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

WorldofLevelDesign
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How does BSP fit into the larger context of a completed game environment?
What are the steps in-between? How do you get from BSP blockout to the final level?
In this tutorial you'll know the answer. Let's go deeper into level creation workflow, from BSP blockout to final environment and ALL the steps in-between...
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8 июл 2024

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Комментарии : 35   
@yourgudbudnel
@yourgudbudnel 4 года назад
Finally! Been waiting for this tutorial series for a long time! Thanks Alex :D
@bentripn
@bentripn 4 года назад
I wish I would have found a video like this one when I started learning UE4 last December. Thank you very much!
@ESCalation
@ESCalation 4 года назад
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 3 года назад
It's same in both hammer and ue4 bsp
@CrazyOnigiri97
@CrazyOnigiri97 2 года назад
I had problems with blockouts but seeing this video helped me a lot. :D Thank you!
@jamiefurey564
@jamiefurey564 4 года назад
Wow, now this is a great video!
@yeahright7339
@yeahright7339 2 года назад
This was the most helpful video I have watched so far. Now I just got to learn how to do all that stuff.
@user-bl2ty9lm3b
@user-bl2ty9lm3b 4 года назад
Amazin' vid. Appreciate it!
@mikelazos9001
@mikelazos9001 4 года назад
Your videos are great, very informative and great quality and I thank you for your time!
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
Thank you Mike. Glad you enjoying them.
@yazzindev
@yazzindev 2 года назад
Thanks, helped me a lot getting together what i really wanted
@AlbrechtJ
@AlbrechtJ 2 года назад
Thanks for excellent tutorial.
@digitaljeepney4440
@digitaljeepney4440 2 года назад
very clear explanation. thanks.
@SpenceHartnettLD
@SpenceHartnettLD 4 года назад
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 года назад
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.
@dr.merlot1532
@dr.merlot1532 3 года назад
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 3 года назад
Thanks man. I wish I could say the level was mine but it's not. It is from Content Examples Project in UE4.
@LittleBigLucas51
@LittleBigLucas51 3 года назад
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 года назад
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)
@DandragonDe
@DandragonDe 4 года назад
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 4 года назад
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 4 года назад
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 4 года назад
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 года назад
@@DxBlack very nice analogy! Perfect!
@tomjue5128
@tomjue5128 4 года назад
Hmm I would like to see a nature outdoor level example in bsp phase
@thenoodlegrush
@thenoodlegrush 4 года назад
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 4 года назад
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
@Joseph-ob8cq
@Joseph-ob8cq 2 года назад
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.
@speedfreakpsycho
@speedfreakpsycho 4 года назад
Content Examples Project stuck on loading at 45% initializing . Any idea?
@WorldofLevelDesign
@WorldofLevelDesign 4 года назад
It gets stuck for me as well. But it should continue after being stuck. Just wait for a bit.
@laiebi_3639
@laiebi_3639 4 года назад
It's compiling shaders in the background, i find it annoying too there should be a progressbar to show its still working
@NikoliBearcrusher
@NikoliBearcrusher Год назад
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 3 года назад
TLDR; BSP is minecraft for developing world scale & user experience. Meshes make it pretty. Lighting = duh. Polish = Prettify meshes.
@DarksealStudios
@DarksealStudios 3 года назад
ok, i'll start where i should start instead of starting in the middle.
@mk8_it
@mk8_it 3 года назад
good vid but you repeated your self way too many times about bsp brushes
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