Unreal Engine 5 Beginner Tutorial Part 4: Modeling Tools Advanced

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all right everybody welcome back to part four of the Unreal Engine 5 tutorial series for beginners you guys have made it so far that means you guys are awesome there are some people who have already given up but you haven't good job in this chapter what we are going to do we are going to take the modeling tools into an advanced level you're going to take our ordinary shape right here into an actual spaceship with all this details are you ready yes yes let's go let's go so the reason why we need to do this is because right now we just have a boring shape as far said we want to go ahead and create the Sci-Fi looking panels and we're not going to go super detailed we don't want to spend hours into modeling you can do that but that's not the point here we're just trying to learn the basics and right now if you go ahead and place our light bulbs around our scene it's just going to look really weird which is why if you look at our reference here this is the spaceship that we've already built let's just actually go ahead quickly to the main reference that we had before we even started which is is this one if you look closely first of all if you move inside your spaceship right now we have nothing at the edge but here you can see there's this light that goes around the hexagon shape so that's something we have to create at the very end but also these pillars I don't know what we call them are they pillars they're not pillars colums whatever whatever you want to call they're definitely not pillars and columns but that's what we're going to call them if you have a better name let us know in the comments no no no definitely not we're just going to go with pillars so these four sections right here with the light on them those are our pillars right those are the mini ones and then there's these larger pillars that we have to create and that is the shape we're going to create in the advanced modeling tab so we have to actually go ahead and alter the current mesh that we have so this was the reference that we had and then this is the one that we actually created which is very similar we have these four if we count them right the mini pillars and then we have these four larger pillars that later on we're going to place our lights on fire are you ready let's go Okay cool so the first thing we're going to do after our last chapter me and firad realized that our uh spaceship is a little short so we're going to enlarge it on the this is going to be the x axis right so we're going to hit R and actually you know what we're going to be precise with this no this is not the Zed axis oh it is the Zed axis zis no it shouldn't be the Zed axis is it okay it's because of the pivot point but that's okay as long as we're enlarging it on this this axis that we're looking at right now the horizontal one that's good enough for us so fire what is the number we're going for let's go 14 14 okay so I'm going to go ahead and unlock cuz I'm only trying to scale it on one axis I'm going to unlock the scale and we going to go to 14 that's not bad that's pretty good that's exactly what we want I'm going to go ahead and pull this so that I can actually use this real estate right here maybe even a little bit more okay perfect so we go in this is exactly the size that we want okay perfect remember kids size does matter yes it does okay perfect so now that we have our spaceship we're going to go ahead and start modeling and altering the mesh we're going to go back to the selection mode and then look for modeling shift five is a shortcut and then we are going to go to model this time around right here select it and we are going to look for polygroup edit click that and this is if you're coming from blender for instance your edit mode right this is where you get to actually see the the wireframe that makes up your mesh remember the subdivisions that we were talking about earlier we enabled the wireframe to see the faces the vertices and the edges that's precisely what we're looking at right now and so if you go ahead and hover around our mesh right now we are actually going to see that we can select the faces of our mesh so these wide areas right these are the faces These Guys these lines these edges in between them are our edges and then the points these little points the dots that connect them those are our vertices so three things that you need to remember so if you look to the left side there's a selection filter which ones are we allowed to select right now if you see faces edges vertices we only have faces selected which is why we can only select faces but if I were to disable this we cannot select anything cuz we have nothing selected we can go to edges and you'll see that we can only select the edges and then we can go to vertices and we can only select the vertices so just to show you guys what this does let's go ahead and maybe select the edges yeah okay and fire what can we actually do if you select an edge like this we can pull it out let's try it exactly so we can use a gizmo right here to rotate to pull it we're going to pull it using this red line right here if you pull it out look at what happens boom I've have just extend that actually looks like you want to keep it actually this is like how people land right I mean it's going to go against our reference so maybe not this time but I would have liked to design it like this control Z control Z control Z control Z okay all right contrl Z is undo contrl y inside UND engine is redo right just remember that it's not control shift Z which is what we're usually used to so we're going to control Z that we can even rotate this by the way uh you can rotate this I think you have to rotate like a face let's try that so I'm selecting a face now and I'm rotating it see what happens so you can do many many things altering the mesh just using the selection filters but we actually want to go ahead and use something else so we want to have the faces selected and what we need to actually go ahead and do is create