I think a lot of people are confused with the purpose of the modelling tools in unreal engine (probably because of presentations like this one). Stop thinking of it as a replacement and start thinking of it as a supplementary tool that reduces how often you need to return to your DCC. For me, the two key use cases are repositioning the mesh origin and creating "perfect" block outs to be exported to a DCC. The portfolio piece I'm working on right now for example has a volcano with lava streaming down a mountain. I modelled meshes following the paths carved in the landscape for the lava flow, exported it to blender and there I refined the topology and setup the UVs. The same project has a little cabin and it has a rickety door off one hinge. The modelling tools allowed me to place the pivot point at the one hinge and tweak it in engine so that the door swivels on the single hinge appropriately with the relative constraints applied. It took 3 adjustments of the pivot to get the door hanging on an angle still in the hinge; that's 3 trips back to blender I saved by using the modelling tools in UE for just one thing. One use case for the sculpting tools would be if you have mesh islands for terrain and you have trees on that terrain, you could sculpt the mesh island so that wherever a tree is you raise a bump to look like the trunk is pushing the terrain up and maybe could add some root veins too. Also want to say that Russell did a great job showcasing the modelling features. This was a really well done presentation that has unfortunately been lost on some short sighted individuals.
I don't know how to model and I use meshes from the marketplace, being able to make all kinds of arrangements without leaving Unreal to do kitbasing is priceless. Edit pivot, split, Cut, Merge, etc.
Please, Epic, if all of your content is going to be from live talks, actually give your speakers enough time. It's stressful watching all of these great talks get rushed through. I looked up the event schedule and there wasn't even anything scheduled in this room after this talk
Is obious that nobody will use this for main modelling, characters or detailed props, but is incredible usefull to have modelling and editing tools in the engine, specially for small/medium teams. If you are a map maker and the artist gives you a model that doesnt fit perfectly in the scene, you can now adapt it without asking for it. Or if you need some small props like a barrel, a rock, etc.
well i like the modeling tool, but everything of that can be made much faster and better in blender maybe instead focusing on that, focus on updating better software that u have - quixel mixer, that is actually needed and do not have much alternatives? cuz quixel mixer would be very helpful for many, much, much more than modeling tools
Chesus Christ when you guys at epic games realise finally that until you can't assign hotkeys this modelling tools will be nothing serious but a fancy toy.
what would be the point, there is none, if there is dedicated 3d software that can do it much better and many more, even free blender, there is no way they can put something that good in the engine, no way, so its pointless what they could do and already have, is update Quixel MIxer as it is a great texturing tool alternative to paid solutions but no, they waste time on modeling tool that is not needed at all and dont care about a tool that is actually great, but just need updates, and do not have much real alternatives - Quixel Mixer
@@As_Ss there is million of ways they could unlock modelling for everyone else who isnt a blender/maya nutjob. all these apps are archaic, and completly uninviting, with viewport controls beyond comprehension. are they actually gonna do that? -not anytime soon for sure. the guy on stage was completly pathethic with spending a ton of time on super basic tasks on hyper primitive meshes. modelling tools in ue are complete trash.
@@SINfromPLdcc tools are fine, wonky controls is just a skill issue and has nothing to do with complexity of modern 3d modeling. Epics will newer compete with blender, zbrush, or maya, hell they had something as good as Mixer and they just abandoned it for no fucking reason. I would rather see them fixing engine issues, providing documentation, and updating half backed tools like Mass, which is somehow uniq and cannot be easily replaced by 3rd party tools, unlike this pathetic mesh editor.
@@mr.t2719 no it would not, there is no point, UE is a game engine, not 3d DCC software to create good sculptures and textures u need a lot of additional functionality and options which UE will never have its pointless if u already have much better tools for that, like blender
we need them...but we need them at least on par with Blender or Maya. its worth the effort but there is still alot to work around...e.g. like removing this edgeloop...
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"This guy"s title is Senior Technical Product Manager, he is not a coder. As far as I am aware, the majority of modelling tools and geometry script was coded by @RyanSchmidtEpic. He does not work at Epic anymore, but his channel is still a goldmine on these topics. You can see who is responsible for coding these features now by browsing the commit history of the relevant parts of the engine's github repo. Also, I completely agree with @TeHzoAr. Please stop spewing out toxic comments and go create something
I think a lot of people are confused with the purpose of the modelling tools in unreal engine (probably because of presentations like this one). Stop thinking of it as a replacement and start thinking of it as a supplementary tool that reduces how often you need to return to your DCC. For me, the two key use cases are repositioning the mesh origin and creating "perfect" block outs to be exported to a DCC.
The portfolio piece I'm working on right now for example has a volcano with lava streaming down a mountain. I modelled meshes following the paths carved in the landscape for the lava flow, exported it to blender and there I refined the topology and setup the UVs. The same project has a little cabin and it has a rickety door off one hinge. The modelling tools allowed me to place the pivot point at the one hinge and tweak it in engine so that the door swivels on the single hinge appropriately with the relative constraints applied. It took 3 adjustments of the pivot to get the door hanging on an angle still in the hinge; that's 3 trips back to blender I saved by using the modelling tools in UE for just one thing.
One use case for the sculpting tools would be if you have mesh islands for terrain and you have trees on that terrain, you could sculpt the mesh island so that wherever a tree is you raise a bump to look like the trunk is pushing the terrain up and maybe could add some root veins too.
