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5 Enabling Modeling Mode Plugin And Saving out Level — Transcript

by Jokerbaby · 2,511 words · 332 segments · language en · Watch on YouTube

Full transcript

  1. 0:05[music]
  2. 0:11[music]
  3. 0:15Welcome back everyone to Unreal Engine 5
  4. 0:17beginner's guide to building an
  5. 0:19environment. In the last lesson, we left
  6. 0:21it off by creating some of the basic
  7. 0:22shapes for our environment, which we're
  8. 0:24going to use as a base gray box within
  9. 0:27our scene to set up our assets. But
  10. 0:30right now, we're not quite done just
  11. 0:31yet. We need to figure out how we're
  12. 0:32going to set up this roof, and we're
  13. 0:34going to continue working on this gray
  14. 0:36box. But before doing that though, we
  15. 0:38need to set up ourselves a modeling
  16. 0:40mode. So, by clicking on this button
  17. 0:43over here, if you're not seeing a
  18. 0:44modeling uh toolkit tab, then we need to
  19. 0:47make sure we enable ourselves a modeling
  20. 0:49plugin. And we can do so by going into
  21. 0:52the edit tab, clicking on plugins, and
  22. 0:55then we're going to search for modeling
  23. 0:58like so. We're going to get ourselves
  24. 1:00modeling toolkits editor mode. So, we're
  25. 1:03going to make sure we have this enabled.
  26. 1:06We're going to click yes. And then on on
  27. 1:09the right bottom right corner is going
  28. 1:11to be something that says you must
  29. 1:13restart your Unreal Engine to take
  30. 1:15effect. What you're going to have to do
  31. 1:17is click uh restart now which will make
  32. 1:20sure that it will enable the entire
  33. 1:23plugin. So just make sure you have this
  34. 1:25enabled. And I think it'll actually ask
  35. 1:28you to save out your level as well. So
  36. 1:31before moving on, I totally forgot to
  37. 1:33save out this level because actually if
  38. 1:36we were to close this down, we're going
  39. 1:37to click Ctrl and S and it's going to
  40. 1:40open up save as and that will just
  41. 1:42simply ask us on where we want to save
  42. 1:45the level. So since we haven't had it
  43. 1:48saved, we just need to make sure we
  44. 1:50click save. And it's just going to give
  45. 1:52us the default name of new map. Then
  46. 1:54actually afterwards, in order for us to
  47. 1:57make sure that every time we open up
  48. 1:59this project, it loads up within this
  49. 2:01specific level, we're going to go on the
  50. 2:04upper left corner, click windows, and
  51. 2:07make sure that sorry, we need to go on
  52. 2:10the edit and we're going to go onto the
  53. 2:12project settings and within it, we're
  54. 2:15going to click all settings and then
  55. 2:17we're going to scroll down until we get
  56. 2:20to default maps. So, it's not too far
  57. 2:22off. Or we could actually just search
  58. 2:24for default maps. And that'll just open
  59. 2:28up this entire tab. And we'll want to
  60. 2:31make sure we change edit editor startup
  61. 2:33map and game default map. So, if we were
  62. 2:35to change both of them to new level,
  63. 2:39and then the second one, click on the
  64. 2:42third person map. Select new map. And
  65. 2:45we're going to get both of them saved
  66. 2:47up. Now, whenever we open up this
  67. 2:49project again, it's just going to put
  68. 2:51our entire level that we have currently,
  69. 2:55and it'll just open up our project
  70. 2:57throughout this scene. So, now we can
  71. 3:00click Ctrl and S to make sure it's saved
  72. 3:01out. And this will just basically
  73. 3:04contain our entire level like so. So,
  74. 3:06now going back to what we had to the
  75. 3:10modeling mode. And once we had it
  76. 3:11restarted and the plug-in enabled, we're
  77. 3:14going to get ourselves within this uh
  78. 3:16select mode tab. If we were to click on
  79. 3:18it, we're going to get ourselves the
  80. 3:20modeling mode. We're going to get
  81. 3:21ourselves a new window with a bunch of
  82. 3:23options and to be honest, there's so
  83. 3:25many of them to use. It just has some
  84. 3:28really nice functionality and we're
  85. 3:30going to go throughout through them
  86. 3:32within the course for some of them at
  87. 3:33least show you the basic use out of the
  88. 3:36modeling mode. So right now what we want
  89. 3:39is we just want to make use out of new
  90. 3:42shapes. And we'll start off by creating
  91. 3:44ourselves a box just like we did
  92. 3:46previously. If we were to click on the
  93. 3:48box and then we have a bunch of output
  94. 3:51options to choose from. By default it's
  95. 3:54going to be set with the width depth and
  96. 3:56height as 100 and the usual subdivision
  97. 3:59of 11 one. So that will just give us a
  98. 4:01basic, very basic cube with the standard
  99. 4:04type of vertices. And we want to keep
  100. 4:06them as is. We also want to make sure
  101. 4:08that we keep this as a static mesh.
