This Will 10X Your Modeling Speed | Greyboxing

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 153

  • @StrunDoNhor
    @StrunDoNhor 4 หลายเดือนก่อน +119

    If you're a beginner dev or artist, then take it from this solo dev: do not get "lost in the polish".
    You _will_ want to build your assets and make them look pretty from the start, but that all needs to come later (it will come later). Build for functionality, first.

    • @MrMOGHammer
      @MrMOGHammer 3 หลายเดือนก่อน +3

      There is a lot of misconception about what polishing is, and it rarely means nice graphics in game development. Or even software development. It’s more about smoothing out the “kinks” for a smooth gaming experience, ironing out the pesky bugs that might impair gameplay.

    • @jbdh6510
      @jbdh6510 หลายเดือนก่อน

      Yes! Gameplay over Graphics

  • @Patxi__
    @Patxi__ 9 หลายเดือนก่อน +221

    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 7 หลายเดือนก่อน +23

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

    • @Fenseone
      @Fenseone 6 หลายเดือนก่อน +22

      @@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 6 หลายเดือนก่อน +12

      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__ 6 หลายเดือนก่อน

      @@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 6 หลายเดือนก่อน +7

      @@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

  • @CathodeRayKobold
    @CathodeRayKobold 4 หลายเดือนก่อน +7

    I find it's useful to fully detail a small part of the level at the start. Even if I delete it later, it's useful to have that visual guideline and something to pull prefabs off of.

  • @adrianzockt5347
    @adrianzockt5347 6 หลายเดือนก่อน +32

    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

    • @brodriguez11000
      @brodriguez11000 6 หลายเดือนก่อน

      Prototyping basically.

    • @_.l4n3
      @_.l4n3 3 หลายเดือนก่อน

      2&1/2 sentences

    • @arnoldschwartenstecher7726
      @arnoldschwartenstecher7726 5 วันที่ผ่านมา

      Thanks man that was exactly what i thought while skipping more and more of the video xD

  • @Flowing_8175
    @Flowing_8175 6 หลายเดือนก่อน +67

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

  • @ChaojianZhang
    @ChaojianZhang 6 หลายเดือนก่อน +17

    I always overlooked it. Great lesson.

  • @AmaroqStarwind
    @AmaroqStarwind 6 หลายเดือนก่อน +10

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

  • @jessyberbers5997
    @jessyberbers5997 ปีที่แล้ว +120

    Isnt this just called Blocking out?

    • @TheExFatal
      @TheExFatal 8 หลายเดือนก่อน +19

      Same thing really

    • @fergadelics
      @fergadelics 6 หลายเดือนก่อน +10

      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.

    • @vader9133
      @vader9133 5 หลายเดือนก่อน

      0:26

    • @CeceMelchor
      @CeceMelchor 4 หลายเดือนก่อน +1

      Might be a little confusing to short hand it as blocking out b/c of the staging of actors in film/tv. Idk if it matters though. I’ve definitely said I was blocking something out when working ux/ui, but the context was clear there

    • @jessyberbers5997
      @jessyberbers5997 4 หลายเดือนก่อน +1

      @@CeceMelchor Well, it was the term that was used by my "teacher" and he explained it as because of using cubes alot to represent objects in a scene that arent modelled yet, its called boxingout or blocking out.

  • @Thrillidas
    @Thrillidas 4 หลายเดือนก่อน +2

    It reminded me when you design UI for websites. Thank you for the tip !

  • @arcanep
    @arcanep 6 หลายเดือนก่อน +2

    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.

  • @vlyrreiht
    @vlyrreiht 7 หลายเดือนก่อน +1

    Most certainly the dust two think about!

  • @Mrtargi
    @Mrtargi 10 หลายเดือนก่อน +13

    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 6 หลายเดือนก่อน +8

      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 6 หลายเดือนก่อน +2

      @@Fenseone thank you!

  • @warrenscipio4168
    @warrenscipio4168 6 หลายเดือนก่อน +18

    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.

    • @zonea4860
      @zonea4860 4 หลายเดือนก่อน +1

      While you're right with both whitebox and blackbox, because the terms are indeed used in software engineering, greyboxing in this specific case is just a term that generally refers to art in the first phase and its name actually really comes from the color and shape of the basic prototype you make (i.e. you use literal "grey boxes"). Oh there also, just like you said, is something called greybox testing that is in between whitebox and blackbox, but the only similarity between greybox testing and greyboxing in 3D art is the name

  • @gamemakingkirb667
    @gamemakingkirb667 หลายเดือนก่อน

    Guess the title attracted some pros, but at least the newbies were here to learn, too (me haha).

