I love the new tools wish this series didn’t take so many shortcuts to demonstrate it’s usage. Who cares if the video length extends to an hour or more. What’s the rush here?
100% agree i love the UE5 demos but they always do this, they skip so many steps, like creating the dock spline, creating the NPC multiplication of spawns across the entire level
@@wegotguns3325 Well, this video isn't really a tutorial but more a feature showcase. However, I also wished there were tutorials created by UE/Epic, which explain how to use those feature more detailed.
2:07 How did you get the character reference in? Is it a tool or just a static mesh you put in all of those locations? Did you use the foliage tool to place them all there?
ua-cam.com/video/OdjvlvGRYRE/v-deo.html Here's a tutorial I followed to create a spline blueprint and space out the mannequin along that spline for character reference. Also, it appears the person in this video used a spline blueprint to block out the docks and house placement 2:33
BakeRS is great, applying rotation and scale transforms should be an option in standard mode. There's still no indication of how big something is. Could we get width, height, depth fields that are adjusted when scale is adjusted and vice versa, so the specified size will persist when BakeRS (apply matrix transform) is applied? Then add an "apply transforms" option/hotkey so we can get some rational relative sizes and rotations for objects?
Ou jeah. Zbrush bridge would be great. Meanwhile 3D Coat has an auto export function which will auto decimate, UV map and bake your sculpted and fully PBR painted assets, then sends them to Unreal in one click, with ready made materials. ua-cam.com/video/4Wvo_t6Gl6M/v-deo.html
For those looking for the geometry scripts, check out the article here: dev.epicgames.com/community/learning/talks-and-demos/8k52/blockout-and-asset-production-in-unreal-engine-5
@@literallyjeff hey jeff.Can you tell me how to figure out the Tree's blueprint. I paste the code into pastebin but sadly I found there is a Array Structure named "Branch Variants"and I cant see what type of this sturcture.Can you help me with this blueprint?
It's a step in the right direction but still seem to be really slow of a workflow. Please look into the Source 2 and how block out is done in that Engine.
I've been thinking about this exact thing, except I don't have any significant experience with source 2. Even source 1 excels in raw prototyping speed and pure convenience. In Unreal Engine, I find prototyping a bit of a bore which is in stark contrast to the Source 1 E engine's "hammer" where my map seemingly just builds itself and mere minutes after the idea, great progress toward reality has been made. I realize that there is of course a project complexity disparity between the cutting edge and a 20 year old engine but there are so many lessons to be learned, the quad view I think has the most to offer. The amount of absolute versatility of selecting and modifying with minimal mouse movement of source is astounding. The bloated show flags (I really wish you could toggle multiple without the menu closing) and lack of contrast of the unreal wireframe are fairly low hanging fruit that would go a long way. Unreal wish list: Seamlessly being able to sync and unsync by holding control, useful object handles for relevant objects in wireframe views, greater color contrast, toggle high-poly objects quickly without setup.
Agreed, and actually a lot of what's done with the modelling tools in Source 2 isn't even just blockout. A lot of that is very much final level geometry, with more detailed assets made in other software used to add finer details.
This is excellent, the shorter the time gap between ideas and their executions, directors can save a lot of time and budget towards a shot that won't be in the final cut.
Very nice, Arran. It’s a really dense presentation and showcases some great tools. I hope that Unreal keeps pushing the modeling tools to the point that much in game asset creation can happen in engine-not just high fidelity block out :)
I'm not totally convinced I'd want to try actually modelling all my final assets in-engine, but certainly for things like final walls, floors, etc. Sometimes the floor I'm trying to make is just a flat plane, or a wall is just a simple curve or something, and there's no reason we should have to go through the entire process of producing assets externally for such simple geometry.
Thanks for this video! I didn't knew how powerful the modeling tools of the Unreal Engine already are. This lets me think about abandoning Blender and totally focus on the UE ^^ But I would appreciate it if you not only mention suggested tutorials of other creators in the video but also post the link to their UA-cam channel in the video description and/or hinting them in the info box in the future.
this is mind bending - if you guys could get tools like Mayas speedcut or Blender BoxCutter/HardOps also into the engine for modelling, i don't think i'd use any importing/exporting anymore
Very cool but the information was so quick that it was hard to fully understand what we’re getting here besides the obvious moving away from BSP blocking. Hopefully, we can get a more in depth review of these tools at a later time.
I think there is nothing wrong with bsp for blockout?! I was afraid they were going to drop support for bsp brushes. I really love the ease of use especially the easy boolean operations!
Is there anybody can tell me how to copy and paste the Tree's geomoetry script snippet into my project and make it run correctly? There are 2 snippets with Tree and also an extra Structure Array named "Branch Variants" that I do not know how to implement.
It's not for final quality. It's for blockout and early stages, to get something in to play around with. And doing so without having to jump into all kinds of software.
Can anyone share any of info about makeing those refferance characters on a landscape like those in video. Im looking for it and cant find anything usefull. Thanks in advance.
