Unreal Engine 5.3 Beginner Tutorial - Create Castle Ruins

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welcome to a new Unreal Engine 0.53 tutorial if you want to Deep dive into the world of game development or want to create your own worlds then this video is for you this tutorial has everything for everyone from beginners to season users we will go through the very beginning taking baby steps and show you how to be comfortable in unreal and as we progress I will teach you the most important workflows you need to create an environment in Unreal Engine this version comes with some updates so we will make sure to touch on those that will make an impact on our workflow by the end of this tutorial you should be feeling pretty confident on creating your own game environment learn to create an action game in a real engine 5. start the first lesson for free at unfgames.com so let's start by showing you how you can navigate inside this viewport this window here that you see here the very big one is the viewport the billboard is a representation of how your game will look like when you play it so it's a good idea to learn how to navigate First when you write Mouse click here and hold it you will be able to move the camera around and the way you move in unreal it's a little bit different from other softwares while holding the right Mouse click you can just press w to move forward s to move backwards a to move left and D move right so if you're familiar uh playing games this should be very comfortable to you because unreal is a game engine and it's very very easy to use if you use this hotkeys so you can use press the middle Mouse click just to pan around in two directions or the left Mouse click to just move around in other two directions like horizontally and the middle Mouse click or vertical that's all you need to know for now the other thing you need to know is the lead mode by default it's it's lit you know you can also change this if you click here you can go to unlit you can go to wireframe you can go to detail lining and you have a lot of options here so you can visualize which kind of View mode you want like if you want to check uh the opacity of stuff or the roughness of or any other kind of buffer you can just click on here the next thing is this green plus icon if you go here you can just choose any actor to put what is an actor an actor is it's a class that you can drag and drop to the world so for example I can drag this sphere and press F if I want to focus and move around like this and as you can see my camera is moving super fast and it's very hard to navigate like this so in the right side in the top right side you can change the camera speed you can just move this to I don't know like 0.45 and that's much better you can also change the speed while moving you can just use the scroll of the mouse the scroll Mouse wheel and as you scroll up you will go faster if you scroll down you will go slower and of course it will be capped to the number you had here you can just put something like three and then you can just move until you have something that you like so what can you do here first things first is that when you click on an object you will see this Gizmo this Gizmo is your transform tools the transport tools can be selected here and you can by default it will be translate objects rotate objects scale objects so transform objects what it does is you basically move the object rotate it will rotate the object and scale it will scale the object now there are some modes that you can use here to change the way you move things so let me just drag a queue and let me move it up and if I rotate it there is a there is an icon here that it looks like a world it means it's using the world transform if I want to move it along the direction of this object you can just click here and now it will move in the direction where it's rotated this is called the local axis and if you're familiar with other 3D software it's a very common thing to have the same thing for scale you can scale in the local space or you can scale like well scale is only logos pretty that way move it can either world and rotate it can be the world or local same as move scale is just yeah the next icon you will see here is the snap so the snap is very important because As you move things they can snap to the grid it doesn't look like it's a snap into anything but if I go to 500 you will see that I have my grid here by the way if you don't see the grid make sure you press G means you are in game mode if I press G again go to this icon here you will be able to see the grid so as I move things now it will go in 500 units increments how much a unit is in a real well basically a unit is centimeters that's the default unit of measurement here so if you go back to 10 you will snap to 10. centimeters and if you remove this you can just move it freely without any other kind of snap now as I move things around you will see that in the right side there is this number that is changing this is called the details panel so right here you can see that this object has a transform has a static mesh which is a 3D model has some materials on it and we will talk about those later but basically you can change things here too you can change the number for example minus 4 doubt or a thousand and press F to focus and by the way if you want to rotate around the object use alt and left click so you can just rotate around this object and you can also out and right click and you can zoom out and submit so you can just change this that's the rotation here you can change the location from different axis you can just have more control over which kind of exact position you want your object and the next one is the scale if I click here you will have the log it will mean that I will scale everything in one axis let's just go back to the defaults like one one and one so we can have a perfect view if I scale like this for example IX scaling X Direction like two I will only scale in One Direction which is this one but if I go back to one and I put the lock here I can scale this to and now everything will scale accordingly that's pretty much what you need to know the next of the things is very self-explanatory rotate you can also snap to degrees 10 degrees or you can remove it just not at any kind of angle and you can also change which kind of degree you want same as the scale and you know this is the camera is speed this button here will allow you to minimize the viewport so you can have like different viewports here so for example if I go to this one and I can have a top view of what I'm doing I can also go to and lead or lead mode if maybe you want to have a view from here and you can plan your CP or something like that or you can just maximize this viewport and just work on here which is what I usually do is go back to wireframe mode I don't really use these viewports sometimes they are useful but most of the times uh I will I always work on the big screen so with that said let's create a new level now that we know the basics of unreal let's create a new level if you go to the top left corner you will go to file new level and you'll get a bunch of options this open world template is what we have now but I'm going to choose an empty level just like that so click create and you will see this black screen so what this means is that there are no actors in your scene if you check the right side of the window you will see you will have a window called the outliner the outliner it's all the actors that you have in your scene so of course everything is black because we don't have any light and no surface to cast the light on there's an easy way to do this in unreal 5.3 if you go to window then go to environment light mixer you will be able to create all the lights you need for your environment so you can just click with skylight create this one create this one this one and this one basically you will create all the necessary actors here that you need to like your scene so now that we have this there are a bunch of things we can change for example the Skylight we can change it to movable this is new in 5.3 since new new versions of unreal realized that the Skylight should be most of the cases movable so now this is the default setting if you don't have it on movable make sure you have it and also the real-time capture this is some new additions of the 5.3 so what we're gonna do is to save this map so I'm gonna click Ctrl s and you will see this window this window is the content browser the content browser is basically the holder structure that you have for your project so inside the content you can create new folders for example right click new folder and let's call this intro to unreal and you can right click and create another folder for example called Maps and inside this folder you can save this map let's just call it uh my new level and just like that you have uh your level if you want to access the content browser you can press Ctrl space and a window will pop up and you will see all the all the folders here if you click here it will dismiss also if you go to window content browser you can just click here and you can just click on this part of the window and move it around so you can place it anywhere for example in the left or if you have another window you can just place it in another monitor just like I can or you can just place it on top this is my preferred way of creating uh the content browser windows just put in on the tab and if I really need to do something fast I can just press Ctrl space so now with that said now that we have our level let's create a landscape so the landscape it's going to be very easy here you have the selection mode this is the default mode that you have on your viewport if I change to any one of these modes for example the landscape you will see that my viewport changes and I have a bunch of options here if I go to the modeling tab you will see that I have other options here so let's go to the landscape those are some features that I want to show you I won't go into detail here I just want to have something to play with so I'm just gonna create a landscape just as it is click create and now you will see that you have your landscape so what you can do now is click on the scope tool and just sculpt a little bit like this just like that another important tool is the flatten tool so you can just grab a surface and just make it flat one thing I like to do to make my landscape look better without any fancy models or textures I can just change the brush size here to make it smaller I can go to the erosion and please play with the settings for example I can change the threshold to something like 20. let's click here to see what happens but as you can see I'm having some kind of erosion let's change the tool strength to something very low and also the size of this let's just make it smaller and the threshold to something like 25. there you go Ctrl C if you don't like the results or you can just go back to maybe 15 to make it larger you can have something like this it's like a slope that you have in your terrain like if I click here you will see that I get things like that I you see that this kind of this look can be a little bit unnatural you can always use this smooth tool to use smooth things out and in my case I want my composition to be something like that like I want some elevations here and uh maybe I want a power here and some things that I can put so what I can do here is to sculpt some some rocks like let me increase the tool strength and also the brush size by the way this brush size is not the maximum size you can have if you want to make it bigger like you say you are working in a bigger landscape you can use change the number for example like 14 000. and now you will see that your brush size will change also so in case you have a very big landscape don't worry you can always change the brush size to any size you want so you can use play here and just do things like that this is not very pretty it's just to give me an idea of what will be my composition and talking about compositions there is a very important tool for artists let me go to the selection mode to show you so if I go here and press Ctrl 1 and I move here and I press one you will see that my camera jumps into this bookmark so basically I say the position so for example I want my composition to be something like this I can press Ctrl 1 now when I go to other places and press one I can just take this position the same for here for example I want to save this position Ctrl 2 so I can toggle between one and two one and two and so on I can quickly move to the camera that I have so what I can do now is go to the landscape thank yous it's called things like this and I can have a line here so I can just move things out or just flatten some of these areas okay so the idea is used to have a line like this now this is my blogout and I will replace it with some nice 3D model later but used to have an idea of what you can create so let's start with the block out of our environment what I plan to do is to have some Castle wings and put them here and just to show you what you can do with the modeling tools how to texture how to add materials and all the fancy things you can do inside unreal without leaving so in my mind I had this reference like I had the idea of making this destroy Castle so you see that you have some shapes here you have like destroyed parts and that's something that definitely we can do so to start with I'm gonna I'm gonna put a reference so I can check my size so let's go back to unreal and if you control space you can click on ADD and then add feature or content pack and just add that third person character so now that you have this you will have a third person character so in order to put the character here if you play uh you will see that you don't have the character you can just go to window and then just go to work settings and you can just drag these settings and actually they put them here automatically so no need to worry about anything game mode override you can use Buddha third person game mode and if you play you will have your third person character we plan to put the castle here so it will be a good idea if we can see our character the whole time so we can go to third person or yeah we can go to blueprints or actually let's go to characters here is the character for the for the measure so we can drag and drop this one and as soon as you drag and drop some meshes uh if it's the first time or we'll load a little bit or the shaders especially and you can just put it here after that you can use position when you want where you want the character to be and that's it now let's try to create some um you know like a blockout or our Castle because let's see how big we want it to be and also let's use the reference uh our main shot for this and maybe our main shot is not ideal so maybe we want to put the castle closer or maybe we should just want to you know change the camera later but anyway let's just put uh let's just put this guy here on this guy here and what we will do is to use the modeling tools if you go here to the selection mode you can go to modeling now what you can do here is basically create any kind of perimeter you can go to the box and if you click here you will be able to create a box there there is a bunch of options such as how many subdivisions you want the size and the the depth and all this stuff um I'm Gonna Keep it just 100 by 100 by 100 and use the default settings align to normal this is very important if you have a Terrain like this let me show you let let's click accept and let's go to the box if you put a line to normal then box will align to the normal of the surface you're snapping with if you don't want this Behavior just click here and then the Box will always be in the in its own coordinates so let's click Escape now that we have this this box here let's try to make it bigger and by the way if you want to know where you can find this box you can press Ctrl B and this shortcut will directly send you to the content browser location that this actor is so in this case modeling tools will create an automatic folder for you that's it so what you can do with wealth go here model and you can go to polygroup edit each face is a different polygraph you can create different polygroups depending on what you need in our case the box came already with one two three four five six different sides so what I can do is just to move this and select a face and move