  102. 4:10Otherwise, it's not going to give us the
  103. 4:12right type of a mesh. And if we scroll
  104. 4:14down, we get other options like
  105. 4:16positioning and whatnot and how we want
  106. 4:19it to be placed. But we're going to keep
  107. 4:21that as is. And then later on, once we
  108. 4:23place it within our scene, we'll be able
  109. 4:25to get ourselves a mesh. And we're going
  110. 4:27to keep the rest as is. We don't want
  111. 4:29any of the materials since we are using
  112. 4:31it only for the gray box. And basically
  113. 4:33once we get everything sorted, the main
  114. 4:35thing that we want to make sure though
  115. 4:37within this tab is that at the very
  116. 4:40bottom where it says new asset location,
  117. 4:42we want to make sure that it is set with
  118. 4:44autogen folder that is world relative.
  119. 4:47So that'll generate ourselves a folder
  120. 4:49which we're going to make use out of.
  121. 4:51And whenever we create a new primitive
  122. 4:53shape using the modeling mode, it'll
  123. 4:55basically generate everything within
  124. 4:57that folder. So after which after we're
  125. 5:00happy with that, and actually just want
  126. 5:01to let you know if you don't have a
  127. 5:04level saved up, that will not work quite
  128. 5:07as well. It won't it will try to save up
  129. 5:09within the default engines folder
  130. 5:11because it won't be able to find where
  131. 5:13the level is located. But yeah, once we
  132. 5:16have the autogenerated folder set to
  133. 5:18world relative, we will we will want to
  134. 5:21click once within our world and that'll
  135. 5:23spawn us a cube. And then right away,
  136. 5:25we'll just want to click complete to
  137. 5:28make sure that within our static mesh
  138. 5:30that we just created, it only has this
  139. 5:31one type of mesh. So once we hit
  140. 5:34complete, we're going to get ourselves a
  141. 5:35simple cube, which might look like it's
  142. 5:38the same one like we used previously.
  143. 5:40But what this cube will allow us to do
  144. 5:42is because it generated ourselves a
  145. 5:44static mesh within this folder over
  146. 5:46here. It'll help us to modify our entire
  147. 5:51mesh uh later on using the modeling
  148. 5:54mode. So right now we can actually do
  149. 5:56that right away if we were to click W
  150. 5:58and position our cube to be at the very
  151. 6:02top of this building like so. Just going
  152. 6:06to position it just like that. And now
  153. 6:09we can make some adjustments to it. So
  154. 6:13the next thing that I'd like ush to do
  155. 6:15using the modeling tool is make use out
  156. 6:18of the try model functionality. So, if
  157. 6:21you scroll down until we get to this
  158. 6:23tab, there are a couple of choices. And
  159. 6:26now we're going to be using tryedit.
  160. 6:29Were to select. We're going to get
  161. 6:30ourselves a tab as well as the selection
  162. 6:33for this box that we had of a static
  163. 6:37mesh. It's going to be highlighted.