  • @macronomicus
    @macronomicus 3 หลายเดือนก่อน

    In blender you can easily walk thru your mesh, or fly, when in object mode hit the keys... |SHIFT | and | ~ | ...controls for the mode are listed at bottom of screen, to enable gravity, walk/fly & others, it can come in handy to get a view of things from the right perspectives.

  • @Andrium
    @Andrium 6 หลายเดือนก่อน +1

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

  • @goldfishy
    @goldfishy ปีที่แล้ว +10

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

  • @monke3043
    @monke3043 ปีที่แล้ว +4

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

  • @cjhatesu
    @cjhatesu 4 หลายเดือนก่อน +2

    This is type the fundamental knowledge that really needs to have more presence in tutorials - both paid and free courses. Or maybe it's just that I've learned 3d through courses on using C4D for motion graphics. But as I've tried to get more into world/scene building I've found it pretty frustrating to get a cohesive sense of scale part way through a project and quickly losing my passion for it. Thank you for sharing this knowledge.

  • @MykahMaelstrom
    @MykahMaelstrom ปีที่แล้ว +435

    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
    Edit: im getting a lot of replies here that are really missing the point of this comment. Greyboxing/blocking out things is an important first step and im not denying that its important for beginners to learn. the point of this comment is not that the information is wrong or irrelevant but that the PRESENTATION of the information isnt ideal.
    the video is titled "this will 10X your modeling speed" and is generally presented as if its a video targeted at people who already know a thing or two about modeling.
    its a video for beginners presented and in a way marketed towards pros. if instead it was titled and framed somthing like "Dont underestimate this crucial first step in modeling" or something along those lines it would be more appropriate for what the video is actually about, and who the video is for

    • @Bweep18
      @Bweep18 ปีที่แล้ว +59

      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 11 หลายเดือนก่อน

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

    • @oediaxl
      @oediaxl 6 หลายเดือนก่อน +101

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

    • @joepolophotography
      @joepolophotography 6 หลายเดือนก่อน +52

      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 6 หลายเดือนก่อน +8

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

  • @TorQueMoD
    @TorQueMoD 6 หลายเดือนก่อน +2

    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".

  • @pdbsstudios7137
    @pdbsstudios7137 3 หลายเดือนก่อน

    i just do domular details, so i start by the main thing and then add details over time, much easier than remaking the whole thing as grayboxing is.

  • @watercat1248
    @watercat1248 6 หลายเดือนก่อน +1

    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 6 หลายเดือนก่อน +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 6 หลายเดือนก่อน +9

      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 6 หลายเดือนก่อน +1

      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

  • @josephvanwyk2088
    @josephvanwyk2088 หลายเดือนก่อน +1

    Man I wish I had Unreal and Blender when I was a kid (back in the 90s-2000s) I would've been soooooooooo good at this by now. My career path went into filmmaking instead. And I have dabbled with Unreal a bit but then decided to study Blender in 2018 and have primarily focused on modeling. Just wish I had this stuff as a kid. I feel like Unreal is still rocket science for dumb folks like me. Once Unreal becomes SUPER user friendly I'll return to it.

    • @わかるマーン
      @わかるマーン 9 วันที่ผ่านมา

      Or learn how to make your own game engine from scratch.
      If you already know C++ or C#, this isn't all that hard, it only takes way longer before you can start building the game itself.
      Unreal is so featureful with even more features being added all the time, it'll never reach the level of user friendliness.
      Rather it'll only be more complicated as the complexity builds up.

    • @josephvanwyk2088
      @josephvanwyk2088 9 วันที่ผ่านมา

      @@わかるマーン There are things that can be made user friendly. By 2024 (almost 2025), Unreal could introduce a library of preset code that is standard in games with AI and player suff. And by genre. If you making a RPG or FPS, there could be a library of presets about AI behaviour or drag and drop code that you can manually adjust if you need. If you want to create an open world, sand box world etc, presets for all of those. Hell even a random map generator would be a nice feature.