it up and let's go back to the position of our our camera pressing one you can just make it bigger like this look like that and also I want to make it a little bit thicker so I can just go like this and I want to bend this a little bit so I'm gonna make it longer just like that okay so I have my my wall here and later on I can position this in any in any shape or form but just just so that we can have something to play with click accept when you finish I know you can just you know rotate this this box and there is a very important thing I want to show you is how to move the light if you go here to your directional light you will be able to select it so if you press e you can just move around like this just so that you can find your shadows and your lights and you can decide which kind of composition you're looking for alternatively you can press Ctrl L and you can just move the light just like this and you can move it up or or down basically have kind of like a free form rotation so in my case I want to have the shadow here or actually maybe the shadow can be here on this part there you go this is what I have the light here and the shadow here and we can always change it later as we model things out we want our light on the Shadows to be nice so let's just keep it like this before we continue to model more stuff I want to put some textures here just so that I can check the size of the bricks relative to our character it's always a good idea to check the scale of your environment otherwise it's gonna look very awkward in order to do that we're going to use Quick sub Bridge and a way to access this you just go here to the content browser click on ADD then go to or is it so there you go quick cell content another you have this basically you have a window like this where you can just browse through different kinds of assets textures three models plans purposes imperfections equals whatever you need in our case for example I want to read wall maybe or maybe I want to read I want to be very specific I'm sure I can filter these textures and I can just choose which texture I want in my case maybe maybe I can go for something like this for example I can just download and as soon as you download you will go here depending on the your internet connection this would be very fast or very slow I think any case um it's always always here so all the assets that you have will be in the local Queen and by the way of course you need to log into your parts otherwise you won't be able to browse it so you just go here log in with your account and you should be good to go so I have a bunch of lectures so I'm gonna add them just by clicking app here you will be able to send these textures into unreal so I can browse maybe this one and I can I can play with a bunch of those I can have this one this castle wall looks very promising and then I can go for this one maybe there you go so just like that I have imported four different textures so let's go back here and let's apply this lecture here so in a real you need to use materials to display uh the textures in the 2D models because materials have physical properties manufacturer is just you know and black 2D image so let's go back to Mega scans folder this is the folder where all your textures will be saved you can go to surface and if you want I already have some filters here uh or don't like manners I can resell filters uh it should be like this so if you go here and maybe go to material you will be able to filter materials which we don't have because we're having material instances so what I can do is to go here to the material and go to a sub category which is material instance and you will be able to see that alternatively you can just click on each folder and find the texture you want I'm just showing you different methods you can use so let's grab one of one texture this one looks good so as you can see my bricks are very big and that's not good I don't really want so what I will do is to change the UVS of this texture just so that the bricks have a normal sound so in order to do that let me say first let's go back to modeling and let's go back to UVs and here I could I could use project UVS because this is a box so I can change this plane to box and now I have my UVS like this you can see like everything matched really nicely is styling and then what I can do is to change the scale so for example I can go for pipe by five and that looks a little bit better but I want something like seven by seven maybe that looks much better now the tiling is very evident here just because we are repeating the texture seven times of the size but for me it works quite well so I'm gonna just leave it like this this looks like okay break to me let me just try a by H just to see if that will actually work better let's just stick with seven by seven click accept and now you have your texture here which is great now you can change the material for anything you want press Ctrl space to open this content drawer I can use drop this one and drag and drop this one depending on what you need uh you can change the texture and because we're having nice UVS all the textures that we put will have a nice textual density so the next thing I'm going to show you is how we can model this because this cube is not exactly pretty if we see a reference let me go over here by the way this software is called Pure your ref if you don't know it already it's super useful it's free you can just download it and you can paste image here and you can have as many as you want so in my case I selected a bunch of those here I don't necessarily need to do the same I just use it as an inspiration to check what kind of shapes they have so what I'm looking here is like this kind of shape here like this this kind of negative space this uh these shapes that are inside this shapes here so this will serve as an inspiration to me to basically create um what I want for for my wall so with that said let's go and model something let's create a destruction for our brick wall if you see a reference a reference is something like this you can see these shapes that follow the break structure and we're going to use the booleans to do that but before we use a Boolean tool we need to create a shape and it's going to be very easy I'm gonna show you a new tool in the modeling tools you can go to shoot polygon I'm going to go back to the default settings you saw that you should have something like this so you you need to click here and you can do any shape and if you close the shape you will be able to interactively assign the type pretty cool right so we're going to use this to create any kind of shape let's click complete well now let's delete this because I don't really want but before doing that let's do that let's do something first let's hide the landscape and let's move this to the origin and let's put this back to rotation zero if you don't see the detail spanner remember it's in Windows details and targets okay so now that I have this I can go to strip polygon and I can rotate this 90 degrees now I can move this back a little bit so I can just move it like this do so that my polygons uh are right so I'm gonna pick second I'm gonna fix position so I'm gonna go to the street polygon and instead of interactive I'm gonna click fix I'm gonna put something like 300. I'm not gonna enable Snappy because I want the free snap and then gonna go to the back view if I go here you will see that you have your lights I can change the lights here or I can just change the lead mode to the and leap mode and what I can do here it's either in the back view or either in the front view I can just start clicking here so for example I can just set like this one okay I mean go back to Street polygon again go to 90 degrees now we we will see this this Green Dot so what I can do is just follow the the bridge chain it's a little bit hard to see so if you go here to delete mode maybe it's easier maybe it's not yeah it's a bit easier let's just go back here and let's just follow the bridge structure here you don't need to be super precise this only serves you as a guide is so that you know you could have the big shape without I'm guessing and also because we are using the texture or break shape will always follow the texture that we're using which is great I'll go here I can do some moves like this something like that you're free to use any shade you want you don't need to be super preside this is just uh the way I like to do it because it's gonna pay off in the future so let's create something like this there you go something like that oh in the bottom side we can just go a little bit to the right so that we have kind of like a different pattern and here we're just gonna close this shape there you go now we have one shape let's click complete and let's play this and let's do another one this truth polygon and let's go back to 90 degrees let's use select one this for example this part here so that you have things like this in your silhouette something like that and close it there you go that's our third shape click complete hide it with age sorry I didn't tell you which button I used to hide just press h will do the same for this part so this part will be like this there you go you don't need to be super precise for this you know the more precise the better you will be able to get a nicer result and sometimes it seems so uh let's just be a little bit patient here we go here and if you don't see it let's use it put it like this and then let's just close it there you go that's our third shape click to complete and let's go back to the perspective mode let's go back to Ctrl H to unhide everything now I can just move this thing like this now you notice that 300 wasn't enough right so what we're gonna do is to use a scale with r let's go back to the selection mode scale with r just like this and you want to make sure like you're changing all yeah you're having all your mesh here you and if you press Alt who this should be good enough so now that we have this we can start doing the Boolean operation so now that we have our shapes we just need to do the Boolean operations it's going to be very easy let me hide my landscape pressing page and what I'm gonna do is first uh I want to add some resolution into this because it's a box and when we do double the operation it works quite well actually but um lets you say I want to be safe with my UBS so I'm gonna go here to mesh I'm going to remesh and make sure like this car attributes it's off otherwise you're gonna lose your UVs okay so as soon as you do that click ok I know you will have some polygons to work with this will become very handy in the future now let's let's try to see what happens we can just select the first one select the object that we are going to use as a Boolean and then I believe it's uh one of this should be mesh ball model there you go go to model and go to Boolean now you will see that you have something like this that's like that just so that we can see what's going on and you have a shape like this which it's fine really it's really fine but you see that because our box was really low poly we're lacking a lot of detail here so what I can do now is Ctrl C just to get back to the previous mesh that I had and let's see if we can find you know a texture that we can use I think we can use this plane what we that we already you know good so we can just go here and let's let's do some UVs not not this not this one so let's do some UVS let's go for UVS go to Project UVs let's go back to one also list let's go back to box and let it do its magic let's go back to one should be too much so we can do 0.5 or maybe zero point one maybe 0.2 yeah 0.2 looks like a nice number so I'm gonna leave it like that I'm gonna click accept I'm gonna do the same that I did with my mesh I can just go to remesh to add some polygons there you go and now I'm going to the deform tool and I'm gonna go for this place now this place by default is going to use the purling noise I can either use the purling noise or I can use a texture map so just take a look what the noise does uh intensity I will put something like 50 and you will see what it's doing is basically uh you know curly nuts so if I go to texture to the map I can choose the displacement map the displacement map is found in this texture if I double click on it you will see that I have three channels right for the ambient occlusion green or the roughness and blue or the height the height map is the displacement so what we're gonna do is we can either click here and click on this Arrow or click here and use drag and drop and you you see that the red channel does a nice job but to be more accurate we want the blue one so the blue one will actually give us the noise that we're looking for and too much so maybe we can go for something like 20. as something like that or maybe something like really so that we can be more aggressive click exit and now let's try to do the Boolean operation again select this one select this one and then let's go to model let's go to Boolean and now you will see that I have a little bit more uh you know more noise in my match which is nice it's like we have this little things that we didn't use to have before so that's great let's accept now let's do the same for the rest of our match so we we're gonna select this one it's gonna do UBS project but I'm gonna for sure I'm gonna do the let me put the material first let's put this material this project UVS there's some reason this one working very nicely there you go now I can just this looks like a fine fight for me I take it so I'm gonna leave it like that accept then we're gonna go to mesh remesh accept and then we're going to deform this place and because we already do it it's saving all our settings and it's using a lot of polygons it's okay uh we want to use that so if you don't want to use that many polygons you can go for maybe two subdivisions and you can have something like that for me for works just fine let's click save and notice uh here in the booleans let's do the Boolean again and save it first let's do the Boolean select this one select the Boolean and then go to model go to Boolean now this may be too much noise for me too much noise let's go back let's do the displacement again go to the displays this time we're going to do something like pen there you go used to have a little bit of noise and also like we can remove the subdivisions and there you go so let's accept click on this one model Boolean there you go much better in my opinion so we can just leave this data like this notice that because we already had a material in our Boolean shape the material is automatically applied here which is great because now we don't need to worry about the UVS of this because we did the UVS for the Boolean mesh it's also transferring the UVS here and assigning the same material let's do one last one I'm sure you can do it yourself but I will guide you step by step so let's go first let's apply the material then let's go to bake some UVS project make default leave it at 0.2 by 0.2 to have the same textual density except then let's go to mesh remesh leave it at 5000 polygons should be good enough and then let's go to the form displays and we're going to use that displays we're going to use four here and maybe 25 just because this mesh is bigger the noise won't be as let's just go here except and now we can just click on this one click on this one go to model Boolean operation and look at that now we have a Boolean now this has a little bit of noise here you can decide if you want to have it or not for me uh I think it's fine to be honest better have more noise than less noise in my opinion so let's just click accept and now that we have this power destroyed the mesh it's ready we can just go back here and put it in position because where it was if you wanted to snap to the landscape I show you a really nice tree you can just press end and the mesh will snap to the ground now that we have this uh it's time to bend this now before we Bend our mesh there's something I want to do just like the same way we did here where we add our displacement I can do the same here so what I can do is go to modeling and I can just go to the form and displays but this time just because I have a lot of colleagues now this time I'm gonna use this texture here so which one I was using I think I was using this one so if I write this you will be able to see the Bricks Like This which is great um if you go here it will all see also affect this one this