Create Modular Meshes Using UE5 Modelling Tools - Part 2 - Unreal Modelling Tools

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  • čas přidán 29. 08. 2024

Komentáře • 60

  • @maciejklosowski6006
    @maciejklosowski6006 Před 3 lety +13

    Wow, this is all I can say. Didn't realize UE had such powerful modelling tools. This is like a new way of working. Thanks for sharing this method.

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Thanks for the comment and your welcome, I hope to add more in the future

    • @Kombatant777
      @Kombatant777 Před 2 lety

      @@CB3DART waiting) your videos very helpful! Thanks

  • @Simon-iq1yl
    @Simon-iq1yl Před 2 lety

    That's about the quickest I've ever subbed to a channel, beautifully paced. Well done.

  • @adityanarayan1802
    @adityanarayan1802 Před rokem

    This is one of the best asset creation videos that I have watched recently. Great use of in-bult tools to do things a lot faster than older methods. Amazing!

    • @CB3DART
      @CB3DART  Před rokem

      Thank you, pleased that you liked it!

  • @theegunn
    @theegunn Před rokem

    Fantastic video, thank you for sharing

    • @CB3DART
      @CB3DART  Před rokem

      Thank you, pleased you liked it.

  • @dow647
    @dow647 Před 3 lety +3

    Amazing!
    Great tutorial, very informative with plenty of value. I'm new to Unreal Engine/3d modeling. I would defiantly like to see more videos of this sort. I'm beginning to believe that staying within Unreal Engine to do everything is achievable. Keep up the great work, and thanks for sharing. 👍

    • @CB3DART
      @CB3DART  Před 2 lety

      Thanks! I also hope that more and more will be possible within unreal its self. There is so much possibilities with the large poly counts but having tools like the modelling tools (and I am sure more tools in the future) could really change the way unreal content and levels are made.

  • @alextoesk4573
    @alextoesk4573 Před 3 lety +2

    Thank you for doing this tutorial!! I was looking for a workflow that only uses ue5 and this could be it! Very well explained btw, and again, thank you for taking your time to show your knowledge

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Thank you, the possibility of doing more in UE5 is also something I have been keen to see, the modelling tools feels like a good step in this direction.

  • @RealSeanSchumacher
    @RealSeanSchumacher Před rokem +1

    you can always use a slight Albedo tint to match the colors of the walls

    • @CB3DART
      @CB3DART  Před rokem +1

      definitely, I honestly cant remember if I did this or not (so long ago) but I was probably just trying to focus on the modelling tools for the vid.

  • @AnnisNaeemOfficial
    @AnnisNaeemOfficial Před rokem

    Watched all of your videos. THey were all so helpful. I hope you upload more !

    • @CB3DART
      @CB3DART  Před rokem

      Thank you very kind! I plan too, just work getting in the way at the moment. thanks again

  • @lyrosepl
    @lyrosepl Před 2 lety

    Very interesting content,you also have such a calming voice, Thank you !

  • @JumboTTV
    @JumboTTV Před 2 lety

    Thanks for this video man! I've been using the modelling tools for around 10 days but have mostly been using mesh bool and duplicates etc to make my shapes.. This video taught me how to use a few more of the systems to make my workflow alot quicker with more detail. Thanks again!

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Really pleased it helped!

  • @PaulSmith-nd7gd
    @PaulSmith-nd7gd Před 2 lety

    Super helpful. Beautiful work. Thanks!

  • @La4o21
    @La4o21 Před 2 lety

    Very nice and helpful video! Thank you!

  • @jeronimocanale8124
    @jeronimocanale8124 Před 2 lety

    This is amazing!!! Thanks for sharing!!

  • @peterallely5417
    @peterallely5417 Před 3 lety

    This is so good dude! Thanks for sharing your knowledge. Subbed and will be watching anything you upload.

  • @alfonsoquintanajimenez83

    Nice videos! Waiting for more tutorials, they are very useful!
    Greetings.