Honestly the BSP tools in the Source engine were great (provided you didn't try to get too fancy with them), they just really sucked in UE3/UDK because the interface was so laborious to deal with.
Epic needs to stop talking about the geometry features just in terms of prototyping. Obviously for very detailed environments (like the inside of a high tech spaceship, for example), a dedicated modeling application is still going to be preferable for the final product. But sometimes you don't need fucktons of geometry on every surface. Sometimes you're just modeling the inside of an office building or something, and a simple plane will suffice for a section of floor or wall. You know, like how brushes were used for ages in older version of Unreal and other engines like the Source engine. Forcing the user to create interior environments like that by piecing together modular assets created in Maya or Blender or something is inefficient on the engine and needlessly time-consuming. Valve wisely incorporated geometry tools like this in Source 2, but fully intended them to be used to create final level geometry. Epic needs to do the same.
All these tools are game changer! We really can start creating games much faster. Thanks for creating these series 😁 they are super informative
Fricking 20 years coming...sheesh, I'd been been begging for this since I was in High School.
how old are you now?
I love the new tools wish this series didn’t take so many shortcuts to demonstrate it’s usage. Who cares if the video length extends to an hour or more. What’s the rush here?
100% agree i love the UE5 demos but they always do this, they skip so many steps, like creating the dock spline, creating the NPC multiplication of spawns across the entire level
Ikr? Was about to say, why is he cutting out all the steps, arent they the point of the tutorial?
@@wegotguns3325
Well, this video isn't really a tutorial but more a feature showcase. However, I also wished there were tutorials created by UE/Epic, which explain how to use those feature more detailed.
Wow, I'm getting back into unreal and it's changed so much. So glad to be done with bsp, this is more my speed
2:07 How did you get the character reference in? Is it a tool or just a static mesh you put in all of those locations? Did you use the foliage tool to place them all there?
I bet it’s a BP but unfortunately these videos are more designed to show off new features, as opposed to teach how it’s done.
ua-cam.com/video/OdjvlvGRYRE/v-deo.html Here's a tutorial I followed to create a spline blueprint and space out the mannequin along that spline for character reference. Also, it appears the person in this video used a spline blueprint to block out the docks and house placement 2:33
@@lee_lee5307 Yesss!! Thank you for the insight/answering the question! I was confusion 🙏
@@lee_lee5307 Thank you a lot ! Much helpful
BakeRS is great, applying rotation and scale transforms should be an option in standard mode. There's still no indication of how big something is. Could we get width, height, depth fields that are adjusted when scale is adjusted and vice versa, so the specified size will persist when BakeRS (apply matrix transform) is applied? Then add an "apply transforms" option/hotkey so we can get some rational relative sizes and rotations for objects?
I hope the quixel foliage modeler is based on geometry script. Tweaking instances and then creating static meshes from it would be awsome!
It not be because of the fact that Quixel is used in other apps. Maybe if they will add a parameter for UE5, it'll work.
very impresive, still doesn't beat a specialized program like Blender or Maya but the fact that you can do this in-engine is quite impresive
Damn, this is pretty powerful. I'm a programmer and have no skill in level design, but I might give this a try.
how it is going
Hmmm, a feature like GOZ would be nice in the UE5 Engine, to be easily go back and forth while properly sculpting assets.
Ou jeah. Zbrush bridge would be great. Meanwhile 3D Coat has an auto export function which will auto decimate, UV map and bake your sculpted and fully PBR painted assets, then sends them to Unreal in one click, with ready made materials.
ua-cam.com/video/4Wvo_t6Gl6M/v-deo.html
You could use Blender as a middle man, GOZ with Zbrush and Blender to Unreal plugin
This is more powerful than is let in on too! Especially painting into the landscape!
For those looking for the geometry scripts, check out the article here: dev.epicgames.com/community/learning/talks-and-demos/8k52/blockout-and-asset-production-in-unreal-engine-5
Sadly they don't work. Pasting them into unreal results into "some nodes could not be pasted" and the blueprint doesn't work
How\where do I paste these?
@@demonseedgfx you can paste it right into a blueprint graph. If they aren't working you can use an online blueprint pastebin to see the nodes
@@literallyjeff hey jeff.Can you tell me how to figure out the Tree's blueprint. I paste the code into pastebin but sadly I found there is a Array Structure named "Branch Variants"and I cant see what type of this sturcture.Can you help me with this blueprint?
And once again the real information is in the comments section. Thank you!
It's a step in the right direction but still seem to be really slow of a workflow. Please look into the Source 2 and how block out is done in that Engine.
I've been thinking about this exact thing, except I don't have any significant experience with source 2.
Even source 1 excels in raw prototyping speed and pure convenience. In Unreal Engine, I find prototyping a bit of a bore which is in stark contrast to the Source 1 E
engine's "hammer" where my map seemingly just builds itself and mere minutes after the idea, great progress toward reality has been made.
I realize that there is of course a project complexity disparity between the cutting edge and a 20 year old engine but there are so many lessons to be learned, the quad view I think has the most to offer. The amount of absolute versatility of selecting and modifying with minimal mouse movement of source is astounding. The bloated show flags (I really wish you could toggle multiple without the menu closing) and lack of contrast of the unreal wireframe are fairly low hanging fruit that would go a long way.