    • @わかるマーン
      @わかるマーン 8 วันที่ผ่านมา

      ​@@josephvanwyk2088 (And of course TH-cam censored my comment for the millionth time...)
      Might sound nice for beginners in theory, but in practice it quickly results in every next game being identical, like an asset flip, and also results in random bugs which you have no idea how to fix, because the code is made by someone else.
      That's why these features are typically written by hand.
      If you're a beginner at programming, you could utilize ChatGPT to learn.
      I learned Go by making ChatGPT guide my way through my first web backend in Go, and became able to write independently from it since then.

    • @わかるマーン
      @わかるマーン 8 วันที่ผ่านมา

      ​@@josephvanwyk2088 (And of course TH-cam censored my comment for the millionth time...)
      Might sound nice for beginners in theory, but in practice it quickly results in every next game being identical, like an asset flip, and also results in random bugs which you have no idea how to fix, because the code is made by someone else.
      That's why these features are typically written by hand.

    • @わかるマーン
      @わかるマーン 8 วันที่ผ่านมา

      If you're a beginner at coding, you can use some AI chatbot to help you learn.
      I used one to learn Go for my first web backend that is not written in PHP, and I became able to write Go backends independently from there.

  • @mikeha
    @mikeha หลายเดือนก่อน

    with unity you can greybox directly in the engine using probuilder

  • @captainofnumenor8221
    @captainofnumenor8221 4 หลายเดือนก่อน

    Awesome video

  • @curioussoul5151
    @curioussoul5151 6 หลายเดือนก่อน +1

    Thank you so much! for this amazing video

  • @OmegaF77
    @OmegaF77 4 หลายเดือนก่อน +2

    Strange, whenever I make my levels I start by hotboxing.

  • @rjwh67220
    @rjwh67220 ปีที่แล้ว +13

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

    • @likelyLuna
      @likelyLuna 6 หลายเดือนก่อน +4

      But you just threw a grenade?! 😂

    • @bompinghead9865
      @bompinghead9865 5 หลายเดือนก่อน

      @@likelyLuna You just turned on your hazard lights 🚗⚠

    • @わかるマーン
      @わかるマーン 9 วันที่ผ่านมา

      The mnemonic is, it's E as in grEb.

  • @HuskDanny
    @HuskDanny 6 หลายเดือนก่อน

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

  • @ChaojianZhang
    @ChaojianZhang 6 หลายเดือนก่อน

    Always begin with the largest features.

  • @VV4fflew4ffle
    @VV4fflew4ffle 5 หลายเดือนก่อน

    trust the cube

  • @TheFrev
    @TheFrev หลายเดือนก่อน

    I wonder how if grayboxing is at odds with asset packs. If you decide to build a game around certain asset packs, it would be better to their parts for alot of the level. Why would I use a graybox arch and dock when I have the models already finished. If I am laying out a street, wouldn't it make sense to use the parts I have than to make it out of a plane?

  • @Will_Forge
    @Will_Forge 5 หลายเดือนก่อน

    It's also called a "blockout".

    • @Will_Forge
      @Will_Forge 5 หลายเดือนก่อน

      Oh right, to explain obviously it's because it's all blocky, so it looks like a version of the final product made up of just basic building blocks. Hence a block out. This version is usually slightly different in that it's made up of simple building blocks entirely, rather than having any custom world shaped out pieces. Greyboxes may have a simple custom modeled world that just lacks any texture or anything. Just basic grey environment and collision. But a blockout is a bunch of blocks that assemble to create the same kind of shape, and while it's super engine intensive due to all the objects involved it also cleans up later to free up resources, so in a way it sort of consumes resources like depositing those resources into a bank. Later on when the static map objects are all combined into one object for rendering, you get those resources back since the render engine has fewer objects to render even if it's more polygons per-object by a significant amount.

  • @UltimatePerfection
    @UltimatePerfection 5 หลายเดือนก่อน

    Is it worth it though vs. texturing and modelling as you go if you are a single dev that does everything on the project (i.e. no team)?

    • @angelnievesphoto
      @angelnievesphoto 5 หลายเดือนก่อน +2

      of course it is; it doesn't matter how large your team is. Who wants to spend time on something that might not work right?

  • @saibaepsilon
    @saibaepsilon 6 หลายเดือนก่อน +3

    I usually hear this referred to as blocking.

  • @sobreaver
    @sobreaver 6 หลายเดือนก่อน

    80% results in 20% time

  • @a420dro
    @a420dro ปีที่แล้ว

    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

    • @brodriguez11000
      @brodriguez11000 6 หลายเดือนก่อน

      Low-poly as fill ins.

