exported to in unreal engine using 2K heightmap, so I started to test in the total landscape with a 3rd person template. when I start to play at a certain distance that 3rd person mannequin is going disappear what should I do sir, I didn't write any blueprint code for mannequin and other things. please give me the solution.
@MalikRockie00
@MalikRockie00 3 года назад
Can you make a vid about how a custom modular wall mesh is made and how to setup up the lightmap uvs in a way that avoid light bleed? I noticed no one on youtube has explained this properly especially with blender to ue4 workflow.
@-TWFydGlu
@-TWFydGlu 3 года назад
5:41 is there an example video where this workflow is shown? I'm familiar with the hammer editor (Source Engine), so in the past I created all my levels with BSP's.
@Smartroid
@Smartroid 2 года назад
Make a tutorial on texturing it and making it look abandoned
@jakegilfillan5156
@jakegilfillan5156 4 года назад
This a great video. I find that a struggle with snapping and getting thing to line up more than anything. Do you set a snapping level and stick to it or change it as you're working?
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
Yes. I keep most of the snapping at 10 units, 5 units when something doesn't line up then its back up to 10. I only go lower for fine tuning and detail but not very much.
@RDD87z
@RDD87z 4 года назад
Do you have any course for creating assets for your environments? Right after the process of thsi video. You export it to a 3d software... Then you do create assets... And texture them with substance? Would love to buy your course if you put all that in.
@alexm1624
@alexm1624 Год назад
Seems very interesting, nice! I was wondering if you could, somehow, transfer parts of the photo into the constructed building, so as to have the same appearance (same tiles, windows etc).
@ibrahimmammadov9669
@ibrahimmammadov9669 4 года назад
But how can we add textures to the different part of buildings (windows,doors,walls)? please help me
@lucak_art
@lucak_art 4 года назад
it's 2019 and we still don't have an updated BSP editor that actually works like probuilder or source2 hammer, epic games completely ignores what made the quake/UT era games so good and keeps focusing on small useless updates while neglecting the most important tool of game development.
@geno2kgeno
@geno2kgeno 4 года назад
Very interesting! Does that also mean you would never block out the interior of such a building and just wait until you get to design the static meshes?
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
I would actually blockout the interior. I didn't for this tutorial. But I would have definitely blocked out the interior as well.
@marcomantuetto5267
@marcomantuetto5267 3 года назад
Great explanation! Do you decide the dimension of you wall using your human mesh as reference or you are working in meter getting the right size?
@WorldofLevelDesign
@WorldofLevelDesign 3 года назад
It's a bit of both. For most residential buildings I go with 300-400 units in height. That usually seems "right". Then the character reference tells me if the wall "looks" correct size based on the human reference scale. I then increase or decrease the wall size based on what I see.
@marcomantuetto5267
@marcomantuetto5267 3 года назад
@@WorldofLevelDesign thank you!!
@WaveWonder1
@WaveWonder1 4 года назад
This is great but how do you build off grid? Like what if your making a map with entire sections that are at 45 degree angles but connect smoothly into 90 degree geometry? Think like Halo maps
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
Do you happen to have a screenshot example of this? In UE4 you can move edges and vertecies, that will give you 45 degree angles. But if you can, show me an example, I'll see if I can figure it out.
@mashonoid
@mashonoid 4 года назад
Hi, very informative video, I only have 1 question. How Do You Get The Scale Right? Do you do guess work just by looking at the reference? or you have some predefined values?
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
I start off with predefined values for the wall. Average size wall is 300-400 units. I think for this building it was 350. Then constant judging of the scale next to the mannequin and playtesting very often.
@mashonoid
@mashonoid 4 года назад
@@WorldofLevelDesign ohh so basically its a trial and error process. Cool. Thanks a lot. Your guidance is much appreciated :)
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
Yeah pretty much. It is more of an art than science. This is why trying to convert anything in UE4 to real world dimensions always looks disproportionate. It just has to look and feel correct in-game and constantly iterating until you get the size that looks "right". Happy to help.
@tomjue5128
@tomjue5128 4 года назад
Would love to know average time you spend on blocking to get this results.
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
This took me about 45-60 minutes.
@curranh.8328
@curranh.8328 4 года назад
What are the shortcuts you use?
@CommanderColson
@CommanderColson 2 года назад
Out of curiosity, what is the legality involved with modeling real world locations like this? If you then took this building and plopped it in your game, couldn’t you get sued due to some architectural copyright or something?
@Lukifah
@Lukifah 2 года назад
with a model so complex just do it in blender
@circle2867
@circle2867 4 года назад
not sure i understand the use of these. wouldn't it be easier to start the entire process in blender and take it straight into unreal? rather than blocking it out, taking into 3d software, build again then take it back into ue4. sounds rather drawn out to me.
@Daddix0
@Daddix0 Год назад
greybox are for gameplay testing
@herpderpmonkey
@herpderpmonkey 3 года назад
Is it just me or is UE4's brush tools horrible? Why the fuck is it so hard to snap parts to the grid?! In hammer, you just intuitively move vertices/edges/faces/objects and everything perfectly snaps flush and modular.
@WorldofLevelDesign
@WorldofLevelDesign 3 года назад
Yeah, Hammers brush tool is heaven and UE4's takes a while to get used to and haven't gotten any changes or updates but at least there is one.
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