UE5: Building Structures - #1 Manual Modelling

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  • เผยแพร่เมื่อ 24 ก.ย. 2024

ความคิดเห็น • 53

  • @unrealitybites763
    @unrealitybites763  ปีที่แล้ว +13

    IMPORTANT INFO - When creating a new asset using the Cube Grid tool, make sure to select the viewport and press ESC, otherwise you will be adding to the existing selection (and you may get errors)

  • @steve_rico
    @steve_rico 9 หลายเดือนก่อน +3

    Extremely useful, well paced and relevant detail. Thank you

  • @sanketnidavani115
    @sanketnidavani115 5 หลายเดือนก่อน

    This is one of the best tutorials for creating quick prototype using modeling mode.. Thank you so much for your time and effort. Lots of love from India!

  • @elganzandere
    @elganzandere ปีที่แล้ว

    I've been working on converting some GeoScript tools into Spines. This series is precisely what I've been looking for. Please hurry!

  • @veith3dclub
    @veith3dclub ปีที่แล้ว +3

    Man!!! your channel has many gems!!! Thank you for your time and energy -- have learned so much

  • @retromancer8262
    @retromancer8262 ปีที่แล้ว +1

    Thanks for this series. This is very helpful for someone just getting started with UE5.

  • @dale65981
    @dale65981 11 หลายเดือนก่อน +1

    Amazing tutorials! Thanks for providing these for free.

  • @areokh350
    @areokh350 ปีที่แล้ว +1

    Exactly what i was looking for! Keep them coming!

  • @raistlincan
    @raistlincan 14 วันที่ผ่านมา

    thank you! learned so much

  • @BrianSmithgrumpygit
    @BrianSmithgrumpygit ปีที่แล้ว

    Thank you finaly someone who covers everything.

  • @argus-ek5xn
    @argus-ek5xn ปีที่แล้ว

    Just what the doctor ordered. Much appreciated.

  • @Ionut-l7c
    @Ionut-l7c 4 หลายเดือนก่อน

    this lessons is well enough praised to add mine

  • @PetrJericho
    @PetrJericho ปีที่แล้ว

    Thanks for the great tutorial! Very useful information for a level designer⚒

  • @davidecantalupi3000
    @davidecantalupi3000 11 หลายเดือนก่อน +1

    Thank you so much, amazing tutorial 👍😁

  • @springcar
    @springcar 8 หลายเดือนก่อน +1

    Awesome explaining and lifesaving tips. Great find your chamnell. Hey i wish we could save at runtime created structure or object to like fbx file or so

  • @drumandbassob0007
    @drumandbassob0007 ปีที่แล้ว

    not watched this vid yet but followed the last snow level series and that was great, so looking forward to this series especially the procedural stuff thats coming its something i am trying to learn

  • @Ares9323
    @Ares9323 11 หลายเดือนก่อน +1

    I really wish they add a search box in the modelling tools panel 🤯

    • @unrealitybites763
      @unrealitybites763  11 หลายเดือนก่อน

      Yes I know what you mean. There are a lot of tools to wade through to find what you need

  • @natachalada
    @natachalada 4 หลายเดือนก่อน

    Thank you! Can’t wait to try this 😊

  • @nusamedia
    @nusamedia หลายเดือนก่อน

    Super useful tutorial.. Really appreciate this.. TQ sir

  • @Evangelos_Bl
    @Evangelos_Bl 3 หลายเดือนก่อน

    Thank you!

  • @Wabb27
    @Wabb27 ปีที่แล้ว

    Can't wait for this tutorial series!

  • @HelenLateral
    @HelenLateral 4 หลายเดือนก่อน

    Great! Thank you!

  • @NikolajProtasevich
    @NikolajProtasevich ปีที่แล้ว

    Thank you very much. Great tutorial! I subscribed to you and will be watching from now on)

  • @chuy4750
    @chuy4750 7 หลายเดือนก่อน

    this video was so good

  • @pedronogueira21
    @pedronogueira21 6 หลายเดือนก่อน

    thanks!

  • @franklingamedev
    @franklingamedev ปีที่แล้ว

    Amazing! Thanks.

  • @thiagopedrosa9429
    @thiagopedrosa9429 หลายเดือนก่อน

    Top!

  • @grit-mike
    @grit-mike 8 หลายเดือนก่อน

    So you are defo in my top 5 "teachers" of Unreal together with the likes of @3dJC
    I promise that's great company!
    /Michael at Intercut AI

  • @ModelWhatYouSee
    @ModelWhatYouSee 4 หลายเดือนก่อน

    Do you happen to know any tutorials for doing spline roads? Your roads look like they are a spline, but I can't figure it out. Thanks!

  • @peter486
    @peter486 2 หลายเดือนก่อน

    final content thats like a box with another box ontop of a box lol

  • @kasenglui5879
    @kasenglui5879 6 หลายเดือนก่อน

    very helpful tutorial🎉👏👏👏👏👏👏

  • @ВладимирЛящук
    @ВладимирЛящук 6 หลายเดือนก่อน

    I met a problem with making doors, hitting CTRL and dragging works only in one direction to pull geometry, but if I want to push it only the grid moves backward and nothing happens with a wall
    Would be grateful to anyone for a solution and thanks a lot to the author for the video!

