5 Enabling Modeling Mode Plugin And Saving out Level — Transcript
Full transcript
- 0:05[music]
- 0:11[music]
- 0:15Welcome back everyone to Unreal Engine 5
- 0:17beginner's guide to building an
- 0:19environment. In the last lesson, we left
- 0:21it off by creating some of the basic
- 0:22shapes for our environment, which we're
- 0:24going to use as a base gray box within
- 0:27our scene to set up our assets. But
- 0:30right now, we're not quite done just
- 0:31yet. We need to figure out how we're
- 0:32going to set up this roof, and we're
- 0:34going to continue working on this gray
- 0:36box. But before doing that though, we
- 0:38need to set up ourselves a modeling
- 0:40mode. So, by clicking on this button
- 0:43over here, if you're not seeing a
- 0:44modeling uh toolkit tab, then we need to
- 0:47make sure we enable ourselves a modeling
- 0:49plugin. And we can do so by going into
- 0:52the edit tab, clicking on plugins, and
- 0:55then we're going to search for modeling
- 0:58like so. We're going to get ourselves
- 1:00modeling toolkits editor mode. So, we're
- 1:03going to make sure we have this enabled.
- 1:06We're going to click yes. And then on on
- 1:09the right bottom right corner is going
- 1:11to be something that says you must
- 1:13restart your Unreal Engine to take
- 1:15effect. What you're going to have to do
- 1:17is click uh restart now which will make
- 1:20sure that it will enable the entire
- 1:23plugin. So just make sure you have this
- 1:25enabled. And I think it'll actually ask
- 1:28you to save out your level as well. So
- 1:31before moving on, I totally forgot to
- 1:33save out this level because actually if
- 1:36we were to close this down, we're going
- 1:37to click Ctrl and S and it's going to
- 1:40open up save as and that will just
- 1:42simply ask us on where we want to save
- 1:45the level. So since we haven't had it
- 1:48saved, we just need to make sure we
- 1:50click save. And it's just going to give
- 1:52us the default name of new map. Then
- 1:54actually afterwards, in order for us to
- 1:57make sure that every time we open up
- 1:59this project, it loads up within this
- 2:01specific level, we're going to go on the
- 2:04upper left corner, click windows, and
- 2:07make sure that sorry, we need to go on
- 2:10the edit and we're going to go onto the
- 2:12project settings and within it, we're
- 2:15going to click all settings and then
- 2:17we're going to scroll down until we get
- 2:20to default maps. So, it's not too far
- 2:22off. Or we could actually just search
- 2:24for default maps. And that'll just open
- 2:28up this entire tab. And we'll want to
- 2:31make sure we change edit editor startup
- 2:33map and game default map. So, if we were
- 2:35to change both of them to new level,
- 2:39and then the second one, click on the
- 2:42third person map. Select new map. And
- 2:45we're going to get both of them saved
- 2:47up. Now, whenever we open up this
- 2:49project again, it's just going to put
- 2:51our entire level that we have currently,
- 2:55and it'll just open up our project
- 2:57throughout this scene. So, now we can
- 3:00click Ctrl and S to make sure it's saved
- 3:01out. And this will just basically
- 3:04contain our entire level like so. So,
- 3:06now going back to what we had to the
- 3:10modeling mode. And once we had it
- 3:11restarted and the plug-in enabled, we're
- 3:14going to get ourselves within this uh
- 3:16select mode tab. If we were to click on
- 3:18it, we're going to get ourselves the
- 3:20modeling mode. We're going to get
- 3:21ourselves a new window with a bunch of
- 3:23options and to be honest, there's so
- 3:25many of them to use. It just has some
- 3:28really nice functionality and we're
- 3:30going to go throughout through them
- 3:32within the course for some of them at
- 3:33least show you the basic use out of the
- 3:36modeling mode. So right now what we want
- 3:39is we just want to make use out of new
- 3:42shapes. And we'll start off by creating
- 3:44ourselves a box just like we did
- 3:46previously. If we were to click on the
- 3:48box and then we have a bunch of output
- 3:51options to choose from. By default it's
- 3:54going to be set with the width depth and
- 3:56height as 100 and the usual subdivision
- 3:59of 11 one. So that will just give us a
- 4:01basic, very basic cube with the standard
- 4:04type of vertices. And we want to keep
- 4:06them as is. We also want to make sure
- 4:08that we keep this as a static mesh.
- 4:10Otherwise, it's not going to give us the
- 4:12right type of a mesh. And if we scroll
- 4:14down, we get other options like
- 4:16positioning and whatnot and how we want
- 4:19it to be placed. But we're going to keep
- 4:21that as is. And then later on, once we
- 4:23place it within our scene, we'll be able
- 4:25to get ourselves a mesh. And we're going
- 4:27to keep the rest as is. We don't want
- 4:29any of the materials since we are using
- 4:31it only for the gray box. And basically
- 4:33once we get everything sorted, the main
- 4:35thing that we want to make sure though
- 4:37within this tab is that at the very
- 4:40bottom where it says new asset location,
- 4:42we want to make sure that it is set with
- 4:44autogen folder that is world relative.