part so uh it may have been a good idea to stop this process until you uh you know you finish your stuff I'm gonna show you a way to fix this I can alt and click and then I can create sorry transform I can go duplicate this will create a new mesh because if this when I duplicate stuff it's an instance of another mission so what I can do now it's basically uh select based on the UVS or the or the material so I can just go to model sorry go to mesh triangle select and you can select buy material if I select this material I will select all this material here which is what I want so I can invert the selection and delete this click accept now what I can do is do the same go to the displays I'm using this wall I can just keep it like that or I can if I make it the stream it will be like this and I don't want that I can use for something like this if you want to see I looked with the lining it's like this if you decrease the intensity the lining will be less strong but in my case I just want to leave it like that subdivisions I can keep them just like that so now I can just click accept and move it back to where it was so let's go here copy the location and paste this and now look at that now we have our mesh here now there are some floating staff here uh which we shouldn't have done after the Boolean what I would recommend is to do this before the Boolean but in any case there's something I want to do I don't like this lining at all so what I can do is to go to model let's see if there is a mesh it's called what is this called there you go deform and then go to vertex sculpting so what I can do now and let me just check the material I can just flatten this so what I can do is to use flatten this out and let's see what happens if I select one of this I can just flatten this out and you will see that that's something like this I can just change the size and what I can do is only create some interesting shapes for me it's like for example I can do something like this I can continue to do this just so that our our lining is not as Extreme as it should be so let's go back here and let's do the same let's flatten this out let's change the lining here just so that we can see what's going on we can change this here you can also change uh you know the the flow here or you can just do like this uh make sure you don't hit back faces otherwise we can change the pattern that we had before let's go for something like this there you go perfect but you know that's the joke that's the importance thing so if you go here you can create like a pattern like this which is what you want and then here in these Corners make sure you don't have as much noise as you should there you go you can do the same here actually we can keep the noise at the bottom here we can do the same build we have too much noise here we can just decrease by flattening this thing out like that and there you go much better in my opinion uh I don't know about you but this looks like a much better mesh you know have the lining everywhere used in some parts and this will give an interesting appeal to your match so let's accept uh and let's just copy this and paste this oh look at that that looks much better right now you can keep the two measure so it won't really bother me um like if you want to make sure you don't have any Hole uh like it's not necessary but in any case uh I can just select this one and just go to mesh triangle select select all this I just delete it accept and now we can just copy the location of this paste it should be good to go now I don't want this also let's just keep it like that okay I know what I'm gonna do is to paste the location and select these two meshes and then go to uh let's go to create transform merge here we go let's merge these two meshes click accept and we should be good to go it's not that equal but you know if it's for art uh it could work especially because we have so now that we merge or mesh let's make sure we are using nanite because nanite is what enables us to render millions of polygons we can just double click on this and this is the static mesh editor the static mesh editor is basically uh another window where you can visualize your 3D model without anything else so here you can change a bunch of properties of course you can enable nanite let's apply these changes we can enable learning and this will make our render better and also our mesh will just just look right there right so it will take some time but we'll get there eventually so the next thing of course you can apply collisions a lot of people ask me like hey like how what if I want to make it playable uh well if you check the collisions here player collisions I have some collisions because when I model something is using the complex position so we don't want that we want project default I know and then we're gonna go here to Collision Auto convex collision and here where we can just leave the defaults like this if you want more resolution you can change this oh let's click apply and this should be good to go so let's click ok and now our Collision press alt C take the Collision you will see that position which means if we play our game now regulation will be like that which is great but now that we have this let's paint this so to bend this mesh is very simple we can just go to the modeling tab you can go to the form click on the mesh you want to deform and go to run and I already play with some settings here but by default you should have something like this what you can do is use basically change the upper and the lower bounds change the degrees of how you want to bend your mesh my case I want something like this people like I can have something like this which is great I can change the event degrees if I go something like this it will be 360. so if I want to make it more accurate I can just change play with the settings here just like that it's very self-explanatory you can also change this handle here uh you don't need to use the editor if you want in my case I will go for something just like this for example something like that and click accept a note that you have it you will have your pendant mesh now we will add more stuff but if you want you can go to one you know just check your your preview of your shot will be which I think will have a shot like this maybe let's put Ctrl 2 here and we can just move it like this as you see in our reference we have some calls so let's try to let's try to do it like our reference so let's do it that way we're gonna fix this part later uh by adding more breaks and this kind of stuff uh don't worry about it uh let's continue with what we have little by little we're gonna add more details to this part of the wall I know it looks a little bit weird but bear with me for for a moment we're gonna fix it in the future if you take a look at this reference we have some parts that are perfect example of how we can use the Boolean tool so for example here is a cylinder here is a square here's like a type of paper cylinder or something like that and you also have like some windows or things like that it's very interesting so what we're gonna do is to start adding those holes little by little now we're gonna do that by using the modeling tools so we will start with the cylinder here and I'm going to increase the size of it like you can change here in the properties in the left how many polygons you want so I can just go for maybe 32. Maybe 64 something like that click accept and I will have to use more resolution to work with now I can just go to model and I'm going to show you something really cool I can just go to polygroup edit I just select those two here what I can do is just bevel so if I go to place edits I can go to Bevel I can use bevel and I can just increase the distance of this bevel if I want it show the wireframe it's just really nice to have so as soon as I do that I can click accept now what I want to do is to basically have this material here so in order to do that I'm just gonna go to my materials and put it here now the material looks a little bit different from this one because it's the scale so I'm going to change the UVS let's go to just go to transform UBS because I feel like we don't really need to change the UVS go to transform UBS and here uh you could select this one and like make it bigger but you're going to create a scene so instead of that we're gonna go or layout UVS and instead of repack what I'm going to do is to do the transform and you have a transform I'm going to change the scale to Pi or something like that so for let's go for four now that I have this I can just make it bigger and I can also make a duplicate if we if you want to duplicate this you can just hold alt and click and you will be able to move an object and if you want to move the camera with it you can just click out and while holding it hold shift and your camera will move with the object that you have it's a really neat feature that it's very particular to your wheel so I might as well show you that so what can you do with this let's check our reference always take a look at our reference when we're creating something this part looks like a very thin one so we're just gonna we're gonna make it cleaner and we're just going to move this here let's see which button we put it uh maybe like we can we can scale this up and also make it thinner just like that and let's see just how it looks like if we do the Boolean so if we select these two and do the Boolean let's go to model Boolean look at that now we have some nice shapes here now the the UVS uh can be changed so let's let's do that now let's set let's accept and now we're going to do something really really really interesting or actually the the UVS are fine after we we save that's that's pretty cool that's pretty cool now you have this shape we can create another shape so let's do that now so let's keep adding more shapes if you take a look at our reference now we have something like this uh we can do this one and then we can do maybe these two here we could do that or maybe this one so let's start little by little so how would you do that shape this is very simple let's select this one uh I'm gonna duplicate it I'm going to create not create sorry duplicate here in the transform duplicate click accept and now uh this is a new tool so what I can do is basically Model A little bit so let me just do something like this and then I can just model here polygroup edit I can go to inset and what this will do is just to create you know an inset for my stuff so I can just go like this and then I can go to extrude into something like this as something something like that and then I can go here and add a bevel here in the face there you go face the bevel just like that I need to be super fancy click OK and as you can see because we duplicate this mesh this is not going to affect the original one so what we can do now is basically we can just put it in position just so that we can scale this we're gonna scale it like this and like this if you are not satisfied with the scale you have you can just click here to remove the snapping of your of your skill and also you can remove the angles where you rotate the step awesome and you know we can we can try with this we can try with this so let's go back here and select these two and do a Boolean and look at that and what you can do now um actually I didn't show you this but what you can do is actually move the mesh and it will recalculate what you have so for example I want to move it a little bit like this so it's not so much of a big shape also I can make it smaller I can have something like that right uh skip it let's keep it like that let's accept later on we will feel this this I know this is really weird because like what kind of break is like this right it's a very weird shape from this angle looks fine but from this angle it's not somewhere benefit later let's do the next shape first so let's add another shape this time we're gonna add this one here it's gonna be a little bit different because now we are not using only the Primitive we're also having a little bit of a shape just like this right kind of like a paper so all we can do basically we can create a cylinder we can still use the 64 resolution it's fine let's go for that click accept now what I'm gonna do is to go to the model tab polygroup edit and I'm just gonna you're gonna go like this just like that the next thing let me put the snapping on because maybe I will need it I will do a playing card so what does playing that does basically it will cut the mesh now you don't see it because the playing card is like on top of it but if I rotate it you will see that I rotated 90 degrees and now I have something like this which is great so what I can do now well I can create the shape that you saw before just by going to the deform tool and then go to let's go to lattice so what the lattice does is put some points in your mesh and for example if I move this once you will kind of like move this vertices vertex like this right so if I want to have a good resolution I need to make sure all of this has like nice you know it's nice even resolution so or I could use go to soft deformation and change the axis to three by three by three let's just check what it does let's click on this and as you can see it's moving everything so now I can just remove the soft information and do something like this I can select this this one's here by the way I'm selecting like all three Alto to go to the wireframe and L4 go to the other ones so I can have something like this this looks okay to me so I can just click accept and now what I can do is maybe I can just scale it like this I know I can go to model polygroup edit go to here extrude this out there you go accept and now I can just select this two meshes here and move it like this now what I have is something like this like very interesting shape now this one also has a different shape it's not only like this it's also you know like moving it looked like it looks like to me like it's um it's something like this let me draw this like like this and then goes like this looks to me uh probably not but anyway so what we're gonna do is you stop duplicate this mesh so let's go back to modeling let's go to transform and let's alt and click first to duplicate click on this one now we're going to change this one we're going to do that by using the lattice now we can just maybe do a two by two by two and just change this one just like this even if it's not that the real shape I feel like I like it so let's go for that and we can also do something like this so now that you have this you can always go to the model and let's see if we can add some bevels here let's let's go to this ones or actually yeah let's go to this once and add a bevel there you go nice very nice the next thing I I want to do is is to put this mesh here so I'm gonna just apply the same material control space to open this apply the same material and just do some UVS now we can we could do a project UVS do a box and it should be just fine let's go for the scale for five by five so that when we scale this up it's just gonna it's just gonna be better let's just go like this and you know in in this case you can use the local coordinates here if you click here to just make yourself a little bit more comfortable when using it so I can just go on here I don't really want to put it exactly on the middle that's a bad design decision trust me so I I'm just gonna put it like this and apparently I I need to scale this so I can just check in the wireframe there you go and I can also do like this now I made a mistake here and I didn't do any kind of you know detail so this is very sharp and that's something you want to avoid this can be fixed by putting some meshes here but it can also be avoided if we just uh maybe do some displacement here so if we go uh let's see where was the form this place let's use not to the purling noise uh first we need to add some resolutions you remember so let's go to mesh remesh leave it like that and then we're going to deform this place and change this to a texture 2D and we're gonna grab this one and we're gonna use the blue Channel and this is too much so I'm gonna change this to two I'm going to change this to maybe five something like that just by doing that you will have a little bit more resolution so you can just do like this now that we have this we can just accept and if you want you can change the details here but it really doesn't matter because it's going to be a Boolean so let's