the edges around our spaceship that we're going to use to pull out the different pillars remember we have the four here and the small ones and the four large ones in order to create these compartments we're going to be using a tool called insert Edge Loop basically it's going to insert edges looping all around your mesh that's why the name is there so insert Edge loops and on default so we've already used this which is why it's not on default on default it's set to proportion offset Farah what does that do means you can select where you want to insert that edge that's right but this is manual we don't want manual we want equal sizes we want precise so we want to go ahead and change this to even and what even does it gives you the number of Loops that you want and then right now it's on two it's going to automatically place it in the middle so it's going to decide where the two compartments should be so that it divides it equally into three different parts so so if you have two number of Loops you have three parts DN right okay so we're actually looking for how many Loops let's do for four four Loops okay yeah this is this is actually perfect we already know this number because we've done this many many times no because we are geniuses I should have said that that's much better you've done this 10 times that's why we know it but we want to be honest all right we're not gonna we're not going to brag about our genius right here not now not now maybe later so we got the four Loops that's going to cut our spaceship into five different parts and we'll tell you exactly why we're doing this in a moment so depending on the size of your spaceship you can play with that number and see what number fits best if you are following the same size as ours four should be good exactly so if you want to go and confirm this first of all we have to find where that is so you have to select it probably somewhere in the middle and you'll see the lines up here and then hit left Mouse click and then it's laid down but it's not complete yet until you hit accept so let's go ahead and do that first accept and then go back to polygroup edit so to go back to edit mode and right now we can see that our spaceship has these extra compartments right and if you go ahead and try to select the faces now we have these smaller faces rather than the entire line we can now select each of them independent of each other which means we can go ahead and use this first compartment for all of our smaller pillars that we're going to pull out and then these larger compartments at the back to divide them again for the bigger pillars right I think that's pretty clear yeah so in order to pull out these guys we again need to go to insert Edge loops and create the smaller pillars so farod if we trying to pull out four pillars how many Cuts do we need eight okay so again might be confusing if this is your first time doing 3D but you'll understand exactly why so if we're going to create eight right it looks like a lot of lines but this is precisely what we need to pull out four and you'll see why so I'm going to lay down my eight Cuts right now by clicking left and you'll see it's there it's created perfect hit accept Okay go back to polygroup edit and you'll see that I now have all these lines so why did we do eight well before I actually teach you guys how to do the Extrusion and pull things out I'm just going to quickly show you check this out 1 2 3 and four Tada you see if we had four we are actually going to pull all of it out there's going to be five compartments it's not going to make any sense you need eight so that you actually have a space in between each of them so when you pull four out they actually look like four different small pillars that's why you got to do eight so now let's actually teach you guys how you can select and pull them out first you need to understand what we're trying to pull f are we trying to pull the floor no no right this is where people are going to be walking exactly no floor no ceiling only the sides only the sides this is our design Choice by the way you can make it different if you want so how you can actually go ahead and select these remember we want to go for faces only we're not trying to pull points or edges you want to select the entire face so make sure you have the faces selected and then by using shift holding shift and then dragging and holding your left Mouse click button you'll be able to select these faces all together so holding shift and then selecting dragging selecting until here and then I've got this part selected so now I can go ahead and move back select this part what if I miss select the part so let's do that I Mis selected all of this you instead go ahead and use control instead of shift so control drag and it's going to deselect perfect so now I want these guys as well so these smaller ones at the top and this is just one I need to do this for every alternating pillar and do the same thing for the other side just a reminder to everybody to they need to uncheck the heat back faces on the left side AB absolutely have you done it yet we have done it actually thank you so much for reminding me of that this was on by default now what this does is if you were to select this it selects the back faces as far just mentioned we do not want the back faces to be selected so contrl Z we are going to disable hit back faces so if you have the same problem make sure you disable it thank you farad thank you student I'm a good student I told you very good better than the master when I left you I was but a learner now I am the master now I am the master are you going to kill me I'm going to kill you be one you were supposed to be the chosen one okay all right pull it up I'm pretty fast at this because you have done this a million times no because I'm great but take your time if you need to go ahead and pause right now and do it with your own pacing go ahead and do that or you can just listen to our beautiful voices and follow through so we've done it for one side now we're going to do the exact same for the other side we're going to select