In this second video, I’ll show you how
to create a box without resorting to third party applications, such as Blender or 3Ds
Max. I mean, in first video I showed you how to
transfer such box from 3Ds Max and how to bake the light. And now we'll do the same thing here. Let’s open Launcher > Library, launch the
engine and create a level. Once it’s quickly loaded, we select Games,
click on Next, here we click “Blank” > in Project Settings we don’t need Raytracing
and no Starter Content. Specify the location, where our project will
be kept. Write the name. So, this will be “walls, version 2”. Create project. And while it’s loading, I typed in floor
plan, as it was in the first video. I downloaded the first picture, that I saw. Here, in this project we delete floor, then
Ctrl + S. Here we type in “interior”, save. We saved the level. Go to Project Settings, select Maps & Modes,
choose the saved level. Go down to Rendering tab, here we uncheck
4 boxes – Bloom, Ambient Occlusion and Auto Exposure. Next – World Settings. In Lightmass Settings we uncheck the box “Compress Lightmap”. That’s all, I think. Save one more time. We take the plane and the picture I downloaded,
throw it into Unreal, right on the object. More precisely, we put it in the Content folder
first. Then we take this picture, hold and drag it
on the Plane, and the material is immediately created. It will upload and will be displayed very
soon. Alt + J to go to the top view. Then we will indicate Lit. Besides, I will turn off the Grid so that
it does not distract. I’ll press F to zoom in. And then our next task is to scale our plan,
our blueprint. So, what are we doing first - we go to Details. Set 90 for X, Y and Z-axes. We have created such an overall, three-dimensional
box with a size of 90 cm. We turn off the grid. We increase our Plane. And here's an example. These two doorways are conveniently located
side by side, both 900 each. How to align them? I click on moving tool (you can just click
here), select the plan, hold Alt, hold the Scroll, and now I start to transfer the Pivot. For example, here. Now it’s transferred. To fix the position, right-click > Pivot > Set
as Pivot Offset. Done! Now we drag our overall box, put it here in
the corner where we have the Pivot of the plan, and start scaling our plan. That's it. Now we need to move this box to another corner
of another doorway. We're holding Alt, holding Scroll. So if you know any two dimensions in the plan
or drawing picture, you can align it exactly with a small margin of error, you can align
the drawing exactly. Fix -> Pivot > Set as Pivot Offset, put the
box here. This means that we aligned in width along
the X-axis, and now along the Y-axis. That's it. So we used two values. We can indicate in this box: height 3000,
Enter, Alt + G. Here we got such a very high wall, because
we have all measurements in centimeters, we need to indicate 3000; we must not forget
that in Unreal the dimensions are in centimeters. 5:37 Well, let's reproduce the part of the
box that we created in 3DsMax. 5:44 To align, press End – we aligned our
column; and now we place it here, in a corner. Done! Next. We select Brush Editing; we select one of
the planes. We aligned it now. And we choose Extrude. Close. Everything is exactly the same, without taking
into account the doorways - we will cut the doorways. Extrude. Now we have a new polygon - we are squeezing
it from here to here. We continue to extrude. A new polygon is formed, and we extrude it
too. That’s all. Back to the beginning, extrude again. Here we go to edit, return to Extrude. Here you can check the box, so the warning
will not appear. A warning that when extruding we use local
displacement of the polygon. So. Ctrl + Z. We need extrusion. I forgot to switch, well, we extrude again…
and again. Next - from this side - we select. Edit, because we just need to move. > Extrude
Extrude it a little. Then continue to do the same thing here, without
taking into account the doorways. We choose, extrude and set the thickness,
select the polygon, extrude. Control + Z > choose Extrude
Just transfer here, and click Extrude again. One… Two… Click Edit. Drag and drop. Well, let's stop here. Or let me show you that we are extruding. We extruded it here. Here we can finish. Done! I will choose one of the polygons, one of
the planes right away - Control + B. For this, I turn off Brush Editing. Press Control + B - and all planes will be
selected. I'll create a material exactly the same as
last time. I press and hold 1, left-click on the value
of this node, set value of 1, assign it to Base Color, save. Done! Our material’s color is just white. We transfer this material to the Surface materials
area. Now I press Ctrl + H to hide our walls. I take the box again. When a material is selected, this material
is assigned instantly here. Height - 2100 (210.0), because this is Sliding
door. So ... Edit. We are selecting a polygon. Then we transfer it, by holding Shift. Let's ... these planes ... I'll close the
Brush Editing ... we'd better now select these planes and assign the best unwrapping quality
to them right away. So that they are the identical, when we will
copy them now. So I don't have to change the copies later. Here in Lightmap Resolution - the lower the
value, the better the unwrapping quality will be. Ok, holding Shift, we drag it here. And let’s check – you see? We should select it carefully. So, set value of 1, check it. Ok, so one, two… here we have 1. These will be our slopes. Here we have 1. This one has 32, we change it to 1. Here – everything is fine. Press Ctrl + W to cope this box. We crate it by setting Height to 90 – this
is our windowsill. Press End – it aligns to the plan. Now we align the blank of the window, press
End. I go to top view by pressing Alt + G. So, I take… correct again > Brush Editing… Well, now… Holding Alt, I drag the next window. Next we need a door. Holding Alt + G, grab, drag and drop this