  164. 6:38Since we had it selected, it's going to
  165. 6:40give us a choice to edit it. So right
  166. 6:43now we can either hover over vertices,
  167. 6:45edges or the faces themselves since all
  168. 6:48of them are selected within the
  169. 6:50selection filter within this tab. And
  170. 6:53there are also a bunch of other options
  171. 6:54that we can make use out of like
  172. 6:56extrude, offset, and even insert to
  173. 6:59modify this mesh. But right now, the
  174. 7:01only thing that we want to do is make
  175. 7:02sure we grab the vertices and kind of
  176. 7:04squish them down to get it as a base for
  177. 7:08our rooftop. So, what we're going to do
  178. 7:10is actually we're going to go onto the
  179. 7:12selection filtered on the left corner.
  180. 7:14We're going to untick the edges and the
  181. 7:16faces. So, we only have vertices
  182. 7:19selected. Now, once we uh click and hold
  183. 7:22and then drag it across the top, we're
  184. 7:25going to make a square selection, a box
  185. 7:28type of selection across the very top
  186. 7:30section of the faces. And I think even
  187. 7:32if we don't see those vertices, we can
  188. 7:34still make that selection. And that is
  189. 7:36because the marquee ignore occlusion is
  190. 7:41ticked on as this as this one should be
  191. 7:44ticked on. And I think if we don't have
  192. 7:46this ticked on, we won't be able to
  193. 7:49select the faces in the back. So just
  194. 7:50make sure you have this ticked on. And
  195. 7:53anyway, we're going to just simply make
  196. 7:55a selection like that, which will give
  197. 7:56us this sort of a gizmo. Now with this
  198. 7:58gizmo, it's basically everything in one
  199. 8:01area. the rotation, the transformation,
  200. 8:04and the scaling for the gizmos, all of
  201. 8:06them in one area. So, the square icons
  202. 8:11that are located to the side of the
  203. 8:12gizmo are going to be controlling uh
  204. 8:15basically the scaling itself, the square
  205. 8:18ones over here. So, we can use that to
  206. 8:21scale it up and down. And then we have a
  207. 8:25rotation gizmo that is represented by
  208. 8:28this type of an orb which we can use to
  209. 8:31rotate it around. Of course, because we
  210. 8:32have this type of selection, we're not
  211. 8:34going to have a lot of results.
  212. 8:37But right now, because we're only
  213. 8:39manipulating the top, obviously the
  214. 8:40bottom section is not going to be
  215. 8:42affected. And then finally, at the very
  216. 8:44center of this gizmo, we have
  217. 8:46transformation tool or the movement of
  218. 8:49this entire selection. So, I'm just
  219. 8:52going to click Ctrl Z to undo my actions
  220. 8:55like so. And basically, all we want to
  221. 8:58do is make use out of the scaling. And
  222. 9:01we're just going to make use out of this
  223. 9:02green one over here to kind of squish it
  224. 9:04down entirely like so. Actually, not
  225. 9:06entirely. We're going to leave it this
  226. 9:08kind of a small gap in the middle. I
  227. 9:11think that's going to be quite all
  228. 9:12right. Or maybe even more. I'm just
  229. 9:14going to grab back the vertices and
  230. 9:16squish them down like so. So, now we
  231. 9:19have it like this. We can go ahead and
  232. 9:21hit accept. And because we had the new
  233. 9:25asset location set to the same folder,
  234. 9:28which it should be done because uh we
  235. 9:30had it previously selected. So if I were
  236. 9:32to go back onto the try select edit,
  237. 9:35it's going to, as you can see at the
  238. 9:36very bottom, new asset location going to
  239. 9:38have the same kind of a choice. And
  240. 9:40because we had it previously selected,
  241. 9:42it should be saved up as our previous
  242. 9:45type of a choice, which was autogenerate
  243. 9:47folder world relative. So if I were to
  244. 9:49go onto this folder, we see that the new
  245. 9:51static mesh that we just created is
  246. 9:53going to be placed within this area. And
  247. 9:56so now what that means is that we can
  248. 9:58just basically put it outwards and it'll