  • @wolfiedgr8t
    @wolfiedgr8t Před 2 lety

    Great tutorial

  • @GrzegorzStyczen
    @GrzegorzStyczen Před 2 lety

    Cool idea!

  • @fleurbird
    @fleurbird Před 2 lety

    Very informative. Thanks.

    • @fleurbird
      @fleurbird Před 2 lety

      The last part blew my mind

  • @altindublaj7452
    @altindublaj7452 Před 2 lety +1

    You're Awesome, Please Make A A Lot Tutorial About Open World(Lightning, Landscape) , Thanks😊

  • @EMNM66
    @EMNM66 Před 2 lety

    Thank you brother, please update more videos :)

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Thank you, I will definitely make more, work has just been a bit crazy lately.

  • @LeoChou
    @LeoChou Před 3 lety

    AWESOME!

  • @landosouzza
    @landosouzza Před 3 lety

    Thanks for tutorial

  • @lucasgastelum2895
    @lucasgastelum2895 Před rokem

    nice video

  • @yogeshkumar-oc1pg
    @yogeshkumar-oc1pg Před 3 lety

    thats great

  • @AmjoodBasha
    @AmjoodBasha Před rokem +1

    Very nice! I have a question: While playing with the lattice after I increased its resolution, the wall became dark! Why?!

    • @CB3DART
      @CB3DART  Před rokem

      Sorry I am not sure, that sounds odd. I assume it was not something like the lines for the lattice are obscuring/tinting the mesh underneath it?

  • @pDiegoz
    @pDiegoz Před 3 lety

    U R Awesome!

  • @sr2sdouble
    @sr2sdouble Před 3 lety

    Восхитительно

  • @jackye611
    @jackye611 Před 2 lety

    This is a great tut. My noobie question is, in the case of the door tile, how would you go about animating the door? or make it/set it up in a way to be ready for animating. Cheers!

    • @CB3DART
      @CB3DART  Před 2 lety

      Thanks, with regards to the door.... there is potentially lots of options to do this, From the top of my head, one option might be to use two Boolean operations.
      Place a "box" or similar object around the door and do a Boolean subtraction to create a mesh without the door.
      The take the original Boolean box cutter and the original mesh with the door in it and do another Boolean operation, this time use a intersect to remove everything but the door. Then move the pivot (using the unreal Modelling tools pivot tool) to the rotation point on the door, then animate it.
      Of course there are many other ways to do this, thats just a quick example. (and might not be the best or most efficient way but should work)

  • @dvogiatzis
    @dvogiatzis Před 2 lety

    Hello great tutorial! Thanks for sharing. Are you planning to make more tutorials like this?

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Thanks very much, yes I do, I actually have some footage for another but need to find some time to do VO and edit it, but I do plan to do more. thanks

  • @naytbreeze
    @naytbreeze Před rokem

    Awesome video. Lets say I have a model of a house with interior but I can't get inside of it in UE5 as a character in game mode. How would I apply this method to an entire building not just one wall? Or do I need to do one wall at a time?

    • @CB3DART
      @CB3DART  Před rokem +1

      Not 100% sure what you mean, but if you are struggling to enter a open buidling mesh in game mode, its most likely that, on import, unreal has automatically created a box collision for your whole object meaning that there is a big collision box around your whole house mesh. If you double click the mesh inside unreal editor and look for collision and you can either remove the collision completely (i.e. have no collision) or you can change the "Collison complexity" type from project default to "use Complex collision as simple" this will make the collision per polygon. This is fine for testing purposes but I would not normally recommend this as the final physics for a game asset, but it can be helpful when you just want to test out a space ingame.

    • @naytbreeze
      @naytbreeze Před rokem +1

      @@CB3DART Thank you I will try that. I guess what I was trying to ask was for example in the City Sample Pack (matrix demo but smaller version) it has like models of large buildings and brownstones with steps but my character wont walk up the steps and lets say I wanted the player to get access to the inside of those buildings how would I do it? Like cutting a boolean into them?