    • @gabrielmacarron
      @gabrielmacarron 5 หลายเดือนก่อน

      Same problem here

    • @gabrielmacarron
      @gabrielmacarron 5 หลายเดือนก่อน

      Solved. In my case the exterior walls have to be selected before the extrude of the oom walls, and I guess it wasn't.

  • @Patryk_Jaron
    @Patryk_Jaron 4 หลายเดือนก่อน

    Hello. Great tutorial :) But I have one problem. When I move a mesh created with Grid Tool and want to use it again, the grid is not aligning to the mesh properly. Basically it extends outside the mesh border or not reach the border or not even align with the surface (It will create new cubes below or above the mesh). Any way to fix this? If I for example make a simple building with a Grid Tool and move it somewhere else on the map, I wont be able to add new elements with the tool with the same precise position as before (before moving it).

  • @saadkhan3819
    @saadkhan3819 3 หลายเดือนก่อน

    For stairs, i generated one but then a new one appears. How do I only edit one?

  • @jimandre459
    @jimandre459 7 หลายเดือนก่อน

    can this Building Series be used to add these functionalities into a game? e.g. player in game can drag to extend walls and curve them.

  • @Historymotion
    @Historymotion ปีที่แล้ว

    love your tutorio

  • @archcast5550
    @archcast5550 ปีที่แล้ว

    Sir Thank you so much! Subscribing!

  • @An0therR0gue
    @An0therR0gue ปีที่แล้ว

    the creating new grid mesh with the "CubeGr" was a little buggy for me. it did not say "creating new asset" in red like yours did. it said something like "edit existing asset". it may have been hitting Esc, then selecting the "CubeGr" that fixed it. (you do actually mention this later in the video around 11:16, for those that get stuck, but don't carry on watching until you mention it)

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว

      That's a good point, it's an annoyance that caught me out a few times as well. I will pin a warning comment at the top of this section

  • @smitteree
    @smitteree ปีที่แล้ว

    Love your video's, better that most paid courses out there.
    So, I had to rotate the roof tiles material in order to get them looking correct. (I used a different roof material)
    But when I added the newly smaller protruded angled part and add it to the "original" angled roof with the material edit, the newly protruded part is rotated to the original material rotation.
    So the protruded part is now horizontal, while the "original" roof is vertical.
    When I go to the roof material that I used, to rotate again, the top part and protruded part both rotate in the same directions, always having a 90 degree difference.
    How do we fix that?
    Cheers
    *edit
    Found out that if I portrude, then select the top faces, and THEN angle the protruded part, the rotation stays correct.

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว +1

      Yes, I discovered the same thing which is why I reselected the faces in my video.
      In an upcoming tunnel video, I will show how you how to fix material rotation using the modelling UV tools.

    • @smitteree
      @smitteree ปีที่แล้ว

      @@unrealitybites763 Ah.. must have missed that you selected the top face as well XD
      Oh well, after trouble shooting myself for a little while, at least now I will never forget.
      I see pillars and doorways/windows in the walls, are we also going to be able to select a different static mesh in the details panel, in stead of having to change it in the blueprint.
      Would be nice to have 1 blueprint and be able to drag and drop a different mesh to use immediately.
      I mean, sure I can duplicate the BP and put a different mesh in it, but to avoid having more BP's for different walls would become quite a hassle after you have 20+ different walls or god forbid, 100+
      I know you said 3 video's, but I think I speak for most viewers when I say, I would love this one to go deeper, to where it gets more customizable like the one you reviewed.
      Cheers

    • @smitteree
      @smitteree ปีที่แล้ว

      @@unrealitybites763 Found out how to choose a custom static mesh through the details panel.. and how to set collision, you probably know how to do it yourself, but if you want my BP just let me know

  • @MsRyzu
    @MsRyzu 5 หลายเดือนก่อน

    I can't find "Modeling" in UE5 03:07

    • @unrealitybites763
      @unrealitybites763  4 หลายเดือนก่อน +1

      Should be there by default but check in the PlugIns that modeling tools are switched on

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz ปีที่แล้ว

    The Cuba’s National Art Schools would be a neat project to build using this if one was clever enough, sorry YT deletes my links

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz ปีที่แล้ว

    Shame Epic didn't add a walk to their default characters. Always running is not allways great indoors.

    • @unrealitybites763
      @unrealitybites763  ปีที่แล้ว +2

      This is easily changed. Open up the BP_ThirdPersonCharacter and select the character movement component.
      On the right hand side are various details you can change, including the walk speed. Change it from 500 to 300 and voila, your character will now walk instead of run

    • @KiwiHawk-downunder-nz
      @KiwiHawk-downunder-nz ปีที่แล้ว

      @@unrealitybites763 Thank you, I use mostly the HumanBase character asset by Quang Phan as a starter which comes with a walk, run and jump animation

  • @HiraethGame
    @HiraethGame ปีที่แล้ว

    Hello @unrealitybites763 ;) Great works! Can you contact with me please? Thank you in advance!