This Will 10X Your Modeling Speed | Greyboxing

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  • čas přidán 27. 05. 2024
  • GreyBoxing, a step many of you skip while creating your art projects, in this video we'll talk about it in depth, and discover how it can be critical to the success to your projects.
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Komentáře • 77

  • @2.Plus.2.Equals.5
    @2.Plus.2.Equals.5 Před měsícem +32

    Mockup, block up, prototype, layout, scale test, grey box. Call it what you want but pretty much any graphic artist does this, especially level designers.

    • @brodriguez11000
      @brodriguez11000 Před 13 dny

      Have to, modern levels are too complex to waste time on.

  • @Patxi__
    @Patxi__ Před 3 měsíci +96

    Newbies prefer to start making detailed level art, because is fun and "easy". When they jump to animation, programming etc, they give up because they see that making a game it is way harder than they though.

    • @thanatosor
      @thanatosor Před měsícem +7

      Wait till they have to write a careful desgin document for every level / mechanism & story

    • @Fenseone
      @Fenseone Před měsícem +6

      @@thanatosor Or till they have to submit their work with freeze'd transformations, pivots in center of world, no pinches, everything named correctly, integrated in engine, packed and screenshotted 😂

    • @vectorlua8081
      @vectorlua8081 Před 14 dny +2

      I thought the same thing, except I'm good at programming, which, as you may imagine, isn't the only thing needed to create a game.

    • @Patxi__
      @Patxi__ Před 14 dny

      @@vectorlua8081 I think if you are programmer you can create an entire game by yourself using premade assets or placeholder models. A 3D/2D artist can't do that. But, of course the result may be better if you team up with a game designer and an artist.

    • @Fenseone
      @Fenseone Před 14 dny +1

      @@Patxi__ They can, sure. They can still come up to problems tho. Some assets are made with lightmaps, other without, some will be lowpoly, some much less optimized. Wait till u put 3 guns in game and get 2 fps

  • @Flowing_8175
    @Flowing_8175 Před 28 dny +44

    Before: realistic image without doubt
    After: JUST A WHITE CONCRETE
    *_Last Brain Cell Left the game_*

  • @ChaojianZhang
    @ChaojianZhang Před 14 dny +6

    I always overlooked it. Great lesson.

  • @jessyberbers5997
    @jessyberbers5997 Před 11 měsíci +69

    Isnt this just called Blocking out?

    • @TheExFatal
      @TheExFatal Před 2 měsíci +10

      Same thing really

    • @fergadelics
      @fergadelics Před měsícem +7

      It works. The term blocking a scene has to do with tv/ movie scenes, its origin comes from theatre. Someone used little wood blocks to illustrate how he wanted the actors to move around.

  • @curioussoul5151
    @curioussoul5151 Před 12 dny

    Thank you so much! for this amazing video

  • @warrenscipio4168
    @warrenscipio4168 Před měsícem +10

    I dont think whitebox testing is referring to the color of the boxes, its a general computer science/software engineer term, I think whitebox testing refers to testing a system that you have the "lights on" you can see every input and going in and seeing how they work in the system, Blackbox testing is testing only the outputs, you could careless about the inner workings of the system because it is just a dark black box to you that and you only care about what goes in and what comes out, I imagine greyboxing is actually a term describing both of these kinds of tests or a middle ground.

  • @TorQueMoD
    @TorQueMoD Před 29 dny

    Great video :) It's also called blocking in or blocking out. In fact, I think those terms are used more often than "insert-color-here Boxing".

  • @goldfishy
    @goldfishy Před 11 měsíci +8

    Great video. Where did the thumbnail drawing for the compositions come from? It is shown at 5:00.

  • @vlyrreiht
    @vlyrreiht Před měsícem +1

    Most certainly the dust two think about!

  • @arcanep
    @arcanep Před 6 dny

    Unreal dynamic meshes kinda kill this part, so I love it because I hate looking at my blank game. When I finish a room and the rest is just blocks, it also kills my motivation. So in my opinion, it’s not something I do. I do, however, plan it in 2D top-down, usually on paper or Photoshop. Milanote is also a cool tool for this planning phase.

  • @Andrium
    @Andrium Před 5 dny

    I am Level Designer. Greyboxing, whiteboxing, blockout it's very usefull.

  • @adrianzockt5347
    @adrianzockt5347 Před 14 dny +2

    This video could be summarized into 1 sentence: concepting and blockout is necessary for a coherent level,
    and gives you the opportunity to test and plan gameplay early on.
    If youre looking for a tutorial on blockout modeling in unreal engine look elsewhere

  • @monke3043
    @monke3043 Před 11 měsíci +5

    i will try this method tomorrow to make body of aircraft (3D Model)

  • @pstwr
    @pstwr Před 14 dny +1

    My games more of a round world filled with giant balls and default material is coming in blue not grey. Would I still need to grey box this or is blue balling fine?

  • @watercat1248
    @watercat1248 Před 28 dny

    Nice idea as 3D artist game development and level disainer ECT
    This nice idea for making prototype maps for my game.
    As solo developer it was nice idea.

  • @lawrence9713
    @lawrence9713 Před měsícem +3

    I find it difficult to swap the greybox with the actual models.
    I did a small island with paths and filled the spaces with boxes "buildings". Had no idea how to get the final art fitting without going back and forth and constantly readjusting

    • @esscee96
      @esscee96 Před 15 dny +4

      generally your greybox models and final meshes should conform to some predetermined dimensions.
      you then create your final buildings as best to the dimensions/overall silhouette of your placeholder greybox models.
      For me personally, I just overwrite and save the new meshes over the greybox's fbx - and atleast in Unreal Engine, you can right click and refresh the 3d model in the library browser to make it update to the new mesh. And since the same greybox should be instantiated across the map, it should update all the models to be the same.
      This way you don't have to go back and forth with replacing your placeholder greybox meshes with the final assets unless you need to.