them all right select boom select if your lighting is not enough in the middle of this you can just hit contrl L just move your lighting just to adjust it so you can see what you're doing and then you can pull it up you can go ahead and continue while faras is selecting all of this while faras is selecting all of this did you guys know that polyam sponsored this course for all of you faras what is polyam polyam is a sponsor of this video they are a photo scanning application that is available on your devices right now on your IOS and Android devices even on the web and it allows you to take objects in the real world and transform them into 3D objects in your scenes like Unreal Engine 5 exactly so we have now four sections here and four sections here this already you can already imagine what this is going to look like right we're going to pull them in towards the middle so how do we do that farad let's go and extrude okay perfect so just making sure I haven't selected anything by mistake we now have everything selected make sure you don't select anything by mistake or hit any other buttons cuz you're going to lose your selection we're going to go and look for extrude at the top left right here you have many other options by the way the first time we tried the modeling tool we went ahead and selected phases and tried every single one of these options to see what they do you can do that later on but right now the one we are going to go for is extrude so we're going to hit extrude and I'm going to go back to default because we've already done this and see what happens this is probably what you're seeing you're going to see a weird Extrusion towards a random shape like one shape and it's following your mouse this is totally not what we're looking for far what's something that we have to change we need to change some of the parameters on the left Direction mode and distance mode and distance mode so right now the distance mode is basically saying follow my cursor for the distance we want to change this to fixed so if you change it to fix we're going to be using a slider so it's not no longer following our cursor which is what we want it's annoying so we're going to go to fix but then it's coming out towards One Direction One Direction oh my God that was Fire's favorite band when he was younger yes Justin Bieber and One Direction I don't think I've ever listened to one of their you have you have on the radio you memorized their song on radio bro bro you had Justin Bieber hairstyle I I pull I do right now I do right now um if you go to Direction mode it's on single Direction we want to go ahead and change this to selected triangle normals and just like that if you pull back your distance you'll see that you have successfully pulled out the faces to create the shape that we want now this might be a little bit too much so we're going to maybe make it a little less extruded let's go inside real quickly and just look at it look at our reference Farah what do you think maybe 150 we are at 146 right 150 you like round numbers yeah and let's check the vi frames turn on the B frames and see we not breaking the mesh okay so show show wireframe and if you go to the edges right here see if you go really high with this number you'll see your mesh breaking you don't want that right that's going to mess up with your with your mesh later on when you're trying to add materials is 150 enough I think so I think so I think it shouldn't be too big okay cool maybe maybe like 165 yes I think it's this is good this is good right this is very good I think so what if we go a bit higher no no no I think that's too much I think 170 170 sure all right yeah we're going to hit accept Okay cool now I have to tell you guys why the normals Direction was the one that was working so if this is your first time trying a 3D software normals have a couple of different definitions but in this case normals is basically defining a polygon a faces direction for the 3D software so for example if you go back to polygroup edit the reason why single Direction wasn't working was because it was saying take everything extrude it in One Direction everything towards One Direction but right now we change it to normals per face which means the 3D software knows okay this face is pointing out this way this face is pointing out this way and then this face pointing out this way go and extrude everything towards their specific normal Direction so that makes sense right yep that's why that's the option we want to go for and Far We've successfully done the first part okay what's next slowly it's getting the shape of a real spaceship yes let's go to the columns at the back okay I like that idea let's go to polygroup edit now we're going to turn off the wireframe CU it's annoying we'll get to see just the faces and the edges the wireframe is going to bring in the triangles and that's too much right now we don't need it so we now have access to these bigger boys right here bigger compartments we're going to go and add more Edge Loops right let's do it right now okay so how many do we need for these guys let's see let's try with two two okay let's go the two loops and let's try to find where we need to land our cursor okay that's perfect so I guess for us we need to land one right here right one more and one more at the back here uh I'm going to find where take you some time to find the lines yeah you need to just move around gosh okay I see it I see it oh I lost it I lost it I lost it oh my God okay got it all right got it cool Landed It another one the last one you want it we don't need it though how many how many columns do we have now we don't need it we have so I'm going to leave this to okay sure sure so for us we're going to leave it empty you can go and build out the entire scene that's up to you but because our cameras are going to be here anyways we don't need the ones at the back so right now I can already tell you if you hit accept and then go back to polygroup edit this is going to be oh my God see this is the bug with the modeling tool right now that's why Unreal Engine still need to