  • @echowhiskey_gaming8284
    @echowhiskey_gaming8284 10 หลายเดือนก่อน +1

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

    • @PhantomMiles
      @PhantomMiles 9 หลายเดือนก่อน +4

      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

  • @jacobwhitt4652
    @jacobwhitt4652 3 หลายเดือนก่อน

    Running a blocked out scene through stable diffusion img2img can also help you visualize or clarify what the finished product might look like.

    • @AtelierMcMuttonArt
      @AtelierMcMuttonArt 3 หลายเดือนก่อน +1

      Or you could do your own creative work and not use the disgusting theft machine.

    • @crouchingdonny
      @crouchingdonny 2 หลายเดือนก่อน +1

      @@AtelierMcMuttonArt He's suggesting using it as a tool to help visualize what the end result is going to be.. not to actually use what it spits out.

    • @AtelierMcMuttonArt
      @AtelierMcMuttonArt 2 หลายเดือนก่อน

      @@crouchingdonny If a machine was powered by orphans, you wouldn't use it at all, no matter how little its output was used in the final product. Same thing.

    • @crouchingdonny
      @crouchingdonny 2 หลายเดือนก่อน

      @AtelierMcMuttonArt it's nit and in this instance it's not taking the place of anything I'd have commissioned from a real artist.

    • @AtelierMcMuttonArt
      @AtelierMcMuttonArt 2 หลายเดือนก่อน

      @@crouchingdonny You're still using the goddamn thing, my guy.

  • @lordeross4870
    @lordeross4870 2 หลายเดือนก่อน

    Part 2?

  • @Kilakilic
    @Kilakilic 6 หลายเดือนก่อน

    There i also a beautifull corner techinique

  • @pstwr
    @pstwr 6 หลายเดือนก่อน +2

    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?

  • @joel6376
    @joel6376 6 หลายเดือนก่อน +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 6 หลายเดือนก่อน +1

      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.

    • @hgzmatt
      @hgzmatt 5 หลายเดือนก่อน

      It really depends on what you specialize in. Some people focus purely on materials or props. Then you certainly won't need level design or set dressing. But you should have a sense of scale and proportions.

  • @usifovalentine
    @usifovalentine ปีที่แล้ว +2

  • @nikals
    @nikals 3 หลายเดือนก่อน

    where is the greybox

  • @Ptah1130
    @Ptah1130 ปีที่แล้ว +18

    Dude sounds like a mosquito circling the mic, lol

  • @viktorsheep
    @viktorsheep 7 หลายเดือนก่อน

    Ah... Dust 2

  • @GaryLee-j2v
    @GaryLee-j2v หลายเดือนก่อน

    Clark Susan Lopez Christopher Lewis Christopher

  • @sadge6430
    @sadge6430 5 หลายเดือนก่อน

    oip

  • @PhantoLucas
    @PhantoLucas 6 หลายเดือนก่อน +1

    Wtf is wrong with the thumbnail!? XD

  • @sadge6430
    @sadge6430 5 หลายเดือนก่อน

    bvn

  • @thanatosor
    @thanatosor 7 หลายเดือนก่อน

    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.

  • @sadge6430
    @sadge6430 5 หลายเดือนก่อน

    asd

  • @CashsCoffee
    @CashsCoffee 5 หลายเดือนก่อน

    8 minutes useless videos to spam ads in the description. do you like wasting people's time?
    this could have been 5 seconds. "artists commonly block out in their work" wow! change title to 10x your annoyance of blender tutorial youtubers

  • @shirotonbo6315
    @shirotonbo6315 7 หลายเดือนก่อน +10

    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 6 หลายเดือนก่อน +3

      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

    • @shirotonbo6315
      @shirotonbo6315 3 วันที่ผ่านมา +1

      ​@@sophiasouza4122yeah sorry, i realize i was being nit picky now, his voice sounds fine.

  • @Heg2501
    @Heg2501 5 หลายเดือนก่อน +2

    why are you speaking like this?

    • @blockyshoe
      @blockyshoe 5 หลายเดือนก่อน

      Because it’s his accent?

  • @abdou.the.heretic
    @abdou.the.heretic 4 หลายเดือนก่อน

    Do basic shit, rename it, make a video, profit.