    • @CB3DART
      @CB3DART  Před rokem +1

      I played the matrix demo (pretty amazing stuff) however I have not had a chance to look at the matrix sample scene so its a little difficult to say, but as a guess yes it sounds feasible to Boolean a hole to go inside (obviously I assume that there is no interior so I guess that would need to be built.) also the physics of the building would need to be changed to reflect the boolean hole that you have cut in. With regards to the character not walking up steps, that could be a physics issue or if I remember correctly you can increase the characters setup up height (which in theory would fix that but could introduce other issues)

  • @Test-iv4pm
    @Test-iv4pm Před 2 lety

    Is this how you would make swappable gear? For example, if a character has multiple armor sets that they can wear.

    • @CB3DART
      @CB3DART  Před 2 lety +1

      hmm its more to do with environment modularity but ofcourse you can use the modeling tools on any mesh. (As far as I know) One thing to bare in mind though, the nanite (high polygon system) in UE5 does not work on skinned meshes (i.e. Animated characters) as far as I know.

  • @TyCarriere
    @TyCarriere Před 2 lety

    That is really awesome man! Do you have a copy of your wall scan so we can try it out ourselves?

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Thanks for the comment, its a pretty massive mesh (in terms of polys) so not sure but I will see what I can do.

    • @TyCarriere
      @TyCarriere Před 2 lety

      @@CB3DART awesome! Thank you!

  • @christianek_h
    @christianek_h Před 2 lety

    Thank you so much for the video, it was extremely helpful!
    I have one question, When I accept my mesh changes, instead of creating a copy of the mesh, the original mesh is replaced by the one that I edited. I'd like to keep both the original and the edited one. There must be a toggle I'm missing somewhere, hope you can help and thanks again for the awesome vid!

    • @CB3DART
      @CB3DART  Před 2 lety +1

      Thank you pleased that you liked the video.
      I have not had a chance to double check this (and the newer versions of the engine might change it) but there is usually a option on each tool called something like "tool output options". In this section you can usually choose how its saved, if it overwrites existing or creates a new mesh. There is also a general setting at the bottom of modelling tools called something like "Modeling mode quick settings" in here you can chose the save/output folder etc, hope that helps

  • @przemysawnowak2673
    @przemysawnowak2673 Před 2 lety +1

    How much money do You need to lern using UE5? Only lern and not to use for making money!

    • @CB3DART
      @CB3DART  Před 2 lety

      Hi, as far as I know UE4/5 is free to use to learn. If you make a product (like a videogame) then you have to pay Epic Games a % of royalty money once you hit a certain amount of revenue.
      If you go to this page... www.unrealengine.com/en-US/faq
      Then look for "how much do I have to pay for unreal engine" there should be more details.

  • @teddybear100
    @teddybear100 Před 2 lety

    ✅ Why are there videos informing artists of plugins like Modeling Tools. The plugin only works on Windows architecture platform. Until the manufacturer creates a plugin for all platforms please don't advertise for this company because it is a disservice for UE5 artists.

    • @CB3DART
      @CB3DART  Před 2 lety

      Thanks for the message, this plugin is made by Epic games themselves, its not a 3rd party plugin, so I assumed it would be available to all platforms, however if it is not currently then once it is through beta testing it should become a part of the core engine build so I assume at that point it will be available to all.

    • @Fafmagic
      @Fafmagic Před 2 lety +1

      What a nonsense comment from the OP. I assume you’re an Apple user. It’s not Epic’s fault Apple decided to go with their own hardware architecture. That shouldn’t stop them achieving what they want with their largest audience (Windows PC). And the original tutorial is excellent and helped a lot of people. Maybe you should move from whatever platform you’re on to Windows PC?
      If your a Linux user then I’m sure these tools will become available when UE5 is released. In the meantime, stop negatively commenting on community videos that are attempting to help others discover useful workflows.