    • @sophiasouza4122
      @sophiasouza4122 Před 15 dny

      To add to what the other person replying to this said... you can also probably take your grey-boxes into blender and create your actual models around the grey-box to make sure that the scale and overall shape are accurate if the issue is scaling rather than placement

  • @Mrtargi
    @Mrtargi Před 4 měsíci +8

    Amazing, thank you so much! Can you clarify one more detail, is it better to create whole scenes and move them to game engine? Or separate it into tiles and then put them together?

    • @Fenseone
      @Fenseone Před 14 dny +2

      Separate them into tiles. You basically would want to go as modular as you can. Every prop exported as its own fbx. If your whole level is out of one mesh export, a lot of problems can occur

    • @Mrtargi
      @Mrtargi Před 14 dny +1

      @@Fenseone thank you!

  • @AmaroqStarwind
    @AmaroqStarwind Před 12 dny

    Modern indie games: Just ship the grayboxed environments with some color splashed onto it.

  • @HuskDanny
    @HuskDanny Před 11 dny

    No mention of building grey boxing on a grid, modular... pretty important to know for env art.

  • @joel6376
    @joel6376 Před 16 dny +1

    >sadly it is often overlooked by a lot of beginner artists
    Is it? If they are artists and wish to improve at art, in game dev say.. environment art, I am not sure that going off and also plunging into level design is a great way to improve at environment art.

    • @trentonmccoy9292
      @trentonmccoy9292 Před 14 dny

      It’s overlooked by a ton of beginner artists unfortunately. A lot of them don’t understand how to get a good visual of what they’re working on, so they work on individual pieces to “AAA quality” like they see on random UE5 videos, and then give up when it gets hard.

  • @Kilakilic
    @Kilakilic Před 9 dny

    There i also a beautifull corner techinique

  • @sobreaver
    @sobreaver Před 7 dny

    80% results in 20% time

  • @a420dro
    @a420dro Před 6 měsíci

    though if you're on budget and using owned assets in vault, then just very rough path blockout, filled by assets very soon to adjust level design on the go, to fit with assets u own or bought

  • @ChaojianZhang
    @ChaojianZhang Před 14 dny

    Always begin with the largest features.

  • @saibaepsilon
    @saibaepsilon Před 14 dny

    I usually hear this referred to as blocking.

  • @echowhiskey_gaming8284
    @echowhiskey_gaming8284 Před 4 měsíci

    is there a paid courses that teach that ? in spesfic for UE5 game development?

    • @PhantomMiles
      @PhantomMiles Před 3 měsíci +3

      Greyboxing actually the most easiest step in GameDev. first draw your scene as top view map.
      2nd put your character
      3rd start greyboxing. scale them with appropriate scale. so building wont look as big
      4rd build as simple not full modeled
      5rd export them to 3d software and heavy modeled in that software
      repeat each level

  • @usifovalentine
    @usifovalentine Před 11 měsíci +2

  • @rjwh67220
    @rjwh67220 Před 11 měsíci +9

    “Press E to grab?” NOOOO. Press G to grab!

    • @Haxposed
      @Haxposed Před 14 dny +1

      But you just threw a grenade?! 😂

  • @viktorsheep
    @viktorsheep Před měsícem

    Ah... Dust 2

  • @PhantoLucas
    @PhantoLucas Před 21 dnem +1

    Wtf is wrong with the thumbnail!? XD

  • @MykahMaelstrom
    @MykahMaelstrom Před 11 měsíci +187

    My mans just made a whole 8 minute video explaining the most basic first step everyone who works in 3D already does but presents it as some kind of godlike speed tip lol

    • @Bweep18
      @Bweep18 Před 9 měsíci +46

      If anything, it's just a reminder to put more emphasis behind doing it. Not exactly a "life hack no one knows about"

    • @VS-mt5tz
      @VS-mt5tz Před 5 měsíci

      You make the most useless vids I've seen on here lmao

    • @oediaxl
      @oediaxl Před měsícem +72

      he’s not talking to professionals, he’s talking to schmucks like me f’ing around in their basement after work.

    • @joepolophotography
      @joepolophotography Před měsícem +40

      Hey I found this video extremely helpful as a newbie, check yourself bud I'm sure you can learn something valuable watching beginner tutorials if you try

    • @suspectplayerau6258
      @suspectplayerau6258 Před 29 dny +3

      Need to explain this process to Fiverr clients... Trust me they all want to skip this step of development

  • @thanatosor
    @thanatosor Před měsícem

    Block out - work in everything from sculpting to a whole environment concept art 😂
    No, really, this make environment concept artist life much easier to read game designer intention before making new scene/map.

  • @Ptah1130
    @Ptah1130 Před 11 měsíci +16

    Dude sounds like a mosquito circling the mic, lol

  • @shirotonbo6315
    @shirotonbo6315 Před měsícem +5

    The video is good but your voice needs some work, ending every sentence in the same tone is a recipe to put the viewers to sleep.

    • @sophiasouza4122
      @sophiasouza4122 Před 15 dny

      I don't really think his tone was that flat... sure, it wasn't dramatically flamboyant, but it's not like he's trying to do voice acting for a character, so it doesn't need to be dramatic