Also want to say that Russell did a great job showcasing the modelling features. This was a really well done presentation that has unfortunately been lost on some short sighted individuals.
This is the only comment that matters here.
sure, but whos fault is that the guy is modeling a mug inside UE like it was the purpose of the tool and uploads it here lol
I don't know how to model and I use meshes from the marketplace, being able to make all kinds of arrangements without leaving Unreal to do kitbasing is priceless. Edit pivot, split, Cut, Merge, etc.
Please, Epic, if all of your content is going to be from live talks, actually give your speakers enough time. It's stressful watching all of these great talks get rushed through. I looked up the event schedule and there wasn't even anything scheduled in this room after this talk
This is great!
Amazing!
Is obious that nobody will use this for main modelling, characters or detailed props, but is incredible usefull to have modelling and editing tools in the engine, specially for small/medium teams. If you are a map maker and the artist gives you a model that doesnt fit perfectly in the scene, you can now adapt it without asking for it. Or if you need some small props like a barrel, a rock, etc.
I like it. I remember the good times when modeling BSP brushes in Unreal was all you need to create state of the art 3d environments.
true 😅
if the mouse is moving, please keep the focus on the shared screen. :
Very cool! I use the modeling tools daily now with these updates.
well i like the modeling tool, but everything of that can be made much faster and better in blender
maybe instead focusing on that, focus on updating better software that u have - quixel mixer, that is actually needed and do not have much alternatives?
cuz quixel mixer would be very helpful for many, much, much more than modeling tools
Now we just need a photoshop knockoff inside unreal
Is there anything like the mirror mode in blender?
That croissant looks more like a turd lol. Definitely gotta work on that texture.
haha right, bad choice of block-in model for a thumbnail
I'm in Source Build of 5.5 and I do not have that select tool??
Watch the beginning again, he enables it in a menu
@ thanks! I’ll take another look
Well it's still easier to model in maya, blender, it's unintuitive guys ...
Chapters on the video would be REALLY helpful!
Chesus Christ when you guys at epic games realise finally that until you can't assign hotkeys this modelling tools will be nothing serious but a fancy toy.
I wish you spent time on something useful like optimization or crash fixes, we already have Blender.
When you merge two simple objects in UE5.5, my frame drops like 20fps looking at the object in gameplay.
Will it be possible in the future to create digital sculptures in Ureal, just as it is possible in Zbrush or Blender, for example?
It would be interesting to be able to create high quality digital sculptures within the engine itself and also texture them
what would be the point, there is none, if there is dedicated 3d software that can do it much better and many more, even free blender, there is no way they can put something that good in the engine, no way, so its pointless
what they could do and already have, is update Quixel MIxer as it is a great texturing tool alternative to paid solutions
but no, they waste time on modeling tool that is not needed at all and dont care about a tool that is actually great, but just need updates, and do not have much real alternatives - Quixel Mixer
@@As_Ss there is million of ways they could unlock modelling for everyone else who isnt a blender/maya nutjob. all these apps are archaic, and completly uninviting, with viewport controls beyond comprehension. are they actually gonna do that? -not anytime soon for sure. the guy on stage was completly pathethic with spending a ton of time on super basic tasks on hyper primitive meshes. modelling tools in ue are complete trash.
@@SINfromPLdcc tools are fine, wonky controls is just a skill issue and has nothing to do with complexity of modern 3d modeling. Epics will newer compete with blender, zbrush, or maya, hell they had something as good as Mixer and they just abandoned it for no fucking reason. I would rather see them fixing engine issues, providing documentation, and updating half backed tools like Mass, which is somehow uniq and cannot be easily replaced by 3rd party tools, unlike this pathetic mesh editor.
@@mr.t2719 no it would not, there is no point, UE is a game engine, not 3d DCC software
to create good sculptures and textures u need a lot of additional functionality and options which UE will never have
its pointless if u already have much better tools for that, like blender
it would be cool if you could do this to skeletal meshes in unreal the blender to unreal workflow is tim consuming.
That really doesn't look like a croissant....
no thank you, we dont need any modelling tool inside unreal, dont waste time and money on this thing
true, work on iris replication and common ui
I do need modeling tools inside unreal
we need them...but we need them at least on par with Blender or Maya. its worth the effort but there is still alot to work around...e.g. like removing this edgeloop...
JESUS loves you all ❤️, REPENT and follow JESUS because he is the truth, the way and the life ✨️ 🙏 🙌 ❤️. Sin leads to destruction, rejection of the word of God is to have the mark of the beast, but JESUS leads to peace, love, joy, wisdom, mercy, prosperity, and eternal life ❤️ 🙌 🙏 ✨️. JESUS died for our sins. PRAISE BE TO GOD OUR LORD ✨️ ❤️ 🙏 🙌.
This all look tarded and taking ages to do anything. And this guy coded it? This is beyond pathetic. Start showing real examples on real assets.
refrain from commenting in the future
"This guy"s title is Senior Technical Product Manager, he is not a coder. As far as I am aware, the majority of modelling tools and geometry script was coded by @RyanSchmidtEpic. He does not work at Epic anymore, but his channel is still a goldmine on these topics. You can see who is responsible for coding these features now by browsing the commit history of the relevant parts of the engine's github repo.
Also, I completely agree with @TeHzoAr. Please stop spewing out toxic comments and go create something