Unreal Cube Grid Tutorial

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  • Опубліковано 26 вер 2024

КОМЕНТАРІ • 58

  • @CaiooliveiraRAWR
    @CaiooliveiraRAWR 11 місяців тому +4

    I've been trying to learn UE for about a month now, and I'm surprised more people aren't using this. This tool is truly a game changer. Thank you, Mr. Craig Perko, for sharing it with us!

    • @CraigPerko
      @CraigPerko  11 місяців тому +3

      It's a bit better than it was when I made this. It supports multiple materials now, and better boolean stuff.

  • @neiljamessloan
    @neiljamessloan Рік тому +1

    A bit late to the party but I had to chime in with other commenters who praised your tonality and attitude. Kudos on some basics that the cube grid offers. You’re a natural tutor! Thx

  • @r3giancy
    @r3giancy 13 днів тому

    Learning UE5 for a Uni class and this was SO helpful! Thank you for sharing.

  • @ReiSquare
    @ReiSquare 2 роки тому +7

    Just popping by to say I trully appreciate your channel and your tutorials. You are doing an amazing job. Your pace is balanced and your tonality is clear and fun!

  • @combly7
    @combly7 2 роки тому +9

    This is really neat. I had no clue about these tools and was really annoyed by that. I'll definitely be using this.

    • @CraigPerko
      @CraigPerko  2 роки тому +1

      You should explore the other tools, too! They're really starting to get good.
      ... Aside from their crap material handling...

  • @DerClaudius
    @DerClaudius 2 роки тому +4

    Reminds me of Cube 2 : Sauerbraten level editing

  • @geoffalday
    @geoffalday Рік тому +1

    This is great! I had no idea how to use this and now, so many ideas.

  • @w0nnafight
    @w0nnafight 2 роки тому +4

    Wow this puts unity's pro builder to shame

  • @lz4090
    @lz4090 Рік тому +3

    Hi, regarding the last part where you had problems with vertex painting. When I usually do mesh using cube grid especially if I make holes for windows or doors. It has a very rough placement of all the triangles etc. So what I usually do if I wont vertex pain first is that I simplify the mesh to minimum preservation so fixes the unnecessary addition of tris and make it very minimal and assign large chunks of the surface. I think you can also assign on a side of mesh. Later on if I plan to vertex paint I remesh it to an appropriate polycount (distributed well) so that it will cover most areas without bleeding. At times when I have shading problems i try to click the tangent or normal buttons as well. Not sure if this is correct. As it fixes most of my issues.

  • @mattparker9533
    @mattparker9533 10 місяців тому +1

    i put a little guy in my scene to keep track of how big things get, thanks to this (i kept losing track of how big they got)

  • @MrJeb20
    @MrJeb20 18 днів тому

    great job bro

  • @Gullinnova
    @Gullinnova 2 роки тому

    the yay at the end made me chuckle

  • @TheCrimsonSeven
    @TheCrimsonSeven Рік тому

    Great tutorial, and this tool is kinda insane

  • @glgina6
    @glgina6 2 роки тому +1

    Very cool! I bet you could make a sims 2 style building system with this if you could use it during run time

    • @CraigPerko
      @CraigPerko  2 роки тому

      Maybe, but it's tough to do carpets and windows.

  • @dustinbooher8955
    @dustinbooher8955 Рік тому

    You saved my life here

  • @joe2249
    @joe2249 9 місяців тому

    1:55 - I was stuck on how to create a new mesh instead of repeatedly adding to one I had created. This is the solution to create a new one.

  • @ilhamwicaksono5802
    @ilhamwicaksono5802 Рік тому

    great tutorial! subbed

  • @zregister
    @zregister Рік тому

    Modeling Tab > Attributes > Material Editor > Selection Mode: All Within Angle > Select your faces > Active Material: Add your Material > Assign Active Material

    • @CraigPerko
      @CraigPerko  Рік тому +1

      Yup, it's new. Well, newer than the video.

  • @Rehd66
    @Rehd66 10 місяців тому

    Great video. I have a question: When I edit the grid and complete, then come back and edit and complete, it adds another material element every time. How would I avoid that.

    • @CraigPerko
      @CraigPerko  10 місяців тому

      Sorry, the multimaterial stuff is new, I haven't looked into it much.

  • @cjh-bk4pn
    @cjh-bk4pn 2 роки тому +1

    This looks cool because I'm lazy as shit and don't want to be bothered modeling any buildings in blender

  • @HarjotSinghNirman-l2p
    @HarjotSinghNirman-l2p Місяць тому

    I download one assest it is downloaded but it is mentor that Licensed for Use Only with Unreal Engine-based Products but Is this can I use free assest in my game and upload that game outside engine like google play store please answer

    • @CraigPerko
      @CraigPerko  Місяць тому

      Yes. Your Unreal Engine game is an Unreal-Engine-based product. There are edge cases if you're trying to distribute an uncompiled project file, but you can always distribute the compiled game.

  • @gigasoftgaming
    @gigasoftgaming Рік тому

    I don't get the yellow / orange border thing when I try to do this so I never know where I am building

    • @CraigPerko
      @CraigPerko  Рік тому

      You may have toggled one of the overlay layers off. There's a bunch of hotkeys for that kind of thing, like "g". But I can never remember which are Unreal and which are Blender.

  • @ap5672
    @ap5672 Рік тому

    Great guide thank you. Can you push pull by a specific number?

    • @CraigPerko
      @CraigPerko  Рік тому +1

      Each keypress goes by a set length, but that length can be changed on the fly. There's hotkeys for it.

