This Will 10X Your Modeling Speed | Greyboxing

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  • เผยแพร่เมื่อ 16 พ.ค. 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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ความคิดเห็น • 66

  • @Patxi__
    @Patxi__ 3 หลายเดือนก่อน +68

    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 21 วันที่ผ่านมา +6

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

    • @Fenseone
      @Fenseone 18 วันที่ผ่านมา +5

      @@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 2 วันที่ผ่านมา +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__ 2 วันที่ผ่านมา

      @@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 2 วันที่ผ่านมา

      @@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 17 วันที่ผ่านมา +30

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

  • @ChaojianZhang
    @ChaojianZhang 3 วันที่ผ่านมา +3

    I always overlooked it. Great lesson.

  • @goldfishy
    @goldfishy 11 หลายเดือนก่อน +8

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

  • @curioussoul5151
    @curioussoul5151 23 ชั่วโมงที่ผ่านมา

    Thank you so much! for this amazing video

  • @warrenscipio4168
    @warrenscipio4168 20 วันที่ผ่านมา +7

    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 17 วันที่ผ่านมา

    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".

  • @Mrtargi
    @Mrtargi 4 หลายเดือนก่อน +7

    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 2 วันที่ผ่านมา

      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 2 วันที่ผ่านมา

      @@Fenseone thank you!

  • @jessyberbers5997
    @jessyberbers5997 11 หลายเดือนก่อน +54

    Isnt this just called Blocking out?

    • @TheExFatal
      @TheExFatal 2 หลายเดือนก่อน +5

      Same thing really

    • @fergadelics
      @fergadelics 19 วันที่ผ่านมา +4

      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.

  • @watercat1248
    @watercat1248 16 วันที่ผ่านมา

    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.

  • @vlyrreiht
    @vlyrreiht หลายเดือนก่อน

    Most certainly the dust two think about!

  • @monke3043
    @monke3043 11 หลายเดือนก่อน +5

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

  • @2.Plus.2.Equals.5
    @2.Plus.2.Equals.5 18 วันที่ผ่านมา +3

    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 วันที่ผ่านมา

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

  • @HuskDanny
    @HuskDanny 7 ชั่วโมงที่ผ่านมา

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

  • @a420dro
    @a420dro 5 หลายเดือนก่อน

    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

  • @pstwr
    @pstwr 2 วันที่ผ่านมา

    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?

  • @usifovalentine
    @usifovalentine 11 หลายเดือนก่อน +2

  • @lawrence9713
    @lawrence9713 19 วันที่ผ่านมา +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 4 วันที่ผ่านมา +2

      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 3 วันที่ผ่านมา

      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

  • @saibaepsilon
    @saibaepsilon 3 วันที่ผ่านมา

    I usually hear this referred to as blocking.

  • @ChaojianZhang
    @ChaojianZhang 3 วันที่ผ่านมา

    Always begin with the largest features.

  • @echowhiskey_gaming8284
    @echowhiskey_gaming8284 3 หลายเดือนก่อน

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

    • @PhantomMiles
      @PhantomMiles 3 หลายเดือนก่อน +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

  • @joel6376
    @joel6376 4 วันที่ผ่านมา +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 2 วันที่ผ่านมา

      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.

  • @AmaroqStarwind
    @AmaroqStarwind 21 ชั่วโมงที่ผ่านมา

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

  • @rjwh67220
    @rjwh67220 11 หลายเดือนก่อน +8

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

    • @Haxposed
      @Haxposed 3 วันที่ผ่านมา +1

      But you just threw a grenade?! 😂

  • @adrianzockt5347
    @adrianzockt5347 2 วันที่ผ่านมา

    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

  • @viktorsheep
    @viktorsheep 21 วันที่ผ่านมา

    Ah... Dust 2

  • @MykahMaelstrom
    @MykahMaelstrom 11 หลายเดือนก่อน +138

    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 8 หลายเดือนก่อน +34

      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 4 หลายเดือนก่อน

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

    • @oediaxl
      @oediaxl 19 วันที่ผ่านมา +47

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

    • @joepolophotography
      @joepolophotography 18 วันที่ผ่านมา +22

      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 18 วันที่ผ่านมา +1

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

  • @PhantoLucas
    @PhantoLucas 9 วันที่ผ่านมา +1

    Wtf is wrong with the thumbnail!? XD

  • @Ptah1130
    @Ptah1130 11 หลายเดือนก่อน +14

    Dude sounds like a mosquito circling the mic, lol

  • @thanatosor
    @thanatosor 21 วันที่ผ่านมา

    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.

  • @shirotonbo6315
    @shirotonbo6315 หลายเดือนก่อน +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 3 วันที่ผ่านมา

      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