Unreal wish list: Seamlessly being able to sync and unsync by holding control, useful object handles for relevant objects in wireframe views, greater color contrast, toggle high-poly objects quickly without setup.
Agreed, and actually a lot of what's done with the modelling tools in Source 2 isn't even just blockout. A lot of that is very much final level geometry, with more detailed assets made in other software used to add finer details.
This is excellent, the shorter the time gap between ideas and their executions, directors can save a lot of time and budget towards a shot that won't be in the final cut.
Very nice, Arran. It’s a really dense presentation and showcases some great tools. I hope that Unreal keeps pushing the modeling tools to the point that much in game asset creation can happen in engine-not just high fidelity block out :)
I'm not totally convinced I'd want to try actually modelling all my final assets in-engine, but certainly for things like final walls, floors, etc. Sometimes the floor I'm trying to make is just a flat plane, or a wall is just a simple curve or something, and there's no reason we should have to go through the entire process of producing assets externally for such simple geometry.
SO happy to see these new tools in UE. Thank you!
Thanks for this video!
I didn't knew how powerful the modeling tools of the Unreal Engine already are. This lets me think about abandoning Blender and totally focus on the UE ^^
But I would appreciate it if you not only mention suggested tutorials of other creators in the video but also post the link to their UA-cam channel in the video description and/or hinting them in the info box in the future.
I'll have to give these new tools a try. They look awesome!
Thank you for the video. I tried to follow some the steps but there was some video editing done and it skips some of them.
this is mind bending - if you guys could get tools like Mayas speedcut or Blender BoxCutter/HardOps also into the engine for modelling, i don't think i'd use any importing/exporting anymore
Please upload tutorials for all features for games and film & animation. Real projects will help in learning faster.
Very cool but the information was so quick that it was hard to fully understand what we’re getting here besides the obvious moving away from BSP blocking. Hopefully, we can get a more in depth review of these tools at a later time.
Would be great to see tutorial for how to make this type of weather/lighting and atmosphere
I think there is nothing wrong with bsp for blockout?! I was afraid they were going to drop support for bsp brushes. I really love the ease of use especially the easy boolean operations!
This is amazing video. how to get static meshes (like megascan assets) in Geometric scripting graph, I could only bring dynamic meshes.
Is there anybody can tell me how to copy and paste the Tree's geomoetry script snippet into my project and make it run correctly?
There are 2 snippets with Tree and also an extra Structure Array named "Branch Variants" that I do not know how to implement.
My question which I have been wondering is what is the console command used to scatter those model around for scale reference?
Thank you for the tools ! :)
How do you put all this mannequins over the map?
Wouldn't most people create props in other programs and then import them to unreal ?
It's not for final quality. It's for blockout and early stages, to get something in to play around with. And doing so without having to jump into all kinds of software.
@@hgzmatt makes sense, thanks 🙂
Is there a way to see the actor's precise size in cm when using these tools?
It would be amazing if something like this was done for total beginers, I cant follow it yet.
Can anyone share any of info about makeing those refferance characters on a landscape like those in video. Im looking for it and cant find anything usefull. Thanks in advance.
This ain't working for a VR project. Hope it will be implemented soon.
Do the modeling tools have the ability to bridge faces and edges, and specify the number of segments for each? Where can I find examples?
I wish there was a live link feature with 3ds max so I can quickly switch to that tool to do some edits then bring it back into UE
You can do somethink like that with the Nvidia Omniverse
@@123Heitor321 was going to say the same, now possible with Omniverse
Thanks so much for tNice tutorials video, it helped so much!
it is ready for game production?
Can any of these tools be implemented on runtime?
Powerful tool!!
Impressive
If you do the same projects done with UE5 with UE4, you will allow us to see the difference.
Awesome!
It is really cool. I am level-designer and bsp was awful. Probuioder was much better. Now I am happy.
Honestly the BSP tools in the Source engine were great (provided you didn't try to get too fancy with them), they just really sucked in UE3/UDK because the interface was so laborious to deal with.
Epic needs to stop talking about the geometry features just in terms of prototyping. Obviously for very detailed environments (like the inside of a high tech spaceship, for example), a dedicated modeling application is still going to be preferable for the final product. But sometimes you don't need fucktons of geometry on every surface. Sometimes you're just modeling the inside of an office building or something, and a simple plane will suffice for a section of floor or wall. You know, like how brushes were used for ages in older version of Unreal and other engines like the Source engine. Forcing the user to create interior environments like that by piecing together modular assets created in Maya or Blender or something is inefficient on the engine and needlessly time-consuming. Valve wisely incorporated geometry tools like this in Source 2, but fully intended them to be used to create final level geometry. Epic needs to do the same.
love it
رائع
Cool
It's true
, during the second wave..
That's great but your electric bill will be through the roof with that kind of maneuver.
his voice changer broke at 5:50 lol