select this one let's save everything just in case you don't want to lose select this one select the One You're Gonna use for Boolean actually I'm going to save this I'm going to save this alt and click to duplicate there you go select these two go to model Boolean and let's see what happens look at that so now we have something like this and you can just move it if you don't like it for example uh I just want to do you want to move it a little bit down it will just recalculate but I feel that position was okay now I feel like this will be like color like if you check this one is ours is a little bit more like a square so let's cancel this and just move it don't select all of them just one of them select a little select the classic like this and also what you can do is move it a little bit do so that the taper is more noticeable so now when you go here and do the Boolean there you go so you have a nicer shape like you know if it's like this I feel like it's just nicer just to have this angle here let me show you it's all about shapes guys when you when you create this kind of thing it's all about shape so I like where this is going so I'm gonna I'm gonna accept and let's see if there is another place where we can put it I guess we can just put a bunch of those here and instead like of going all the way there to go to the window maybe we can just put it somewhere else but in my case I'm just gonna go here um duplicate this one I'm just gonna put it somewhere else as you can see because we added those details now our surface has some detail to it and it's also matching the texture how nice is that so I can just go here and let me just do a smaller shade here something like that and let's just scale this like this let's go do a Boolean again did I mention how amazing the booleans are in a real engine if I do this in another software maybe I already crash unreal is extremely good with booleans such a nice tool here okay I'm gonna I can also taper this if I wanted but you know let's just leave it like that let's exit let's check our reference so maybe we can put another one down but this time maybe we we don't need to go the whole way there so let's go to this one and ALT and click let's just try to find this one or we can just tell it like this purchase you know something like that and I can always go to the Boolean and just change uh the depth of this I can just do something like this and I will that that will be will be lower like that because maybe you don't want this space maybe you want to scale this up a little bit for me I feel like it's it's fine let me check the reference yeah I feel like I should have to uh I should have done a shape like this but no it's already done and easily do it if you want it so you know what sorry for the back and forth but let's use the way things work thing when you create games it's just um it's just the way it is you know and it's better to show you this way because when you do it you will see oh while the tutorial they they always do it at the same everything goes perfect as for first try you know it really doesn't right I I always try a lot of things and if I find something that works then I show you that but if not then I I just you know to try it on on my side until I get it right and then I can show you but you know this this works really nice I don't really like like this shape a lot but it's working this let's just remove this one we don't we don't really need it uh what else you can do oh you can you could also do this shape like if you want it uh in my case like I feel uh we're just gonna add one more let's just add here and this time we're gonna we're gonna duplicate this one go to transform duplicate accept click something do something like this like very very think and let's not make the same mistake twice so let's go to the form displays and we're just gonna maybe put something like actually we need some triangles here so let's go to mesh remesh accept actually uh let's go to the transform a fake transform okay so what it does big transform is it moves the scale to one so that you don't have like an even polygon so now when I do the remesh here now we I have more even distribution of the polygon because it's going to calculate with the scale which is not uniform and my triangles will be like a little bit stretch so I can just go to smooth displays there you go to five click accept now you can also you know you have this shapes that go against this but you also can have shapes that go like this for example you have like a different type of shape if that's what you're looking for uh not for us really so we're gonna just go for something like this then we're gonna we're gonna do a Boolean operation so let's go to model Boolean there you go something like that how we're gonna fix this ugliest straight line uh in the future but for now it's fine and notice that the booleans always do the UB projection whenever you finish something you're gonna have something like this okay if you don't like the UVS just like I do now you can just go to UVS transform select this one and maybe maybe you can use scale it actually not a good idea let's cancel let's leave it like that for now because when we add more measures it's just gonna it's gonna be easier enough for this mesh for now I know there are some parts here that I'm floating it's okay it's okay let's just you can just delete it if you want you always have to access in the content browser uh we're gonna add a little bit of a background you saw that we know what what we're doing with our mesh okay enough of modeling let's step back and see how we can decorate an environment in unreal there are several ways you can do it and we're going to use Quick tool which product so in order to add the bridge we just go to control space to go to our content drawer go to at pixel content and if you notice I already have it open the reason is I have been downloaded all the files that we need and yes we're gonna use this one at the end the finale of this of this tutorial but just so you know it can take a while to download this and I'm not gonna do it in the tutorial but just try to look for something like bricks or wood or anything you want actually you're free to select whatever you want I'm just gonna guide you through the things I download I don't download downloaded some plan I got some wood plants I got some bricks I got some nature assets the perfect combination so that I can just combine nature and breaks and whatever first things first let's add a material let's add this grass I downloaded the medium quality because I don't really need anything higher let's click add and if you go to your contact drawer you can go to services and this click material instance remember you can always go to the filters look for a material instance so what you have here if you double click it's a window that looks like this this is the material instance editor and it's basically uh another viewport just like the static mesh editor but for changing the parameters of the material so there are a bunch of parameters that we can change we're not going to change all of them so in our case we're just going to drag the material here I'm not gonna do like a super deep typing landscape I just want to have a material so let's just go to the grass and just put it like here and you know it's a it doesn't happen anything the reason is if you click on the landscape and you go to the details panel you have your landscape material here so what you can do is click on this and then click the arrow here in case you don't have space like me you can just click on this arrow and it will apply the material oh silently you have something to work with now you can change the timing so for example if I go here and you change the filing of this I don't really need to do that but just so you know how to change these things uh let's go for there you go styling offset if I go for two by two it will come smaller if I go 0.5 by 0.5 you will become bigger which is uh maybe what I want remember we're not gonna really see this stuff here but I just want to have a base to work with uh let's close this material editor for now so how do you go about decorating this stuff well if you're already at 3D artist or an aspiring to the artist a lot of your work will be programming stuff I'm going to show you how to drag and drop which is very simple but I'm also going to show you how how to decide what we've got so let's start with a very basics let's put some clip here so if I drag this you will see that I have my sleeve and I can just move it into position here just like that and just by doing that I already have like something now you notice that my landscape is messing up with my mesh one thing is my mesh is you know straight so what I'm going to do is to go to modeling two tools transform I'm gonna duplicate this one because I don't want to mess up with the original one yeah I'm just gonna take a second here because it's a really large mesh so what you do with the landscape if you have like a shape like this normally you want to have assets smaller assets this one uh it's bigger we can make it smaller of course but uh the idea is to put your meshes so that you can hide the landscape because the Landscapes are not exactly the prettiest thing to watch so if you put a meshes and try to hide the Landscapes then you're just gonna um uh you're gonna start hiding the landscape and things are going to start uh looking better and better so let me just duplicate this message just gonna take a while because it's just such a large mesh another I think about it I should have used um give you the you know an example with another image but anyway we're already here so go to the form notice that this mesh has a lot of triangles go to the form go to wrap and you can you can see what's What will what will happen the band is like this now we can change the event or something like list different degrees go like this direction there you go something like that I noticed that I already have like a nice curve so what I can do is to change these values I can put minus 90 degrees and now my mesh will be something like this which is great this is what I want let me go for something like minus 100 maybe would be good enough okay so let's exit and when you accept uh it's gonna take a while because basically you're changing the mesh you are changing basically the whole file and it needs to take the whole place this is very common in a real when you're working with nanite meshes things start uh you're gonna see this window this window a lot you know slowly I can use put this thing here I'm not gonna do stuff and if you notice it's a little bit slow the reason is I don't have the nanite if I go nanite go to lead go to nanite go to overview uh or I can just go nanite Mass this is very different it's something happening in the new version but anyway uh you'll see that this nanite support is not enabled just click on it apply changes and you will just wait a little bit uh you must apply now if you want to use meshes like this this big by default uh quick so with the will enable nanite or meshes that come with a nanite preset but in case they don't you can always go to the static mesh editor click apply changes and they will just build a nanite for you it will just take a while now what I was telling you here I'm gonna put the camera just so that it becomes a little bit more interesting uh you're gonna see this this window a lot where things start like loading and does normally give you development now you see it like everything is just faster now so I can just go ahead and just put this thing here and notice that we have come to a point where I'm just out clicking and doing this kind of stuff we have come to a point where our landscape is basically interfering with our with our mesh it's like it's not it's not matching right and we don't want that we want our mesh to be uh basically enclosing this area so there are a few things you can do here one you can go to the landscape go to the flatten tool and just reduce the size and what you can do is basically move it like this there is another option Ctrl C if you move these meshes here you will realize that some of these measures like fit into each other some of them are not and you will come into a you know a situation where you have things like this in this case what you can do is just refine things a little bit this is why we're using the landscape and not other measures we can just go and scope things a little bit not too much if you hold too much you click shift to scope down you can also use the smooth tool right so you can just sculpt and you know just move this thing like this eventually you will have something that looks like this which is blending a little bit better like for example here I can just sculpt this thing and in areas where it's like this where you know what I don't really want you anymore I don't really need you I'm just gonna I can do the same here and I can use basically I can close this thing but to be honest I'm not really gonna look for it for this angle I'm gonna do the same here I can use both things here and then I can smooth things out keep smoothing and you can reduce the strength of course and keep things like this there you go so now you have like a nice little um mesh that you can use now if you're wondering why my camera has like this circle here on the right there you go this this here that's because uh ice cream fires and where I put the camera is like next to the so the minimap and the minimap is you know our Circle so what I did it was the list like this uh mask that you can put on the camera so my camera doesn't hide the the map that's what that's why this camera is like this um but anyway a little uh off topic there but so that you're wondering what the camera this guy's like like cut like this so the reason is that I I play shop Empires and and you know I put the master so you can see the mini map when I stream anyway uh what we just seen here um it's how you can manipulate Mega scans assets so that you can fit your particular environment like in this case I had like a Roundy shape and if you check the the original mesh here let's go to the 3D assets let's go to the static mesh and let's try to find it it should be this one if this is the original one let's let's just say we want to put it here you know they almost look like completely different assets right because we bended it and that's the beauty of unreal you can do all these things inside and you don't really need to leave the the editor and go to another 3D modeling package or it's like oh I wish this mesh was bended so I can fit into my environment don't worry you have all these tools inside unreal so that's a really cool feature I wanted to show you the next thing we're gonna do is to continue adding more meshes into our environment because this landscape is not the prettiest thing to see so we're gonna pick that now okay let's let's continue I figure out maybe I should just leave the camera here to make it more Interactive if you like the camera there let me know in the comments like hey I I prefer to watch the tutorial if you are there is more fun or more digestible like tutorials are not the funnest funniest thing to watch uh if you like if you don't like it it's like hey like your face is really bothering me when doing the tutorials either way let me know but we will stick for it for now I removed the mask of page of Empires so when you see the whole thing yeah back to this environment uh let me just add some ground I have a bunch of assets here that we can use for ground so let's just drag and drop and see what they do so I have this one that you can just uh put it around here you have this one a bunch of drugs whenever you're working it's a good idea just to put the rocks or the Rocks let's just put the assets uh in places where you can use use it as your content browser instead of like every time you want to find something in control space and look at this mini thumbnail that may not be the best thing to watch so just is this the same method it's not it is it is the same as okay uh if you try and drop the stuff here it's just gonna be easier right so you know just put this thing here there you go like any asset we can modify it if they don't fit but for now uh we're just gonna put the ground here and we're gonna fix the ones that don't match so I can just put that around and whenever you're working with nature assets I highly recommend you to remove any snapping here it will just