UEFN Modeling Mode - Part 1 - Basics

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  • เผยแพร่เมื่อ 16 ต.ค. 2024

ความคิดเห็น • 10

  • @Uncle_Fred
    @Uncle_Fred ปีที่แล้ว +1

    It's good to see the modeling interface evolving. I'm liking it.

  • @LudvikKoutnyArt
    @LudvikKoutnyArt ปีที่แล้ว +2

    It's really nice to see the UI of these tools evolving. The modeling productivity is still not there compared to dedicated modeling software, because in those, the UI (of the whole software) is usually designed with modeling in mind from scratch. But what's important is that this toolset doesn't suffer from the "abandoned after first implementation" syndrome and the UI/UX is being progressively polished each release. It's not just about where the usability is, but also its trajectory, and trajectory seems to be on really great course.
    My big hope is for unification of gizmos between object and modeling mode. Object mode ones are looking better and have a few features that are missing in the modeling mode ones, but modeling mode ones also have some important essentials, such as axis handles orienting to always face the perspective viewport angle, so they are easily accessible and do not get occluded by others from certain camera angles. :)

  • @SLAPMYGORILLA
    @SLAPMYGORILLA ปีที่แล้ว

    Good to see you making tutorials again!

  • @gameswownow7213
    @gameswownow7213 2 หลายเดือนก่อน

    very nice

  • @YO_ITS_DRAGON
    @YO_ITS_DRAGON ปีที่แล้ว +1

    Definitely helps! Thanks for this!

  • @farcrymaps676
    @farcrymaps676 ปีที่แล้ว

    Thank you for doing these Tutorials, I have been playing around with the modelling tool a lot yesterday & today, compared to the pre built generic shapes I am used to when building maps in Far Cry's in game editor these tools offer amazing possibilities for those who learn and put the work in, I might have a lot of questions along the way & some might be quite basic for those who have been using UE for a long time, I can see some really special stuff been made with the custom shapes especially as that cube can scale down to 1x1x1 so anything in range could be very detailed and been able to manipulate these blocks is like the holy grail.
    Some minor things I am wondering if that yellow / orange thin boundary line / box around the assets can be turned off ? (more for really close up work it appears to flash on and off a little and when getting items close to one another manually can be in the way for really fine work.
    I sometimes use the snap but occasionally it might snap an item too far into the other which causes flashies over that area like collision, I will watch your 2nd tutorial again as I think the weld tool might get rid of that possibly (I don't fully understand at this point but looks like items can be merged permanently) I have not seen what some games call a Magnet Tool / Option which is so fast and easy to use by clicking 2 objects and releasing they auto snap together perfectly (is this in UEFN) ?
    Close up work when you try to zoom in for really detailed fine movements you can't fully get right in there some of the screen starts to disappear
    Also could be me been so new to this but having problems trying to drag objects out of screen view they stop at the pivot point and won't go out further than where I can see (so like dragging say left to right out of view / blind) imagine a long wall and wanting to drag it the wall can be longer than the screen view (I can zoom out & do it) or drag it so far then adjust view and repeat - is there a way once a lot of objects are highlighted to turn off the pivot point so I can freely drag them a good distance off screen view.
    (I understand there is copy/paste) this is more for when close up and duplicating then dragging.
    It's looking like it is possible to build terrain and do a layout and then somehow copy it and paste or get what you have built the same so would be amazing for a team base on opposite sides without having to build the terrain all exact again (am I right in thinking it can work like that) that's how I am seeing it from the options but not played around enough at this point to work it out. (snip / hole tool is great also for cutting terrain and building under the map (done a lot of this in Far Cry, we had a lot of occlusion when under the map so every little bit has to be covered when under there so players can't see anything ugly)
    Thanks again for the tutorials I am eager to do a lot of building with UEFN

  • @SuperMontana2008
    @SuperMontana2008 ปีที่แล้ว

    Please add a real-time mirroring function when modeling. Be great to make levels with mirroring in realtime

  • @carlosrivadulla8903
    @carlosrivadulla8903 ปีที่แล้ว

    SDF and parametric modeling inside unreal should be a game changer as well

  • @AlleyKatPr0
    @AlleyKatPr0 ปีที่แล้ว +2

    I want NURBS