- 4:47So that'll generate ourselves a folder
- 4:49which we're going to make use out of.
- 4:51And whenever we create a new primitive
- 4:53shape using the modeling mode, it'll
- 4:55basically generate everything within
- 4:57that folder. So after which after we're
- 5:00happy with that, and actually just want
- 5:01to let you know if you don't have a
- 5:04level saved up, that will not work quite
- 5:07as well. It won't it will try to save up
- 5:09within the default engines folder
- 5:11because it won't be able to find where
- 5:13the level is located. But yeah, once we
- 5:16have the autogenerated folder set to
- 5:18world relative, we will we will want to
- 5:21click once within our world and that'll
- 5:23spawn us a cube. And then right away,
- 5:25we'll just want to click complete to
- 5:28make sure that within our static mesh
- 5:30that we just created, it only has this
- 5:31one type of mesh. So once we hit
- 5:34complete, we're going to get ourselves a
- 5:35simple cube, which might look like it's
- 5:38the same one like we used previously.
- 5:40But what this cube will allow us to do
- 5:42is because it generated ourselves a
- 5:44static mesh within this folder over
- 5:46here. It'll help us to modify our entire
- 5:51mesh uh later on using the modeling
- 5:54mode. So right now we can actually do
- 5:56that right away if we were to click W
- 5:58and position our cube to be at the very
- 6:02top of this building like so. Just going
- 6:06to position it just like that. And now
- 6:09we can make some adjustments to it. So
- 6:13the next thing that I'd like ush to do
- 6:15using the modeling tool is make use out
- 6:18of the try model functionality. So, if
- 6:21you scroll down until we get to this
- 6:23tab, there are a couple of choices. And
- 6:26now we're going to be using tryedit.
- 6:29Were to select. We're going to get
- 6:30ourselves a tab as well as the selection
- 6:33for this box that we had of a static
- 6:37mesh. It's going to be highlighted.
- 6:38Since we had it selected, it's going to
- 6:40give us a choice to edit it. So right
- 6:43now we can either hover over vertices,
- 6:45edges or the faces themselves since all
- 6:48of them are selected within the
- 6:50selection filter within this tab. And
- 6:53there are also a bunch of other options
- 6:54that we can make use out of like
- 6:56extrude, offset, and even insert to
- 6:59modify this mesh. But right now, the
- 7:01only thing that we want to do is make
- 7:02sure we grab the vertices and kind of
- 7:04squish them down to get it as a base for
- 7:08our rooftop. So, what we're going to do
- 7:10is actually we're going to go onto the
- 7:12selection filtered on the left corner.
- 7:14We're going to untick the edges and the
- 7:16faces. So, we only have vertices
- 7:19selected. Now, once we uh click and hold
- 7:22and then drag it across the top, we're
- 7:25going to make a square selection, a box
- 7:28type of selection across the very top
- 7:30section of the faces. And I think even
- 7:32if we don't see those vertices, we can
- 7:34still make that selection. And that is
- 7:36because the marquee ignore occlusion is
- 7:41ticked on as this as this one should be
- 7:44ticked on. And I think if we don't have
- 7:46this ticked on, we won't be able to
- 7:49select the faces in the back. So just
- 7:50make sure you have this ticked on. And
- 7:53anyway, we're going to just simply make
- 7:55a selection like that, which will give
- 7:56us this sort of a gizmo. Now with this
- 7:58gizmo, it's basically everything in one
- 8:01area. the rotation, the transformation,
- 8:04and the scaling for the gizmos, all of
- 8:06them in one area. So, the square icons
- 8:11that are located to the side of the
- 8:12gizmo are going to be controlling uh
- 8:15basically the scaling itself, the square
- 8:18ones over here. So, we can use that to
- 8:21scale it up and down. And then we have a
- 8:25rotation gizmo that is represented by
- 8:28this type of an orb which we can use to
- 8:31rotate it around. Of course, because we
- 8:32have this type of selection, we're not
- 8:34going to have a lot of results.