make everything look more natural so I can just scale this up just like this and I can just move it around I can just place it like this here it's really up under and basically I'm just gonna start feeling the spaces that we have here uh what I like to do though the way I like to work it's I start with the big step first like for example I want to fill out this part and then when things start getting too repetitive I change the image so basically I choose one mesh and I can just in a scaling ways that normally you you wouldn't use like you can scale in non-uniform ways uh anyways use one mesh only one and because you're rotating it uh you may or not realize that it's the same mesh in my case I realize so when you notice that it's the same mesh basically just you know trying to add other ones and that's the way that you decorate these environments little by little if it's far from the camera remember like tutorial for artists so I'm not really focused on gameplay right now we have another tutorial for that just put the things here I've visited too much I can just make this one like this and also I can just rotate this stuff or find another mesh for example I can find this one and I can use alt and click to duplicate and just put it in position here remember not every time you will find things that fit what you're gonna do but you know you have the obvious the option to just modify this asset so in my case I'm not gonna worry about this part I'm just worried about this one so I'm just gonna work with this this looks a little bit like too much so I'm gonna change the size of this and also like don't be afraid to change the the landscape if if you have a situation like this where the landscape is here and it's like you can either change the mesh or you can change the landscape like usually you don't need the landscape when you put the mesh so you will just sculpt here and what we're holding a shift I'm gonna use hide it just like it and just like that like my landscape is gone right and I now I have images which is nice right um this has too much noise for for my taste so I'm gonna use maybe this last mesh that we can put here let's see how it looks like no not really feeling it not really feeling it maybe we can try to rotate the mesh they're much better I feel like this part was noisy take this part hey maybe we can rotate things a little bit and maybe in this part we can just go like this maybe make it smaller for this kind of mesh is usually a good idea to bend it just like we did before just so that you can use it in many situations here I don't really like the landscape so I'm just gonna hold shift click I'm gonna remove it and the parts that are like this I'm just gonna rotate the mesh just so that you don't see the the parts that are applied there you go so let's keep adding more more rocks and more stuff for example you have this this rock here I believe uh we can just maybe let's click on camera we have camera One camera two camera three look at this there you go so um can either be here that's too much like that's too much noise so I can just move it up yeah I think this is this camera is okay so what I'm gonna do is just to block this path by putting some rocks so I can either use this one and I can make it hard this image there you go something like that and if I feel like I need more rocks maybe I'm gonna You Know download some other stuff let's see this one yeah like you can play with this stuff like especially this message that have closed posts you can use them like this and play with it and play with it play with the shapes like for example you wanna things like that don't rotate a little bit and also you can do the same here I'll then click B to rotate our scale basic operations that you can find in most 3D programs I think most because blender doesn't want to looks like it is the only one who doesn't want to have the same copies a lot of people just change the whole piece to whatever is that they're they're liking because blender cookies are really weird to compared to the industry standard so wer is mostly what you will find in most cases if you don't means uh they wanna they wanna be different they wanna try some you want to be special they want to grab the attention usually that's what happens with softwares that don't follow the same structure of um especially for 3D modeling like 3D modeling is like it's been a while so a lot of things have been figured out already one of those is the buttons so if your free software doesn't have the same hotkeys it's just gonna it's gonna be a mess all right download this scatter plan I don't know what to feel about it it just looks weird I don't think I'm gonna use them um just the old camera yeah something like that we're gonna put a a background later but for now uh you know what that's a good idea let's work on the background now I will go and download some rocks because these rocks are not not enough so I'm just gonna download some rocks and we're gonna continue working on this piece so we are at the point where we don't want to have any lockout elements in our scene such as this part of the landscape is pretty ugly it doesn't really help me to figure out or have in my head what's the final or or what I want to create so I decided to download these assets these assets are quite big it's called giantic Sunstone terrain and some massive Nordic Coastal clicks the same for this one I also download some bricks I don't know I showed it before but just in case uh I have some bricks on some wood planks we can use so let's deal with this background so let's go ahead and what I'm going to show you is something that may be harmful for you if you have a lot of assets use like what I do because when the project gets really big it can be quite messy so what you will do is to create a collection here if you see here collections you will notice that you can add just basically uh your favorites here right you can go to settings and it should be here like show collections or something like that or yeah I think it's it's there by default so just click plus and let's call it like background elements and then you can go to your mega scans folder and go to and yeah this one sandstone giantic I just drag them here and also there was one clip called massive Nordic Coastal Cliff so we're gonna check Nordic and just put it here so now I don't need to just go to my folders and try to find it I can just go to my Collections and I will have a selection of meshes that I can easily choose from so let's start with the background so as you can see it's a quite big mesh so what I will do is to just move it into position I press one to move my camera maybe this where I want the you know and that shot to me maybe around here let's save it with Ctrl 3. uh I believe you can you can go to different bookmarks here I believe it is here somehow uh Here There It Is bookmarks down to book one one two three uh of course you can set it manually but I rather use a shortcut so um I like this one here because if I rotate it but it still kind of works but I like the line that we have here so let's just go back to our shot and maybe something like this uh what I like about this this thing is that I have a line here this helps my composition because I will Point towards my main topic here second just decide if I want to just rotate things around or maybe move it a little bit harder like this because maybe it's too close so let's just move it like this go back to three and just try to put it in position here and if you have something like this don't worry just go here go go to landscape and then go to the flatten tool and make it like really big let's start letting these things just like that there you go awesome so let's take our look at our shot and also we have some terrain here we can use so let's use grab this one but maybe maybe this one can be like here go back to our shot of course this is to be so we we need to move it just like that you saw that we have something in the background this this kind of works so what else you can do well you can just change the background so maybe we can use one of the meshes we have here because I don't really want to use this styling texture maybe something like this and I can just make it big I can just put it in position here so what I can do is just move it here and I can just start duplicating this mesh make it big move it around because this is not a gameplay area anything I don't really need to worry about the player we'll go there or not just some basic stuff the same I will do on this part on the left because I don't want to see any any timely text review so I will just make this one big and because I will be part I don't really need to worry about lecture there you go uh what else I can do I I can duplicate this one because basically I'm I'm seeing big around here and I don't want that so now that that we have this uh you know this is much better than something like this you know whenever you put your background elements it also gives you a sense of completeness to your image you have the foreground you have the middle ground you have the back without the background it looks a little bit empty so try to put the background whenever you possibly can okay so let's just try to fix this ugly part that we have here um what I'm gonna do is just use the Casual Boolean and I'm gonna just create hearing modeling tools go to the sphere make sure a line to normal is off because otherwise you're gonna click here and the sphere will just rotate in a very weird way so just click off align to normal and now you will place your sphere anywhere in the map click accept and now what we can do is to try to follow this reference here if you take a look at this but we you have something like some noise here that we have this this shape here and it looks like from the side view will be something like this so let's let's just try to to model that so now what we're going to do it is very simple we're just gonna put the form more than a displays and this will give us enough noise so we can just go back to two just to make it uh less heavy and 10 looks like a nice number so let's just keep it like that and now what we can do is just make it big and scale it just like that we can scale it like this and we can try to find a place here where we want our Boolean mesh to eat it's like something like this for example we can just keep just making it bigger or smaller we can try with that another thing we can do is if you go to the lattice tools you can just go back to three by three by three and try to change these things a little bit so for example here is like this here is uh a little bit like that just so here is more indented you don't have the classic sphere shape that you normally get when you use a scale it uniformly so you can just do something like this for example and if you want to have more details you can always go to lattice and go even deeper by putting like five by five by five and you know just for example make this part a little bit like this make this part a little bit like this and you you know uh where this is going it's just try to uh make it less uniform so for example here you can use something like this and here maybe you can use put it like something like that you get the idea so the idea is not used to have a newly formed sphere so now that you have this what I'm going to do is just go to transform and ALT and click to interpret this mesh and duplicate this one accept and I will just leave this one here because maybe I will need it in the future another thing I will do is to put a material here I download this material let me see if I can find it it's called Rocky ground because if you check the reference this is like like kind of freaks looks like this one could work uh maybe this one could work better the construction gravel maybe uh it's just a matter of trying which uh which texture can work best for you so I'm just gonna put it here and as you can see the texture is not the prettiest thing to see so we're gonna we're just gonna go to uv's auto UV we're gonna check the triggerboard uh we don't need to be super super um you know Critical with this we can just go to you can go to UVM Rock not repack let's go to transform UVS not transform UV sorry layout UV there you go and then you go to transform then you just go to the scale like five sorry not this scale that's the preview this is here this is looks okay to me so trying to play with this so we will just move this thing here and now we can just click on this two and go to model and do a Boolean but you can see like our shape is not like this uh I don't really want it so let's use rotate a little bit to see what's the result something like that sometimes I think something like this could work uh maybe if we rotate a little bit like this and have some angle maybe you can have a different result is it's all about trying new things like for example like this one like if I check my reference um we could put something here if we wanted in our case this should work just fine let's just move it a little bit it's like it's not super stream and also I'm gonna rotate it a little bit that was too much too much so let's rotate it okay so now that you have this uh I really like the noise that is Happening Here I I feel like it's too too big Maybe so what I can do is to cancel and maybe I can go to the form this place and I can try to put the texture here and I can just grab my Rocky ground put the blue Channel and I can try to put it like if I put series like this if I put or it's like this so in this case uh because the noise is already there we can just smooth it out now do not smooth things too much just a little bit just so that we reduce the noise and then when we go to this place we can grab this noise here which could be very nice so let's display it intensity we don't want to put this like hand if we put zero it's like this we put two therefore looks like a nice number let's go for it and also I'm gonna duplicate this mesh because maybe I will need it so that now let's try again if we go to model and Boolean we're gonna have a much nicer result in theory let's check how it looks like and now it's gonna take longer because I'm just using the uh there you go I like it much much more now if using more polygons but don't worry because we have nanite so we're gonna just leave it there let it load actually I like the way it was before and I'm just gonna rotate it like this and this should be good enough let's try one more time three two one three two one okay uh looks good to me uh this open faces you don't really need to worry I'm worried only about the noise which we have so we're gonna leave it like that because there later we're gonna put some bricks on top just so that you know it's uh it's not just a destroyed wall it also have like some uh some noise and what I'm gonna do of course is do the same here but this time I'm gonna get a little bit bigger let me duplicate and what I can do if this is too big I can always go here to mesh and simplify and it's gonna take a while but if I simplify by let's just say 50 percent uh it's gonna be good enough so let me grab this one and this one and let's go to model and Boolean but now the booleans should be uh technically faster so you know something like that we can always move this thing here if you don't if you don't like the result you got and you can go for something like this or even like make it smaller and move it like this here you saw that you have something smaller some some something like that to work and also you can instead of putting it in the top because we already have the top here you can always put it at the bottom to see how it would look like I'm not really feeling it so I can use uh scale it let's see how how it looks like and not really so let's just move it like here what we can do is yeah something like that something something like that will work okay so let's except and you know just by doing that we're adding a lot of detail to to our mesh here now these things are floating and this kind of stuff we're gonna deal with those leader details later on but look at that and we have already destroyed the wall right yeah I'm 90 but you know you get the idea let's let's continue to work on this now that we have this we can just add some bricks to remove the straight line so what you want to avoid is this kind of the straight lines you see here here and also we need some bricks here because that's not very natural and also here some bricks here you saw that you have