  249. 10:01give us the exact same kind of a static
  250. 10:02mesh that we have over here. And
  251. 10:05actually for now it's going to be enough
  252. 10:07from the modeling mode. It takes up a
  253. 10:09lot of our space within our viewport. So
  254. 10:11I'm just going to go back onto the
  255. 10:12select mode which we can do so from the
  256. 10:15upper left corner. And if we were to
  257. 10:17click on the modeling mode, uh, click
  258. 10:20select, and that'll give us the back the
  259. 10:22selection mode. So with this, we can now
  260. 10:25select our static mesh that we had
  261. 10:27previously. And I'm just going to click
  262. 10:29R to go into this gizmo and actually
  263. 10:31just extend it quite a bit to be kind of
  264. 10:35covering the side of this area. And I'm
  265. 10:38just thinking of how our roof is going
  266. 10:40to be going. Obviously, we want it to be
  267. 10:42going kind of more to the width of this
  268. 10:45entire structure. So, I think as a
  269. 10:47starting point, this will be quite all
  270. 10:49right. And then the next step is going
  271. 10:52to actually we're going to want to make
  272. 10:54sure we extend it by quite a bit. Not by
  273. 10:57too much, but where the middle section
  274. 10:59of this roof ends because the next part
  275. 11:02is going to be setting up the other part
  276. 11:05of the roof. So, I'm just going to
  277. 11:07really quickly grab and rotate this
  278. 11:10around and set it up to be sideways like
  279. 11:13so. And then just position this roof
  280. 11:15over here. Because this structure is a
  281. 11:17bit longer, we're actually going to
  282. 11:19extend it just a little bit more. And
  283. 11:22just going to bring this entire roof all
  284. 11:24the way to the back. And extend it a
  285. 11:26little bit as well, actually. Like so.
  286. 11:29And there you have it. We have a basic
  287. 11:32roof which we're going to be using as a
  288. 11:35sort of a placement for how we're going
  289. 11:37to build up our assets. And actually, I
  290. 11:39want to make sure that this roof is
  291. 11:40being supported. So, I'm just going to
  292. 11:42grab a quick support and set it up over
  293. 11:45here as well. Like so.
  294. 11:49And looking at it back, we might need to
  295. 11:53Yeah, let's go ahead and actually make
  296. 11:55this roof a little bit longer and extend
  297. 11:58it to the back this way. Actually make
  298. 12:01this a little bit larger. Like so.
  299. 12:04Just like that. By playing around with
  300. 12:06the shapes, we can like get a nicer type
  301. 12:08of silhouette. And I'm thinking that we
  302. 12:10can actually extend this roof just a
  303. 12:12little bit more to the side like so. or
  304. 12:15even
  305. 12:16I'm thinking of the way we can make use
  306. 12:18out of this roof. And I don't want them
  307. 12:21to be too different looking, but I think
  308. 12:24yeah, we can go ahead and extend that. I
  309. 12:26was thinking that the slope uh because
  310. 12:28it's going to look quite a bit different
  311. 12:29from this one. It might not look quite
  312. 12:31as nice. But that's why we're playing
  313. 12:33around with the shapes, trying to figure
  314. 12:35out how it's going to look like. And I
  315. 12:37just want to get a bit of this roof to
  316. 12:40go outside of it, like so. And then I
  317. 12:43want to have a sort of a hanging point
  318. 12:45for over here. So this way we're
  319. 12:47breaking out the silhouette. I'm
  320. 12:48actually going to press G to make sure
  321. 12:50my selection goes away and we can kind
  322. 12:53of visualize how the entire scene would
  323. 12:55look like. And yeah, we already have a
  324. 12:58kind of a nice setup over here. So I
  325. 13:00think right now we can uh continue on
  326. 13:02playing around with the landscape this
  327. 13:04time and kind of get the terrain sorted
  328. 13:06as well for the overall environment. So
  329. 13:09that's going to be it for this lesson.
  330. 13:11Thanks so much for watching and I'll see
  331. 13:13you in a bit.
  332. 13:16[music]

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