- 8:37But right now, because we're only
- 8:39manipulating the top, obviously the
- 8:40bottom section is not going to be
- 8:42affected. And then finally, at the very
- 8:44center of this gizmo, we have
- 8:46transformation tool or the movement of
- 8:49this entire selection. So, I'm just
- 8:52going to click Ctrl Z to undo my actions
- 8:55like so. And basically, all we want to
- 8:58do is make use out of the scaling. And
- 9:01we're just going to make use out of this
- 9:02green one over here to kind of squish it
- 9:04down entirely like so. Actually, not
- 9:06entirely. We're going to leave it this
- 9:08kind of a small gap in the middle. I
- 9:11think that's going to be quite all
- 9:12right. Or maybe even more. I'm just
- 9:14going to grab back the vertices and
- 9:16squish them down like so. So, now we
- 9:19have it like this. We can go ahead and
- 9:21hit accept. And because we had the new
- 9:25asset location set to the same folder,
- 9:28which it should be done because uh we
- 9:30had it previously selected. So if I were
- 9:32to go back onto the try select edit,
- 9:35it's going to, as you can see at the
- 9:36very bottom, new asset location going to
- 9:38have the same kind of a choice. And
- 9:40because we had it previously selected,
- 9:42it should be saved up as our previous
- 9:45type of a choice, which was autogenerate
- 9:47folder world relative. So if I were to
- 9:49go onto this folder, we see that the new
- 9:51static mesh that we just created is
- 9:53going to be placed within this area. And
- 9:56so now what that means is that we can
- 9:58just basically put it outwards and it'll
- 10:01give us the exact same kind of a static
- 10:02mesh that we have over here. And
- 10:05actually for now it's going to be enough
- 10:07from the modeling mode. It takes up a
- 10:09lot of our space within our viewport. So
- 10:11I'm just going to go back onto the
- 10:12select mode which we can do so from the
- 10:15upper left corner. And if we were to
- 10:17click on the modeling mode, uh, click
- 10:20select, and that'll give us the back the
- 10:22selection mode. So with this, we can now
- 10:25select our static mesh that we had
- 10:27previously. And I'm just going to click
- 10:29R to go into this gizmo and actually
- 10:31just extend it quite a bit to be kind of
- 10:35covering the side of this area. And I'm
- 10:38just thinking of how our roof is going
- 10:40to be going. Obviously, we want it to be
- 10:42going kind of more to the width of this
- 10:45entire structure. So, I think as a
- 10:47starting point, this will be quite all
- 10:49right. And then the next step is going
- 10:52to actually we're going to want to make
- 10:54sure we extend it by quite a bit. Not by
- 10:57too much, but where the middle section
- 10:59of this roof ends because the next part
- 11:02is going to be setting up the other part
- 11:05of the roof. So, I'm just going to
- 11:07really quickly grab and rotate this
- 11:10around and set it up to be sideways like
- 11:13so. And then just position this roof
- 11:15over here. Because this structure is a
- 11:17bit longer, we're actually going to
- 11:19extend it just a little bit more. And
- 11:22just going to bring this entire roof all
- 11:24the way to the back. And extend it a
- 11:26little bit as well, actually. Like so.
- 11:29And there you have it. We have a basic
- 11:32roof which we're going to be using as a
- 11:35sort of a placement for how we're going
- 11:37to build up our assets. And actually, I
- 11:39want to make sure that this roof is
- 11:40being supported. So, I'm just going to
- 11:42grab a quick support and set it up over
- 11:45here as well. Like so.
- 11:49And looking at it back, we might need to
- 11:53Yeah, let's go ahead and actually make
- 11:55this roof a little bit longer and extend
- 11:58it to the back this way. Actually make
- 12:01this a little bit larger. Like so.
- 12:04Just like that. By playing around with
- 12:06the shapes, we can like get a nicer type
- 12:08of silhouette. And I'm thinking that we
- 12:10can actually extend this roof just a
- 12:12little bit more to the side like so. or
- 12:15even
- 12:16I'm thinking of the way we can make use
- 12:18out of this roof. And I don't want them
- 12:21to be too different looking, but I think
- 12:24yeah, we can go ahead and extend that. I
- 12:26was thinking that the slope uh because
- 12:28it's going to look quite a bit different
- 12:29from this one. It might not look quite
- 12:31as nice. But that's why we're playing
- 12:33around with the shapes, trying to figure
- 12:35out how it's going to look like. And I
- 12:37just want to get a bit of this roof to
- 12:40go outside of it, like so. And then I
- 12:43want to have a sort of a hanging point
- 12:45for over here. So this way we're
- 12:47breaking out the silhouette. I'm
- 12:48actually going to press G to make sure
- 12:50my selection goes away and we can kind
- 12:53of visualize how the entire scene would
- 12:55look like. And yeah, we already have a
- 12:58kind of a nice setup over here. So I
- 13:00think right now we can uh continue on
- 13:02playing around with the landscape this
- 13:04time and kind of get the terrain sorted
- 13:06as well for the overall environment. So
- 13:09that's going to be it for this lesson.
- 13:11Thanks so much for watching and I'll see
- 13:13you in a bit.
- 13:16[music]
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