  • @randomd00d19
    @randomd00d19 2 роки тому +1

    Is there a way to curve or bevel this geometry, or will we need to take the mesh into blender?

    • @CraigPerko
      @CraigPerko  2 роки тому +2

      You have to use a secondary tool. There are some in Unreal's toolset, but in general this is a placeholder mesh intended to be replaced when full assets are ready.

  • @Calamity_Jack
    @Calamity_Jack Рік тому

    Cool, thanks for the clear and concise tutorial! Unfortunately, I was planning on using this (cube grids) to create buildings, but its shortcomings (no way to make rounded shapes, can't apply different textures easily, etc.) are moving me away from this idea.
    I'm new to UE5, do you know if any of these shortcomings have been addressed in the year since you put this video out?

    • @CraigPerko
      @CraigPerko  Рік тому +1

      Well, you can add rounded shapes using the mesh editor - you don't have to do everything in cube grid. I haven't checked on the materials issue, tho. It's free - you can certainly give it a shot and see!

    • @CraigPerko
      @CraigPerko  Рік тому +1

      Oh! I went and tested it! You can add multiple materials as you see fit now!

    • @Calamity_Jack
      @Calamity_Jack Рік тому

      Excellent! Thanks for confirming all this. Sounds like cube grids can be used for more than just prototyping now!

  • @timothybladel5828
    @timothybladel5828 Рік тому

    the dang grid does not even show up when I pick this. Nohting in Unreal seems to work how videos say and I have no idea why.

    • @CraigPerko
      @CraigPerko  Рік тому

      You may have turned off all gizmos and overlays. There's one button to do it, I think it might be g. There's also a dropdown in the upper left that can tell you which overlays are enabled.

  • @glgina6
    @glgina6 2 роки тому

    not fully related to the content of the video, but is it possible to revert relational scaling to the way it worked in UE4? kinda hard to explain, but if you wanted to extend a box to a desired distance for instance, you could parent it to another object and offset it by half the box's width. If you then scaled the parent object, the offsetted box would be moved and scaled by a proportional amount; scaling by 2 on the x would extend the box in that direction by another box-length etcetera. They changed this for some reason in UE5 and the box extends in both directions despite the offset

    • @CraigPerko
      @CraigPerko  2 роки тому +1

      Sorry, I don't know. That's pretty esoteric, I've never thought about it.

    • @glgina6
      @glgina6 2 роки тому

      @@CraigPerko np, thanks for answering :). The old object hierarchy system was pretty useful for quickly orienting objects with precision; you could also temporarily parent an object to something, rotate the parent object, then unparent the object to achieve a rotation around a specific origin point. I believe this is the way it works in Unity as well. It's just a shame you're basically forced to eye-ball it now, or break out maths if you're stubborn

  • @nikrogers123
    @nikrogers123 15 днів тому

    Why does the mesh dissapear you dont tell us what we need to know you all been thru this right 10 different fixes dont work

    • @CraigPerko
      @CraigPerko  14 днів тому

      You probably canceled your edits instead of applying them. Hitting escape or switching modes without saving the changes may do that.

  • @fuadagayev6178
    @fuadagayev6178 6 місяців тому

    cube grid not saves gives me error how can I fix it?

    • @CraigPerko
      @CraigPerko  6 місяців тому

      Well, the error should tell you more about what's wrong. You might have forgotten to hit "accept", you might be editing an asset instead of creating a new asset, you might be out of space on your hard drive or be working with a project locked by source control...

    • @fuadagayev6178
      @fuadagayev6178 6 місяців тому

      @@CraigPerko actually error comes when I press enter or accepting the save

  • @ghostofakina8747
    @ghostofakina8747 Рік тому +1

    I really love the Cube Grid way of building, but unfortunately it's completely unusable due to Unreal having horrible texture control.
    After coming from the source engine and using hammer, unreal seems to have zero texture control. I really liked that you had some much control over texture size, position and rotation in source's hammer. Hopefully we can get this kind of thing in unreal someday. If anyone knows a way to edit a faces textures easily let me know!

    • @CraigPerko
      @CraigPerko  Рік тому

      That is 100% absolutely right. It's my main complaint.

  • @SuperMontana2008
    @SuperMontana2008 2 роки тому

    is it possible to cut arches in cube grid?

    • @CraigPerko
      @CraigPerko  2 роки тому +1

      If you mean round arches, it's easier to cut them using another one of the tools.

  • @D3FA1T1
    @D3FA1T1 2 роки тому

    i cant see the selection anymore for some reason

    • @CraigPerko
      @CraigPerko  2 роки тому

      Make sure you're editing the right object!

    • @D3FA1T1
      @D3FA1T1 2 роки тому

      i couldn't see the selection but still make edits, the post processing volume (somhow) was the problem

  • @chickenslips
    @chickenslips Рік тому +1

    Unreal is generally speaking much more enjoyable to work with than unity and has much better tech, but this is one area where Unity wins. Probuilder for Unity blows this out of the water sadly. Really wish we had something as robust as Probuilder for UE5.

    • @CraigPerko
      @CraigPerko  Рік тому +1

      Probuilder is certainly nice, although I don't know if it's better than cube grid. I think it might be about what you're used to and what you need.

    • @chickenslips
      @chickenslips Рік тому

      @@CraigPerko cubegrid works for really simple geometry but probuilder is just way easier to make more complex shapes. It's significantly easier in probuilder to edit from edges and surfaces, so you don't run into annoying issues like texturing like you pointed out. You can also create geometry from a surface rather than having to reorient the entire rotation of the cube grid. Details like that make probuilder way easier to work with.