UE5: Using Modeling Mode like BSP Brushes - BEST & FASTEST Way to Blockout Environments in UE5
Vložit
- čas přidán 3. 10. 2023
- Download "UE5 Fundamentals Vol.1" Tutorial Course: www.worldofleveldesign.com/st...
Use UE5 Modeling Mode like you would BSP brushes. Learn the best and fastest way to blockout environments using the Modeling Mode without having to constantly deal with Static Meshes being generated inside the Content Browser that happens by default with the Modeling Mode.
#unrealengine #ue5 #unrealengine5 #gameart #gamedesign #gamedev
-----------------------------------
Follow World of Level Design
WoLD Website: www.worldofleveldesign.com/
Premium Tutorial Courses: www.worldofleveldesign.com/st...
Exclusive WoLD Insider Newsletter: www.worldofleveldesign.com/wol...
WoLD on Twitter: / gameleveldesign
WoLD on Facebook: / worldofleveldesign
WoLD on Instagram: / worldofleveldesign - Hry
Excellent tutorial, thank you!
You explain things so clearly, and in such a "no BS" sort of way. Thank you! It was exactly what I needed to refresh my memory on these tools, looking forward to more like this.
Real good tip! Thank you 🙏
Super good, only missing a export like way of saving your creation in a actual mesh, but I guess that should be just a right click export of some sort, have to try
You said these meshes shouldn't be in the final scene, but I think one more thing should've been mentioned: these meshes are poorly optimized because of their "dynamic" property. Every object in the final world should be a static mesh, precalculated and with much less impact on the final game performance.
Oh thank goodness I came across your channel - I'm coming from Roblox Studio and the disconnect between their environment to Unreal... well is unreal. Thank you so much for the straight to the point tutorial, I feel the method you encompassed in this tutorial will be a life saver to me as I start my Unreal journey. Thank you!
Thanks for the tutorial. My modeling mode panel looks a bit different from yours with all child options grouped under the parent sections in one panel. How do you make them separate like in your video?
It's from 5.3 version of UE5.
Hello, thank you very much for your TUT, set output type as Dynamic Mesh was a very valuable piece of information. I would like to ask you to help me with the setting of this dynamic mesh. I used to model my terrains in ZBrush, but from 5.3 its better and faster to use modeling mode in UE. I usually chose the box for my piece of terrain. I have to enable this box Nanite cause I need to use Displacemen map /mainly this great tool EasyMapper/ I am not sure where and how should I increase polygons or resolution so that the model-terrain looks as good as possible during modeling furthermore, I don't know exactly if it is better to use Vsculp or Dsculp.
If you have any advice and information, I will be very grateful.
Krys
When you are creating the "meshes" in unreal; increase width, depth & height Subdivisions to increase vertex count/resolution and allow your height/displacement map to shape the mesh properly.
Finally
thank god
entirely removing bsp brushes is genuinely one of the most pants-on-head boneheaded moves i've seen. yes, their performance was god awful, but it fucks over level designers so hard by not having them there and the cube grid is not a good enough alternative.
trying to make a movement shooter and quickly iterate on level design as I go is painfully slow, god i wish we had a proper unity probuilder equivalent plugin.
I'm used to Quake 3 Arena, Half-Life Map editor. UE5 is a real pain in the ass if it comes to level design, in my opinion. Maybe i'm not quite used to it, yet, but still... I know that UE tries to imitate Blender, but sometimes is so not as good and intuitive .
Why on earth would Unreal not have this be the default option?
Dynamic meshes not working in packaged game. They are editor only as I know
Why do we worry about Generated meshes in content browser???
I'm told the modeling mode is still just the BSP brushes as far as performance and the how it can cause errors with things. Is this true?
I like to use the modeling mode with dynamic meshes but is a dynamic mesh bad for playtest and gameplay functionality?
Modeling mode creates actual 3d models (Static Meshes). BSP Brushes were something different and weren’t 3d models although you could convert them to one. So modeling mode is far better for performance and creating world geometry but it’s not perfect and it does have some problems. Not performance wise but just using the tools.
As far as Dynamic Meshes, you are right. You don’t want to use them in your final geometry. Only as blockout phase for size, scale and playtesting. But eventually you want most of your world geometry to be Static not Dynamic.
@@WorldofLevelDesign What would be the biggest problem with keeping dynamic meshes in a finished level? Is it just an efficiency thing, or does it create more bugs/errors?
@@AdeptusIncompetus Dynamic Meshes have some problems with shadows and lighting, they aren't compatible with Lumen or Nanite, collision problems and they are not efficient for rendering and memory. Not something you'd want to use for world building as your final geometry.
@@WorldofLevelDesign That clears up quite a bit of confusion for me. Thank you for answering my questions!
@WorldofLevelDesign would you also replace/convert the landscape tiles?
the content was fine but you can't use a thumbnail like that without disappointing people who were expecting that