here. We have the height that we need, select the
polygon and move it. Move. So where else do we have? Move it here, rotate it 90 degrees. If we rotate it only 90 degrees, so that the
rotation occurs faster. Rotate, place it, take a polygon, move this
polygon. Next, let's take this object. Well.. Where else do we have the doorway? There are two doorways here. Okay, I guess that’s all. All these boxes – we select them all – all
this boxes will be cut out of our walls. Here we choose Subtractive, press Ctrl + H,
and this is what we got. The only thing is that these boxes have a
height of 2100 and when we copied and pasted this boxes to our windows, it’s height also
remained 2100. So, we select windows… that’s all actually. Two boxes. And here he set height to 1200. No, not this one… No, it’s correct actually. This value should be 1200. Yes, it’s correct. Let’s now create an extra box to align. Here it is, by the way. I didn’t delete it. Great! We will align to this box. We press End. Done. Two windows are aligned to the extra box. We delete this box. So, we select, drag it. Now, we select. Now, aside from that, we select planes, that
will be inside. So, one, two, there. Lightmass will be baked on this walls, so
we need to set a higher resolution on it. Try not to miss anything, so that we bake
light one time. All internal plates are selected, and here
we set value of 1. Done. Now all we need to do is to create one more
box. Correct it as well. Here, to ensure that there be no visor… I’ll get it back now… So, here to ensure that there be no visor,
we roughly align it, because it can affect the light. To make it equal to each other. Drag it to the wall. Then, extrude. Now it’s all logically understandable. Let’s make a roof thinner, I don’t want
in look like this. Done. Then, Edit. Ok, we select a polygon, not an edge. You can accidentally select the edge. Extrude. So, Extrude polygon. Extruded. We selected polygon. This time check this box, so this warning
window not appear again. Scale it. Extrude. Scale. So, basically, we get something like this. The only thing is the material. I closed Brush Editing. I select one plane > Ctrl + B > Materials. We drag materials, so that we have one material. Now right click > Visibility > Show Only Selected. So, we select the lower part, because Lightmass
will be baked on it. Set the value of 1. Control + H.
I remove the plane. The lid, that is, the ceiling, I'll copy it
down here, so that this is our floor. Control + B. We selected a plane > Control B.
Here, in Lightmap Resolution, I will return 32.0, because we have a lower part with a
higher resolution now. In short, we all zeroed everything and returned
it by default. Show Only Selected. Alt + G. Here we select planes. We need the upper planes. Check it. Ok. Check if it’s selected. The floor is especially important, because
a large number of shadows will be baked on it. That’s all, basically. Ctrl + H. Set the same settings of Lighting,
like Direct Light had the last time. Set Temperature – 4000. Go to Sky Sphere – uncheck the box “Color
Determined By”. Set white light here. Just copy the index, paste it here. So that white color is everywhere. And SkyLight Intensity set at 0.5. That’s all, I guess. Apparently, we didn’t forget anything. Here we have a doorway. So, we have the same box, click Save All,
so that we save a map and offsets as well. And now let’s click on Build. The light is baked. There are some margins, as we can see. We will fix it now. So, first of all, Lightmap Resolution of the
floor is still 32. I’ll select it all again. Ok, let’s do it one by one. Right click > Visibility > Show Only Selected. So, here we set 1, done. Ctrl + H. I noticed a gap. Click Left, let’s see. Transfer Pivot for convenience. Alt + G, go back. I also noticed that here we had 32. Here. It’s ok here. Here’s ok as well. Here – too. Here we set 1. Make sure, that we have value of 1 everywhere. Here we set 1. Here, you see, these edges need to be selected. And set the value to 1 for them. Let me quickly check the slopes – change
32 to 1 on this side. You just need to do it carefully. So, the top already has value of 1. And here we need to change the value. Check it. Side planes value remained 32. Here we have value of 1 though. Good. But this one has 32. That’s all. I think that’s all, let’s bake it, but
first, I’ll check it one more time. Value of 1… This one still has 32. Here… Change to 1. Ok… I missed a lot actually. Here we have 1… This selection is not very convenient. You just have to get used to it. When you work in 3Ds max and then go here…
it’s hard to do it right away. Done. Now we will bake it one more time and check
it. If there are some other margins – we will
select a plane with a lower resolution and set value to 1. If so, we will bake one more time. Done! The light is baked. Everything is made carefully, it looks clean. I’ll just reduce the Camera Speed. So… Outlines of shadows… everything is good. Great. The only thing is that we forgot about Post
Process. Drag it here. Let’s put Infinite right away, so it works
for the whole scene. Set the Global Gamma value to 0.7. And Exposure – 2. The same settings as in the first version,
when we imported a box from 3Ds Max. Done! Now, everything looks even and similar. Let’s have a look. Here’s our first box, looks exactly like
the second one. One more thing I forgot to add. Press the tilde button > Sharpen 3. We added sharpness. And here – too. Sharpen 3. Let’s compare now. Exactly the same result. Doesn’t matter where you create a box – in
a separate editor or in Unreal – the geometry will work exactly the same way. The light will be baked the same way. Thank you all for your attention. Don’t forget to like this video, subscribe
if you haven’t already done it, and see you soon. Bye!