fix this but this this two I'm going to leave empty F yeah I'm going to start with one pillar right here so this is going to be one of the big ones this is going to be an oh my god control Z this is going to be another one and then this is going to be the final oh my God this is going to be the final one so we got three pillars right here I think that's more than enough yeah three big one okay cool so I'm going to do it again from the beginning so that you guys follow through so for the three pillars that we're going to do we're going to leave out the small on so this is the small compartments we're going to touch that one of the big ones as well we're not going to touch again design choice you can change it according to your own taste we're going to start with this guy exact same procedure we're going to start from the bottom we're going to go all the way up start from the bottom now we here started from the bottom now we here from the bottom now we here yeah Started From The Bottom not the whole [Music] team Okay so we've got one side selected right perfect now we're going to do the same thing for the other side we see okay boom right here Perfect all right did you know bad decision has a weekly podcast oh my God I did not tell me more how dare you the the podcast is posted on YouTube every week Apple podcast Spotify and we bring guests every single week to interview them yes if you guys haven't checked it out yet we bring in a lot of 3D artists right 3D artists who work with on Engine with blenderer yes so if you guys want to learn about their Journey about their life how they found their first job how they started their YouTube channel all these sick stories you can find it on our podcast check it out we're doing sponsorship for our own podcast I like it have you paid ourselves for it yes every week okay cool so we've gotten all of the selections done on the left side and on the right side fireart what are we going to do now extrude them repeat the same steps again okay so when we go to extrude now we should have the same settings as before which is great wow it looks amazing it's looking sick already just click accept don't do anything okay no actually what do you think about having the bigger boys extruded a little bit more I actually want them to pull out a little bit more that's a design Choice that's a design Choice Absol you don't have to do it you could just click accept but I I want to I want to make it bigger no you can do it okay so I want to bring it somewhere like here wait wait hold on hold on hold on hold on yes yes it looks really cool I don't want it to be the exact same yeah so maybe somewhere like not 490 450 maybe 400 okay let me just make sure that we're not breaking our mesh in any part so you have to make sure you check your mesh right you can control Z later on but this is actually much cooler yes this is looking good yeah this is looking really good this is looking really good Okay so we've already done this we can go ahead and hit accept and just like that we now have oh my God this is already looking really good I like it I like congratulations let go you're doing this baby you're doing this wait a second we're teaching you guys all of these techniques like modeling and texturing but frankly there are faster Alternatives like photogrametry that's when you use your phone to take a bunch of photos of a real life object and then turn that object into 3D within minutes and then bring it into Unreal Engine so we use polyam for our photogrametry and they actually sponsored this course so that you guys get 30% off their Pro Plan we have all of the details and the promo code in the description back to the course okay farod what are we going to do next inset on the bigger columns okay okay so if you noticed on our bigger columns right here where the lights are placed we actually have a little window within the column itself the window is pushed inside and it's just to add a little bit of detail to our scene in order to create insets we need to go ahead and select not all of the pillars anymore we don't want to create insets here these little sides we just need the bigger parts right the bigger faces exactly so we're going to shift select them shift select shift select shift select we're going to do the same thing for the other side boom boom boom boom actually disabled wireframe I don't want to see it anymore right now and boom okay so we have all six selected and we want to go ahead and create our little windows we do that by going to this option right here called inset again you can read what it does by just hovering your mouse over it click inset and this doesn't have the fixed slider I don't know why they haven't added it the way to do it is by just using your viewport and your mouse and you have to go to your very first face that you selected you can use your mouse and a line connected to it to find out where Follow The Line follow the line and you'll see that it's right here so far do you see where the inser is right now yes great choice of colors epic games you get come on guys make this like this blue or something or green um and we're color blind as well so it makes it even harder but I'm seeing the window right now what do you think about this I cannot see anything sure I think this is fine we're just going to go ahead and click okay all right okay now I can see it all right so this is our little inset now we need to go ahead and push this in we can go and use the exact same extrude function we are overusing extrude aren't we no we we use extrude all the time in 3D so I guess it's fine but definitely overusing it in this case but it's okay extrude but this time instead of negative get them in absolutely I mean this is a cool shape but this is not what we want we want to go all the way in so something like -70 I think would be oh fine it looks clean right this looks pretty good what do you think accept perfect hit accept and wow we're getting there wow we're getting there let's go we're getting there I like that everything is too edgy yes too sharp in the world of CG usually what we end up with is these