a silhouette that looks like this let me just write for you because before we do it is something like this like this is a brick this is a smaller bigger brick and so on so it's going to be very easy to do we just need to place the bricks and it's a very common operation when working with medieval assets or things like that so we're going to create a new collection to make our life easier let's go for local probably breaks now we're gonna go for the 3D assets go for static mesh and here I have a bunch of bricks that we can use so I'm just gonna drag and drop them I'm just gonna start placing those so for example if I place it here I can just start putting those just like this and I can scale it like this and make it bigger more or less the size that you have here so I can just leave it like that I can grab another one as you can see it says super boring process like I don't recommend this to you if you have this stuff try to delegate it or do something something different but in any case or I'm just gonna show you because it really pays up like it's something that uh really pays off if you do it well and if you have some some patience and some extra time to do this I highly recommend you to to go for it so I can just go like this and just Place those things here just out and clicking do so that I can with my brace and when I get to a place like this I can just do the smaller break and as you can see as soon as I do that I have like I don't have this ugly straight line that I used to have so what I can do now is basically go for all of those out and click to duplicate and just put them in position in other plates basically so I can do strike right here and then I can remove the bricks that I don't need I can just put those and I can do the same here so I can just for example put this brick and I can just move it like this and usually this kind of walls will have like Bricks Like This and then we're gonna have another brick just like this and now uh what I can do is just replicate this and keep doing that forever and keep duplicating and you know you can always go and click shift click to select many of those and you can just move them to make your life easier and just cheat click again you click again now when you have something like this like it's very repeated if you can use uh you know rotate things around make it smaller do it like this rotate and I can select a bunch of those such as those and press Ctrl and just make them smaller you saw that I don't have the same thing over and over I can just make this thing wider Maybe select this one and this one and this one and just make them wider um as soon as I do that I'm already started seeing something here let's add some grades here because it looks like on my side I'm gonna I'm gonna finish this uh this part because otherwise it's going to be very boring for the tutorial right let's try to finish this wall by going for the bricks here and maybe grab this one try to make it like this there you go and what I can do is just try to place it put it maybe a smaller grid like this and then grab another one maybe this one and I can just rotate things around like for example here I can just rotate this stuff I can also rotate this one if I want it uh basically I'm trying to put the bricks here where I can change the silhouette of this and just move this thing here and I can just place it just like that there you go and I can just keep duplicating this stuff I can just rotate like this make it larger make it smaller if I want it like place it like this it looks like it's more or less the same size but I think this I'm just gonna make them smaller and then adjust I'm just gonna put them in the in these places and I can also put them here like for example let me move this back here I can just drag and just copy those and place them here just like this kind of start like scattering this break little by little like I just go ahead and just put it here it's like that and I can go for this part for example I can just duplicate this one and place it maybe here what is it it's a very uh try to say it's a it's a very it's a very easy task actually it's it's all about trying to happen a nice shape and try to hide the parts that you don't want to show the play for example this is pretty ugly in my opinion I can just go ahead and do something like this I can also rotate the bricks just like this and I can move this once so that it can happen like this I can also rotate this one and you know make it all there or whatever it's too much for me so I'm gonna put it here and as you can see we we're starting to see something let's just supplicate a bunch of those here and let's go for the world coordinates otherwise it's going to be it's very hard to move them around go ahead go for this one and maybe rotate this one a bit uh this one maybe we can change it or make it lighter and try to connect those those things I can also do the same here let's just do it very fast too so that you can see how much it can affect the silhouette I can use duplicate those and go here it looks like it's on this part so I can just go ahead and just move them here and you know the the more patience you have the more basically the um the better it will look like I don't have much patience myself that's why I try to avoid to do this task but if you do have the patience and and actually have a nice result so uh there is a problem with this and that is the bricks are another color which looks a little bit weird because you know this brick is not exactly the same type as this one we don't necessarily need to have the same type of brick we can always use go to and Lead mode without entry and just check the colors here so what I'm gonna do is to go and find the the material instance of this is by going here to the details panels you will see the material you can double click on this and you will have a window like this so what you can do let me just put this one smaller you can go to the Albedo tint or video however you want to call it and let's just say the brightness will be like 0.7 okay that's closer saturation 0.8 0.8 Maybe okay and the I'll be the thing what we can do is to use click one of those and let's just grab one of those colors maybe this one and then we're gonna go for the brightness and maybe adjust it like one and then saturation Maybe 0.5 would be zero 0.5 uh you can always change the value here just put something just like something like that and as you can see it's starting to blend much better now if I go to this mode you will feel that the bricks are much um you know they blend better compared to where we have this white bricks like it doesn't make sense that the bricks are a different color so what I can do on my site I will do it off camera I will just keep duplicating this straight until I have something that I like and then I will show you uh you know the final result so I finished putting the brakes hopefully you can appreciate uh the difference so if I hide this mesh pressing pressing h we will see that these are the meshes that I use ah I want to show you something really really cool so if you want to select those meshes let me hide my camera for a second you will go here to to the outliner I'm basically try to select the ones with the same name and unreal comes with a bunch of options to select objects you can just click on this go to select and then go select all with the same material you have a bunch of options too but in any case uh you can just select this one and press h so this is how it looks like without the bricks this is how it looks like with the words so what I want to do now it's basically uh fix this ground because it's a little bit noisy let me go to my main shot I adjust the camera a little bit so for me this is a little bit too much so I'm gonna start flattening this these ones I'm gonna 11 this one and basically flatten most of them just so that I have much noise here so if I go here here I can just go like this and also here by the way if you want to play this game just make sure you have double click on this and here you will go to convex Collision click apply that should be good enough uh so let's try it out like you play from here but you can appreciate uh the difference when you have a game and there is just a picture right it's just really nice to see everything come together so I'm just gonna move this thing here I don't want it to have like a I want it to be too obvious and then I'm gonna put some message here let's see what kind of assets can I find uh let's go back here uh probably this one like you have this ruggle mesh let's take it let's take a look at it very nice you can just like put it here just like that and we can do the same here like maybe here or this one we can just make it big put it in the ground just like that and also maybe maybe here also we can put this one here something like that and we can scatter this we can just put it like this if we want it something like that it's pretty cool so um this kind of thought that's all really nice you can also you can also try this one maybe something we could put here so let's make it bigger maybe we can maybe we not but we will see oh let's just write and control just like that and rotate it there you go now you can see how I all these small assets uh add a lot to your scene let me duplicate this one and try to put it like here maybe here I think here we need some details so let's just go ahead and put some details here and now also uh maybe we can duplicate this one this one is a really nice one and we can just put it here and maybe make it bigger or you know you can also make it part of this just by you know scaling things like this and try to put it into position let's just try to see how it looks like maybe it's a good idea maybe it's not but for all these things you can only know if you try again just put this thing here and I like it so I'm gonna do the same here I'm gonna I'm gonna crack this one I'm gonna add this go for something like this and I'm gonna scale it I'm just gonna place it in a place where I can use not see the plane at all it's for this kind of things it's always a good idea to just you know play with it and if there is an angle where you cannot see it but for me that's a little bit too much noise so let me go back here and maybe I can put it here something like that yeah it feels something like that could work I don't want to put uh too much noise let's see what we can do with this uh bro that's something I don't like about it and now that I see it it's the color so let's fix the colors uh double click on this and you can see that it's a little bit too dark so let's go to the brightness and increase the brightness a little bit and also desaturated just like that there you go you saw that we have a more neutral color we'll save this and also these ones we're gonna change the color because it's just uh not matching so let's go to the saturation and we can go for something we could do something like that um that's the same for this one you can go to the saturation and maybe the brightness also you may want to try but to be honest I feel like it's just fine let's do the brightness back to one and the saturation a little bit more but I think there is another one here yeah this one so this one we're gonna open the saturation and just just like this you can change the lining and everything so now this Blends uh much better by the way if in a real you can just move Windows like if you have this one you can just plug it in here leave it there check if I just drag this one here I will be able to move it somewhere else the reason I'm showing you this is because if you are very very new to Unreal um you may be a possibility that you don't know sometimes you have something like this where this window is open and it's like oh I don't know how to close it double click here so it's like small and then drag from this area and then you can place it anywhere here so in my case I like to put them here or you can just close it with the middle plate so uh it looks really pretty nice now that we add a more uh smaller details we can also put this kind of detail like here for example just so that our environment also have lights on bricks let's continue to add maybe a little bit more vegetation I think it's gonna add a lot to our environment so let's do that so let's let's add some grass if you go to pixel Bridge you'll see that I already download some graph here like the wild grass some IBS some wheatgrass some grass clumps it's gonna be very helpful so the way you're gonna find them is just go to home go to 3D plants and here you have a huge variety to choose from I really chose this and I already add them to my project so if you take a look at my content browser here control space and then go to 3D plants you'll see that I have a lot well to paint plants here it's a little bit tiny because I could use drag and drop those until I feel my empowerment but it's gonna take a long time this is why in unreal we have a different mode for painting So if I let me save this if I go to foliage mode you will see that I already have these plants here these plants are automatically added into my project when I add them from from Pixel Bridge because they assume you're gonna use this for Polish painting so what I'm gonna do is to choose one of those plants for example these plums this one's here actually let me remove those let's start let's start over let's drag this here because apparently it's it's a little bit weird and let's just drag the plants that we want to paint such as this ones and maybe some taller ones maybe another clamp maybe something like this just have a huge variety of plants really helps a lot uh let's see I think that's good enough so let's click on those okay so you have click all of those and then you're gonna start painting so what I can do is paint and you will see that automatically I came here on my brush so Ctrl C I can show the details so if I select all of them you will see that my mesh has multiple values I can change the density and I can also change the density here so for example if I reduce the size to something like this uh maybe something like walking with deeply and paint you will see that my plants will appear within this radius and also if I change the density here to say something like one I will have much more plants than what I should Okay so there are a bunch of things you can change here let me change the density to 200. see other maybe that's better you see that all the sizes are pretty much the same I really don't want that so let me control s or I can also call Chip to paint and I will be able to remove as soon as I call Chief you see that here goes to the erase mode so what I will do is to go to the scale here and you see that the scale is uniform so let's go for a minimum of 0.8 and a maximum of two point something like that and let's try again now you can see I have a very pretty plant here there are some plants that I don't want such as this one so let me uncheck uncheck this one so I will choose this plant here and I will just remove it there you go so now what you can do is to remove the density maybe 100 and maybe 550 and you can have some grass points here just like that okay let me add more variety because I feel like we need a little bit more so maybe we can add this one uh at I can use whole chip and drag a bunch of those and I will just hey they're already added by default actually so if I just click on those you will see that I have a lot of codes uh let me decrease the density to negative 50. and that's that's fine if I can just go here and start painting in this awareness here nice and now what you can do is to actually select shape and remove those and go to the one we did an app looks are are these ones here so what if we add this yeah we have the wheatgrass uh let me have some color plants here so if I select this one's here it's a little bit hard to see I only select those when I paint you will have something like this so they're a little bit big so I will just change the size here go back to the minimum people values zero point four and one maybe yeah that works fine and I can also just decrease the brush size to maybe 30. paint something here and if you check our reference like we do have some plans uh that grow here right just a little bit and I want the tall ones first just so I can have more variation and I can make them like 1.5 just to have like something like that let me go to my shop maybe I can add some here and I can always increase the brush size