Amazing tutorial as always. You know what? For doing all these works, previously, I had to export my model from ue to Blender, spend hours of work in Blender just to get it done (e.g. cutting them) and then export + importing the model back into the ue. And today I just found out I can do that inside of the ue itself without ever leaving it. The more I work with ue, the more I fall in love with it tbh. Thanks again for the great video!
UE is an incredible piece of kit. I dream of the day I never have to leave the editor :) and with tools like this! I'm finding it invaluable for kitbashing 3rd party assets.
Hey man, Happy new year First 🥳 Thanks for pointing out the modeling inside Unreal Engine. One of my goals this year is to learn Blender for modeling and animations. Do you think we could do that inside Unreal Engine soon, even with an average model and not a very AAA model?
Hi Xavier, my recommendation is to use Blender for any brand new modeling. My sense is that Unreal Engine is still a long ways off from being able to do that well, whereas Blender is now a very mature product. Whereas UE modeling mode is good for slight edits, combining meshes, stuff the like that, I wouldn't use it for net new stuff.
Apologies, my primary focus is building our own game now. But in that process, I hope I can share the 'Meta' knowledge of the process of thinking through and building a game, from the ground up. And that's what I'm attempting to do with, first, the Misfit Devlog, and now the Livestreams that I hope to do every other Saturday.
Easy Live nondestructively symetry and subdiv etc are essential to take this seriously. Did they kinda abandoned these because in the latest Unreal version there is nothing going on for modeling tools
Let's say you have a box that you convert into a wall. But you want to make the edges not so perfect (no ancient castle wall that's a picture perfect straight line). How would you go about doing that AND preserving the texture as it wraps around the corner?
I would make a packed level actor of multiple bricks, vs one specific entity. Or do a mesh merge in Model editor mode with bricks slightly staggered (but all using the same material)
@@NumenBrothers so no way to quickly do it via morphing the edges via the modeling section and then using texture displacement then? Lol ah well, thanks for the reply!
Amazing tutorial as always. You know what? For doing all these works, previously, I had to export my model from ue to Blender, spend hours of work in Blender just to get it done (e.g. cutting them) and then export + importing the model back into the ue. And today I just found out I can do that inside of the ue itself without ever leaving it. The more I work with ue, the more I fall in love with it tbh. Thanks again for the great video!
Great video! I didn't know about split, that'll definitely come in handy!!
you're definetly my favourite UE youtuber
Great tips, I found then very helpful and appreciate the concise video format with examples!
Fantastic tutorials. Keep doing it. More and more. Thanks.
UE is an incredible piece of kit. I dream of the day I never have to leave the editor :) and with tools like this! I'm finding it invaluable for kitbashing 3rd party assets.
Good tip! Interesting~ i'm unreal programmer. This tip is good for me ^^ Thanks!!
Great tips, its very under utilized and its very convenient on the fly. Do you have tips on UV in model mode and maybe mesh paint mode? Thanks!
Hey man, Happy new year First 🥳
Thanks for pointing out the modeling inside Unreal Engine.
One of my goals this year is to learn Blender for modeling and animations.
Do you think we could do that inside Unreal Engine soon, even with an average model and not a very AAA model?
Hi Xavier, my recommendation is to use Blender for any brand new modeling. My sense is that Unreal Engine is still a long ways off from being able to do that well, whereas Blender is now a very mature product. Whereas UE modeling mode is good for slight edits, combining meshes, stuff the like that, I wouldn't use it for net new stuff.
that's pretty neat-o
Hello
Good video, you will continue with the RPG series, greetings.
Apologies, my primary focus is building our own game now. But in that process, I hope I can share the 'Meta' knowledge of the process of thinking through and building a game, from the ground up. And that's what I'm attempting to do with, first, the Misfit Devlog, and now the Livestreams that I hope to do every other Saturday.
Easy Live nondestructively symetry and subdiv etc are essential to take this seriously. Did they kinda abandoned these because in the latest Unreal version there is nothing going on for modeling tools
can u teach us how to make a door when i pres e the dor to open a trigger
This video covers what you are looking for: ua-cam.com/video/qP1A0JViqCU/v-deo.html
Let's say you have a box that you convert into a wall. But you want to make the edges not so perfect (no ancient castle wall that's a picture perfect straight line). How would you go about doing that AND preserving the texture as it wraps around the corner?
I would make a packed level actor of multiple bricks, vs one specific entity. Or do a mesh merge in Model editor mode with bricks slightly staggered (but all using the same material)
@@NumenBrothers so no way to quickly do it via morphing the edges via the modeling section and then using texture displacement then? Lol ah well, thanks for the reply!
I'm not seeing the same options on my uu5 modeling tab, is there another view or layout I should be using?
You have to enable the plugin: forums.unrealengine.com/t/where-has-the-modelling-mode-gone-just-upgraded-to-5-2/1185446