really harsh edges actual 90° edges which we don't really have in real life at a microscopic level they're just going to be a little bit rounded so in order to make this less CG we need to go ahead and bevel it precisely like the iPhone and the beveling is basically just going to add more detailed in the edge and make sure it's not perfectly flat and make it less CG so in order to do that we're going to select our mesh we are doing too much selecting by the way we have to I think if they improve the selecting tool this would be like 10 times faster faster absolutely so in order to Bevel our edges we're going to select the faces that need to have a bevel around their edges so that will be all of these faces in the front because we want the edges around here to be beveled and we also need to select the faces here so all of these guys right and this is going to take a while so we're going to show you guys a sped forward version of this so you can just follow [Music] [Music] through [Music] [Music] all right we are done everything is selected oh my God wake up wake up we can do it we can do it let's go okay that was hard but we did it okay so now that we have everything selected just make sure you've got everything correctly we now can see that if you go ahead and bevel it's going to Bevel all the edges around these faces which is exactly what we want the inner and the outer and we can find bevel right here click it and if we go closer to these edges we'll notice exactly what happened you can go ahead and play with this value right here and see exactly what we did see by adding the bevel we now have divided the shape into two parts so it's not actually just one line it's now two so when light is basically reflecting from these edges it's not going to be exactly sharp and CG looking right so let's leave it at four I'm going to go here just show you guys what this looks like here what it looks like here as well well this is so much better the only thing is if you're coming from other 3D softwares I don't know if Unreal Engine has this but other 3D softwares I can add more light so right now it's only adding one so it's like one and two in like blender you can basically increase the number of subdivisions between these bevels so that it becomes perfectly round I don't know why they haven't added that yet but it's still better than nothing so we're going to go with this far what do you think about this accept okay hit accept perfect done one last thing before we go out of our space model yes what I like to do is go ahead and create a inset here at the bottom and actually pull these guys down so this shape is perfectly fine but if you imagine the Stormtroopers are going to be this small right and this is like this giant wall beside them I actually want this to be sort of coming in towards the ground it just makes a cooler shape so we're going to teach you guys how to do that again design preference we're going to go to polygroup edit and we're going to select these edges right here so one two sorry faces you're absolutely right three thank you for collecting master has been yes the master has been shut off three so we have three faces selected do you want to do the same thing with this try it out sure sure let's let's give it a try again these are all design choices guys do it actually sorry I'm not going to do this because because they're different sizes so I'm afraid I'm going to mess it up okay so I have these six selected now what I want to do is first instead of just bringing everything down I'm going to inser it just like with before to create a little window and you'll see why in a moment so inset go to my first face which was where was it was it here oh it was right here first face was right here so I'm going to insert it to something like this okay perfect so we have this little window now what I like to do is go ahead and take this window so I'm going to go ahead and select one side I cannot do all six sides together I have to do side by side so select all six sides and then see what I'm going to do I'm going to pull it out towards the middle check this out pull it out toward the middle and then all the way until this line to be precise so this line right here I'm going to pull it back this is like almost perfect doesn't need to be exactly precise and then I'm going to pull it down oo do you see that that looks cool that looks really cool that looks really cool okay right so I'm going to hit accept and then I'm going to go ahead and do the exact same thing for the right side so polygroup edit I'm going to select these faces one two three again you don't have to do this this is a design preference we're going to follow this line bring it out sorry we're going to bring it out pull it out boom to the line to the line it's almost almost there pull it back and then we're going to pull it down boom okay I really like this design accept hit accept guys make sure you save please if you have done so much work until now save I haven't saved yet why haven't you saved okay save save all of this save selected guys we are done with two chapters of modeling great job this is an amazing progress so far yeah because the thing is a lot of people who use Unreal Engine and when we say a lot we mean oursel like until a couple months ago didn't really know the extent of the modeling tools and the fact that you guys already know as a beginner how to use a modeling tools to this extent is freaking amazing so congrats so see you guys on the next chapter which is lighting oh my God that's exciting make sure you subscribe to our channel so you get notified when we upload the lighting chapter tomorrow ciao bye
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Channel: Bad Decisions Studio
Views: 34,784
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Keywords: unrealengine, unreal engine 5, unreal engine, ue, ue5, Unreal Engine Tutorial, Unreal engine for beginners
Id: -GtqvZfuCSY
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Length: 29min 32sec (1772 seconds)
Published: Tue Mar 05 2024
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