you saw that I can use easily paint or a more it's like that you don't want to uh include some parts so just go ahead and select those and now you can actually you could select all of those and go for the scaling go for minimum 0.8 maximum 1.9 and just paint paint like this and if this is Too Tall you can select these three and change the scale to maybe 1.2 and the minimum to 0.85 so now when I paint with everything let me just increase the brush size you can just have something that I like here and do the same here and decrease the bright side something like that and I can always hold shape to remove some parts that I don't want in my case I want to have like this area clean I don't want to paint like everything like that that may be really thick but we're making art so what I'm trying to do in my mind is to have some glass clumps clumping is something you do in art a lot you have some here and some here and this leave you with a clear path that you can go and watch this area because sometimes Brothers in the games indicate that hey you cannot go here so let's think like 50 here we can start adding some grasses here here and there like this once here and also I mean this area especially like in the corners you can also go to the single later single instance and you can just click here you can also shift click if you don't like it you can just go and just Place instances based on a single click like for example here you can just go out here if you don't like this one remove it try another one remove it try another one remove it eventually there will be something you like this one I don't know I think it's too much so I can just like hide it somewhere here nah not really liking it let's go back to the paint mode and let's just hang here a little bit so you can see it as I do that might scene starts looking much better I always put some grass here if I don't like this one I can always go ahead and paint and what I can do now basically is choose this English plans to put in my in my environment will just give me a lot more variety so let me just paint a little bit more before putting the English plans it's a little bit too much how do I know if it's a little bit too much you just feel it I know it's a White not the most helpful people I can give you but it's like music you play something and it doesn't sound good you know it immediately right uh same thing with this you see it and you have about that feeling about it did you just go for it so you just increase the size of this I can always of course go here I think these parts that I won't be seeing something like that I can I can just leave this because if I paint this like this everything just it's it's not free you know so I will use half this grass in in in groups you know in small smaller groups so now that I have this list I have the English ID so let's add the eye is here I think it should be pretty planned to add so let's go back to work on the drawer and here you can see I have a bunch so I can just oh yeah like for example this one and I can just move it here and I can just basically put it in a place where Maybe like on the top I can also scale it usually this kind of things you want to scale and for this kind of stuff you want to be really you know very precise there you go the funniest thing to watch but for example here you can go ahead and just to be I'll just make it like that and you could try to put it somewhere else but what I want to make is basically this one's here yeah something something like this this is what I'm looking for there you go every time it will also help us to hide those those meshes where you know we uh it's not the prettiest thing to see like this part so you can just hide them like this or we can use a skeleton we can also spell it non-uniformly something uh I don't like this one for example I can just move it around just like this I can just try to place it somewhere else yeah it could work uh and try a longer one for example this one we can try to put it here and the same thing when you look at this you can think about uh where you want to put yourself maybe you want to put something around here so let's just let's just wrap this one this one this asset is working quite nice for us let's just go here and put it here in position you can also delete like this there you go and we can do the same with this thing and put another one here for example you have something on top and here we could try to put this once like this one here you can just move it like this and try to put it try to make it a little bit bigger and now we can just try to put the longer one here and just move it just like that I need to place it just like this and look at that and now that we have this uh it's uh it's adding a lot of character to our scene and notice that here it's a it's a little bit empty so what we can do is to try to find some of those and put them here yeah it maybe it can work so let's just make it a little bit bigger just rotate it around over here it's very funny because one of our uh the most popular tutorials are environment ones however if you take a look at this we'll give all this it's fun some that's something to to think about it like people want environment tutorials like I Know It uh but this is environment it's just placing sets modeling and trying to come up with a with a pretty picture here despite how boring this might look like this is what uh this is what people want that's very funny uh I mean that's why I'm doing this story because a lot of people are very interested in doing environments and you know who am I to say they're wrong uh it's a very popular topic like environment art it's something that perhaps the attention of a lot of people especially because there is a lot of demand for it in the industry um for example when I work in Ubisoft as an environment artist environmentists are always needed because the awards are very very big and you just have the need to it's it's just very easy to always get an environment out of this I mean it's not easy to find maybe but as you say you need more environment artists than just because of the site of the environments it just takes more people more collaborative efforts to have something there and here what I'm trying to do is to put some files here it's absolutely weird to be honest uh this this one here some I'm not gonna go for it yeah that's that's better um what do we put something here this area let's see how it looks like it's like yeah environment is something that you always need for a game like not every game has character every game has an environment for sure small or big you always need one look at that look what I find this those bad boys here you know some people enjoy it I personally uh enjoy more creating the game like it's okay for me to to go on and just create the environment but just not for show you know it's not something that I want to have like a 3D picture to show off like I already did that a lot when when I was working on my portfolio when he got a job many years ago now I'm more interested on the projects itself so projects like uh for making a game this so much so much more fun to play that game just like I will do it just now like actually have something and if you have gameplay and if you have enemies there are more things you need to think about there are collisions there are maybe it looks pretty but it confuses the player maybe it's a it may be something that you don't want to put in your gameplay so when you add gameplay into into your stuff everything suddenly starts becoming much more interesting um more fun in my opinion that's why I decided to make some uh you know smaller games just put some some more of this here and I think it should be good to go will be here you saw that we have one area with more grass compared to another one same same Principle as you know clumping when you when we put the grass we put it not everywhere we just put it in places where there were grass and some places where there were not for us so something like this that's very symmetrical nature doesn't look symmetric also I'm just gonna remove this keep it like that yeah like that maybe I can just move one of this and just try to make it bigger and move it here and not completely vertical by one like this there you go and I'll plug it yeah something like that maybe that helps um that's pretty good actually yeah I like it I like how how this is turning now now uh there is a principally art I want to show you so we're gonna we're gonna work on that next the last principle I want to show you it's the concept of having Variety in your scene if you think about our our scene we have the one is the bricks and second one is the nature you can combine like you know you have uh different types of freaks or whatever it doesn't matter it's like we have to so if we add a third one any other kind of material or thing will look interesting and three is pretty much the magic number for this kind of stuff so if I go to my bridge you will see that I download some wood lines so I'm going to my content browser here and I'm going to the collection now I'm gonna create something like more than you don't stop there you go so now I can just go for example here to my QD assets uh if I type wood here you will see all the woods that I have I don't want to import the uh the nanite versions of this like this one this is a little bit too much for me and let's say this one also uh this one is fine so let's put this in the wooden stuff uh let's put this one here this one here this one has the nanite version delete is it it's not so let's just put it here and this one is not night I don't want this high resolution for what I want to do I don't really need it all this stuff here and also I think walls and maybe this should be good enough so let's grab all of this right click nanite enable and save it now we're gonna control space back to our wooden step and what we can do is to create some some kind of a scaffolding so I can just make this big put it like this and what I can do is basically put other ones such as this one for example I can just make it here and just try to create like a uh a little sidewalk so I can always go on change the size of this then I can go on this one the more variety you have the better I can use go here and what I can do now it's maybe wrap this one the last one I can just rotate it like this and then try to put it in position here without you know messing things up so what I can do now is select all of those and use alt and click and rotate and this is a very easy way to add variation we can just rotate 180 degrees on both sides actually not not on this side and then we can start like for example maybe we can delete this one and this one we can just move it and rotate it a little bit or we can just rotate it like this 180 degrees you don't need to be exact for this so the idea is just to have like a small sidewalk that we can we can use and in order to make it more interesting I can just remove some of them and make it like this something like that um yeah that thing could work so what I can do is you select all of those I'm going to show you something new you notice that it took some time to create this and I don't really want to do that again so what I will do is to use right click here go to level and create pipe level actor uh we're gonna put it on the center mean c external art courses check uh it's okay and click ok now we're gonna check where we're gonna save it we're gonna create a new folder called Mass we're gonna call this my mass uh wooden collab zero one and then I can just create a new folder inside us here probably blueprint and you see that automatically will save this name here so I will just click save now what you have here it's a preset so we we can use scrub wrap this stuff and just like you know put it here like if you wanted and in my case what I want to do is to create like some some ground so I can just go ahead and rotate this check our camera and maybe maybe you can put this thing here and go here let's see if we can scale it we're going to scale it a little bit and we can also rotate it just so that you add more variation to these things you can just go ahead do something like that and we can do some kind of scroll folding too so for example I can just put the thing here and now I can start creating my you know my my support things just like this I can just put it here in position I can duplicate this one duplicate again and I can also you know grab one of this make it bigger like if you see that the textures are getting a little bit blurry but it's pretty normal it's very very normal so just put this thing here and if you want it you can even create like another preset for this so we can go ahead and do something like this um put this thing here and we can always clearly let's see how it looks like and we can replicate this thing again and we can also like change uh rotate this kind of Step and also duplicate the the wooden beings where the seams are you so that you don't see them it's like they are stitched together it's always a nice trick you wanna right uh do that where is that there you go yeah so there you go and then you you could have things like that and also hear like you could use stuff like this one notice that because we already have like um yeah we can just put some wood beans here there you go something like that and we can just duplicate this thing rotate it around just so that we have something there and we can just keep adding those steps making it thinner Maybe try to put it in position here something like that maybe we can have like a like a triangle things like that so like there is some kind of walls and we can also world can also have like a some some kind of walls here where you can put the palette side walls so we create like a preset like this let me just quickly duplicate this now that you have this you can use rotate around some of them make them bigger rotate rotate like this click like this too another you have something you can just grab one of this uh perhaps maybe this one you can just make it be here and usually it's the a Roundy one so we we can try to find the Roundy one we can go to the mega scans uh put wood here and there is a Randy one it's a super high quality mesh but you know it works so let's just put it like this there you go and we can just move it like this and just make it longer and try to put it in position here something like that and now I can just go ahead and change this foreign something like that now what I can do is to select all of those and then right click create Blackboard okay this will be called the how do you say well I think it's written like that I'm not exactly sure and then I'm I'm just I can just put it like this rotate it just to have something there oh I feel like these ones are too thick I don't wanna I don't I don't wanna be so big walls here I can just scale those just like that just because they they occupy a lot of space I can do the same here be careful you choose your yeah just just this once and then there you go and now of course you you can always go ahead and duplicate this to have more of a diagonal shapes something like that and I'm not sure if I like I like this one maybe I wanna put this one here let's see how long we're in the recording we're 12 minutes so not too bad for decorating an environment let's go to the word coordinates this is where it becomes very handy when you can just move things around yeah and now we can just typically just one and maybe scale it a little bit so that we can have some wood here and yeah let's let's do this this thing's here as you can see it starts getting really slow uh if you're wondering what type of machine I have I have uh a pretty old laptop it's a good one but it's a good one but it's old so I have a 20 2017 RTX super um video graphics card 32 gigabytes of RAM and processor I guess very fast I don't know what I'm not super convinced is this part yeah we could try we could try but what maybe what I will do is just to put something vertical here yeah something something like that maybe still not really fully convinced nah let's not do that let's not do that um we could um age the silhouette a little bit by duplicating this uh this mesh here and we can try to put it here like let's just say like someone is trying to reconstruct this thing uh put some wallet here yeah so maybe some walls I don't know if this thing here will look okay but we can try if someone is trying to reconstruct this thing if that's the case like if you want to do this make sure it doesn't look like it's loading and then you're gonna rotate it so that you can have more variation here ah I don't like it this useful movie let's let's keep the ones we had yeah I'm not really feeling it so let's just remove those and play I think this should be good enough um let's leave it like that the next thing we're gonna do is to do the the final touches so now it's a good idea to play with some Linings I removed this part because I really didn't like it I just left this thing here I really didn't you know like the way it looked like so I'm just gonna play with some lights uh easier way to do this is if you go to the light mixer go to window sorry not this window go to window light mixer and you will see all the lights that you have in your environment I believe we have something uh we have yeah we do have our exponential height block and all these things um in this case let's just use the outliner first things first the original light is the most common one this is the sunlight easier way to rotate it is Ctrl L and you will have something like this I really like the lining we had so I'm gonna control uh Ctrl C just to save the position and what I'm going to do is just to move it like this what I'm trying to find is some nice Shadows or or environment yeah I really don't like this so let's just go back to what we have and I really like this shadow that we created inside here so let's keep going to play with the shapes something like this like like a song or maybe I like like this it could be could be nice you have some Shadows here some Shadows here and some Shadows here uh other things you can do is of course you can change the intensity if I go to zero you will see that everything turns dark uh I may or may not want to have like 10 if I go to my detail lining or lining only you will see uh better the intensity so if I go out six I go go lining only so I can just go if I can easily decrease the intensity to maybe something like six that could work let's go to the exponential height this one is a very important one first off make sure you have the model battery clock if we click on this you will see that automatically Everything Changes we have talk that acts as as a volume instead of like a flat plane so we can increase the if you're decreasing the fog intensity this is what you're gonna get right uh things that can change the floating density a lot is the scattering distribution and the extinction scale so I don't wanna like everything you don't want to over overdo it so what I'm gonna do is to secondary product data and I can change the height of this something like that if I wanted for the follow-up I can decrease or decrease Apollo just go back to this defaults where okay you can always also change the ovido if you want it and if that doesn't change the emissive will do the the job something like this like I remember Ellen ring at this kind of greenish stuff here so uh just be aware that emissive will actually like multiply all this so uh make sure this this thing is like not too too aggressive uh Beauty sense of course is the how far you you can view it and the start distance you can you can also change it near page distance also uh a bunch of stuff you can do with the exponential type book another one is the atmosphere oh the sky atmosphere this one can change quite a bit so if we change the height basically we change uh the altitude okay we can change the this one this if you have like an alien space or something it's a very technical term to be honest I never bothered to learn what that really mean I just like to play with those stuff and this one looks like a nice yeah this is a nice feature is a little bit you saw that it becomes a little bit grayer now let's try this one now that's very interesting very interesting uh let's move this one a bit doesn't change much as you can see as I increase this out of my intensity for my lights are are decreasing so if you want to change like for example the this the color of the sky for example something like this maybe maybe you want to do that something bluish like this or just leave it like white something um next thing uh is the Skylight of course the Skylight will basically capture your environment and produce uh indirect lighting so if I remove this uh you will see that without the Skylight everything turns with a harsh Shadow and that's not what I want so I will just click on this one and then what you can do is like Cloud I'm in a position if you want it and that's pretty much it like you have the light color which is basically the like the environment color and the intensity if we go to zero you spit like that if we go to Five it's like too bright but let's go let's go back to one that's that's pretty much it so the next thing we're gonna we're gonna touch on it's the the post processing you can still play with those settings if you if you like uh but let's take a look at some new features now so let's go to the post processing it's very simple and here you can add the post process in the green plus icon then you can go to visual effects and then go to pause process plug View and you will have a volume here now everything that is inside this volume will be affected by the past process so for example if I go for saturation or let's use um this type saturation here because sometimes thought processing can have a lot of options let's go back here you can see that nothing has happened but as soon as I my camera gets into this box everything will start back gradually uh change so in order to have our post processing back the entire world there is a setting called Unbound soon as we click this now if our camera goes in other way now we can just you know apply the post process to all racing let's go back to our saturation to something uh or like what we have before so all we can do now is to change these things a little bit for example I can change this iteration quite a bit or I can make it more saturated which one you like more maybe more saturated it's more colorful or things like that maybe that's what you're looking for in my case it might be a good idea so let's just go a bit in this case uh you don't want to for post processing if I can give you some tips you don't want to go over the top you don't want to put like two something just put some you also don't want to go all or over the way and just put something like this okay let's go for the next setting so uh let's go here little field let's change the first things first first is the temperature so the temperature can be found in the direction I'd like to so if I change the temperature here um you will see everything from warmer or cooler in my case I I will make it a little bit cooler so I will just go back like this uh as an advice better to have your lining in place before you do the post processing because if your lining is not good even with the post process you won't be able to to fix it so let's just do something like this then let's go back to our post process volume you can click here and but you can also change the temperature you're seeing and this one quite changed quite a bit sorry for that it's maybe too much but just to show you what you're gonna do with this you can make everything like cooler or warmer you can also have a tint here so for example I can go a little bit greenish if I want it or a little bit like purple you don't want to go all the way like this try to play with the values very small values give you nice results so for example maybe something like this contrast contrast if you want to make more realistic scene reduce the contrast a little bit if you want to make more stylish increase the contrast so in my case I want to go a little bit realistic so I will just go for I just just leave it alone gamma I will show you what it does basically uh it's the overall whiteness of your scene again uh pretty much the same but different um and then you can have the shadows for example you can increase the saturation of the Shadows if you want it uh I find that if you want to change the midtones like maybe you want to make the midtones more saturated or less saturated you can definitely do that it's all about trying to figure out what workspace best for your thing highlight maybe you want to saturate the highlights in this case it's the grass so everything will be like saturated saturation that's a big thing build it's a big one so if I go to slope you will see that everything turns like more contrasty if I go to toe also depending on what you're looking for you may want to change those things a little bit this one doesn't change that much this one does so it's a lot of flexibility depending on what you want to do for me you just wanna put it a little bit more just like this uh Global illumination you don't need to change anything here by default you are using Lumen this is what you want unless you want to go for something like more render heavy and you can change those settings you have the Shadow quality and this kind of stuff uh ambient Cube map I don't really think we need to change this uh I don't really need to change the ambient movement because you're not using a cube map texture uh you could if you wanted for example I have my daylight and if I do that my scene will change instead of using the Skylight I will use my Cube map so if I go for this or this there are a lot of cube maps you can get in on the internet for free in my case I would just want to use the environment colors purchasing motion blur I don't want to really need that feeling brain that's uh up to you if I put it too much it will be like no a little bit of grain like everything just put a little bit of everything and it will look nice the next things uh I don't think there is any next things because things are real engine pipe the amino inclusion that doesn't really change that much not much of a big deal here so I will basically play with a saturation and colors and also the lining I want to show you something really cool if you go to the directional light I will copy my rotation because I really like these values if you go here you go in the properties you will see the light source the lifestyle conclusion the life blue so looks like nothing has happened but actually when you go here and try to move this you will see that you have kind of like both race it's very nice maybe you want that maybe you don't but in any case you have the option to have it so for example you have maybe the sun is coming from this window and you have something like this and definitely do that it's very very cool let me go back to my previous values because I really like them so I think that's pretty much it uh let's do some final touches before we call this ready oh like I promised we will live the best to do that now we have this asset here the dear manure let's see how big it is let's just put it here now there will do it there look at that awful and I put this as an example that not only as a joke but that's to show you that you can add storytelling at the end when you have everything figured out your composition your materials then will you you can add like a fire camp or maybe some animals or whatever it will just look really nice we don't like this but you know I promise you we will have it so where it is here it is so what do you do with this well there are several ways uh you can go from here uh what I will show you is how you can take a screenshot so before doing that yeah I'm going to show you how to take a screenshot and then I'm going to show you how to do the camera if you go here you can go to high resolution screenshot go to the top left in the viewport options high resolution screenshot and here you can change what resolution you want so for example I will make f11 here and let me see like this is let's just say this is my shot something like that capture and it will show you a folder where you have your screenshots here just like this if I double click on this you will see that I have my picture here and the resolution let's see the resolution it's uh one two three four uh 2K texture the reason is I'm using a 2K monitor if your monitor is a smaller you will have less but of course you can multiply it by two or by three and it's just just be aware that it will be heavier to render and it may crash uh two maybe a maybe a good choice like I do too you will see that it takes much longer and if we maybe twice so now when I I will click on this now when I assuming I will have much higher resolution that's nice if if you want to have them so what if you want to have a nicer scripture well we will go here and then go to cinematic and go to cine camera actor and you will see that I have a window here it has this camera if I press g go to the game mode so you can see the camera and I can just put it in position to where I want to have it in my case because I want to use this camera I go here to cine camera actor I can just move it like this now you see that my field of view and all this stuff is changed so depending on what you're looking for maybe you want to look for something like this you can see it can change quite a bit maybe that's what you're looking for maybe it's not you also have some settings like you have film you have this one like this one could work like it looks smaller right so if I like this one I can just go here and do a high resolution screenshot let's go back to our camera and by the way if you don't want to lose the properties here I believe there is a button here yeah there is a lot so if I click on any other actor I will move this so what you have here is universal Zoom you can change the settings so for example this one or this one or or this one depends on what you're looking for you can just basically change the settings or whatever is that that you want to do so let's just go for Universal Zoom uh the next thing is the focus the focus is quite important so if I go here you say this is my my screenshot I will grab the focus plane is like here so I will just grab this subject and now what you will see is that everything starts blurry so what I can do is just change where I want the focus to be on so if I put it like this the focus will be here I can use put it like that and yeah you can change the the aperture the focal length I think this one is quite quite interesting and you can have like different shots of your of your environment you don't only need one shot you can have many but you know it's a the senior camera actor will give you that cinematic Loop you're looking for which normal cameras don't do uh so if I want this one for example I can just go here and there you see that everything looks flatter that's because of my the settings here the focal length I can use go back and just try to find something I like putting any case uh I hope I hope this tutorial has been helpful to you if you're new to Unreal or maybe you have more experience in blender or any other 3D software but want to transition into using this Tool uh we have covered a lot of stuff we have covered how to navigate how to how to model how to deform objects how to work with materials how to set dress this thing how to group actors how to paint foliage lining post process it's just um all the things you need to do to Kickstart your journey in unreal of course there are a lot of things uh extra things such as the materials complex materials be effects programming uh procedural stuff all this kind of stuff can take a while to learn this is why you can find them on our Channel we have a lot of tutorials for that you can also go to Quest or website unifgames.com Quest where you can find everything their structure where you can start from the very beginning or if you have more experience you can go for more advanced topics or if you want to find some blueprints that you can have the categories for that or level large stuff like this one you can have the categories for that with that being said I hope to see uh what you can do in the future I hope to see more of your work and more more stuff from you if you want to learn more from us uh please subscribe and let us know in the comments what you think about and Mal and I will see you in the next tutorial bye thank you
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Channel: UNF Games
Views: 51,302
Rating: undefined out of 5
Keywords: unfgames, unreal engine beginner tutorial, unreal engine 5 tutorial
Id: 2uf4fuSLQJ8
Channel Id: undefined
Length: 201min 24sec (12084 seconds)
Published: Fri Sep 15 2023
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