This is brilliant Epic! Please continue to develop the modeling tools. Umodeler for Unity3D is a great example to incorporate. Also, Painting a material directly onto a sculpted mesh would be awesome.
this is soo good it was such a pain earlier when u have to reimport an asset several times just to make very small changes to it like normals or delete some parts and now u can do all it in ue4. imagine a ue4 version where we get substance suite , and blender inbuilt in the editor that would be such a epic thing
You got me at "UV Unwrap" - that's literally a 3D modelling application within Unreal4 at this point. I remember the BSP Brushes days in UE1 like it's a false memory, a dream.
Epic needs to be looking at what Valve has done with Hammer's new geometry tools for Source2. Unreal Engine is BADLY in need of the ability to create basic FINAL level geometry in the engine without having to model whole separate rooms or otherwise modular pieces in a separate modeling program. NOT just stuff for a blockout. Sometimes you just need a simple plane for a floor or a wall or something, and having the ability to just slap one down in the editor and throw a material on it would speed up workflow drastically.
@@NextWorldVR still an extremely primitive and limiting solution compared to what Source2 has. You're still looking at bashing together a bunch of planes to create, for example, a floor shape. Not to mention how comparatively clunky UE4's movement tools are (seriously, why in the world would they write it so there's no way to re-center the gizmo when you move vertices around?). In the new Hammer editor it's dead simple to just extrude out a few faces to the correct length and shape, just like you would in Maya or Max. Want an arched roof? No problem at all. Want some simple stairs? Again, not an issue. It makes it unbelievably quick and easy to throw down your basic geometry, which you can then supplement with more complex meshes made in other software for things like railings, lights, doors, columns, etc. UE4 has so much else going for it, but it's sorely lacking for a system like that.
@@zackakai5173 If source 2 is so good(better then ue4 in your opinion) why don't you just use source 2 then,so funny how much people use the same arguments how source2 is better and they are on the ue4 chanel whining and moaning,interesting.
@@EyefyourGf Not sure where I said Source2 was better than UE4. Actually I pretty explicitly said UE4 was great, but lacking in this one specific area. Reading comprehension, it matters. Oh and also Source2 isn't fully available for development yet (and knowing Valve, may not be for years). It's only a few games like HL:A that have development tools available. So even if I wanted to pivot development to Source2 (which I don't), I couldn't.
ADDENDUM: Having actually had time now to mess around with the new modeling tools in 4.26, I can say they're... promising. Like the UI and UX still needs a lot of work (hotkeys and the ability to move things around without having to grab the gizmo would be great) and they're in desperate need of better UV tools (again, reference how quick and easy it is to just snap textures in place in Hammer), but they actually work a bit better than I thought they would for a beta release. I *really* hope they keep developing these tools and that by UE5 we have something on par with Valve's new toys. Because for an engine that is otherwise so accessible, it's bizarre that it's completely lacked a good built-in geometry toolset until just now. Although I do have to give them HUGE props for one thing, and that is that vertices actually snap TO THE GRID regardless of grid size, rather than maintaining an offset. Like I don't want to sound dismissive or assholish because it's genuinely good that they're getting this incredibly basic stuff right, but given how atrocious the UX has been on the brush tools... well like I said, the new tools are promising.
This is cool! It seems that geometry creation here is destructive process, I wish in future release perimetric geometry creation will be available... with wall, door window roof floor roof capabilities... I am still learning better pipeline with UE4 and other Archviz tools... let's see where UE5 moves us in the future... Thanks for your Valuable Tips..
@Andrew Aydie J'ai toujours aimé les voix cassés/éraillés de façon naturelle. Et je viens juste de découvrir le délire américain après cette vidéo et les commentaires. Je ne regarde pas les séries de merde et trucs people, donc avant ça, la dernière fois que j'ai entendu une voix cassé médiatique comme ça remonte au film "Lost In space" (1998). xD En tout cas je n'ai pas eu de problème pour comprendre ici.
this is awesome, but seriously though the first things this needs are a way to extrude edges, place vertexes individually, and make faces from two or more edges. If I had that I could do every low poly asset I need in the editor until I needed a skeletal mesh.
I hope we get the maya pivot snap tools that are kind of the most important thing for speedy modelling...I mean things like the d key plus v key plus middle mouse click on gizmo axis and drag to any other point for axis alignment magic.
Can we Model Complex Models and Detailed models Like Revit you suggest me to go for Model in Revit and Export to Unreal Engine Quick Response would be Appreciated 👍👍
these are cool little niche tools, but nothing as versatile as Unitys Pribuilder tool, or Unitys UModeler. Take some cues from those tools moving forward, simple features like 'bevel' or a vertex snap option are sorely needed in Unreal
Didn't think the tool was this powerful, at the start of the video I was thinking how is this not a worse ProBuilder from Unity but I'm impressed! Love the UV tools
heck UE got better sculpting tools than Houdini. :) This looks really nice for blockouts and making base meshes to the dimensions you need and exporting it to a 3d editing software
What the heck!? Is there a hidden plug-in in Unreal that will do may taxes and wash my car? Why is this such a secret?! I had to check that this wasn't a April Fools day prank. Unbelievable that these tools already exist inside the engine.
they fund blender so that'd be stupid. They just need some sort of blender integration that is a seamless toggle/preview back and forth. houdini has something like that, but houdini is still slow what with the procedural regen
Not unless you're like me who would downright _kill_ to have dozens of add-ons that are available on the Blender Market that would really help speed up my workflow, but just doesn't have the money necessary to buy them, so you're pretty much just stuck with the vanilla software, and even then, I really wouldn't say that I'm gonna rely *solely* on Blender. There's also Maya, and ZBrush, the latter of which, I believe, is still a dozen leagues ahead of Blender.
We should be doing more level design in the editor, and not in Blender. We have such nice lighting and post processing to leverage, to say the least! The engine could use more features like the ones shown in the vid, even if it's a long time coming
@@LoserHands And that's exactly what level editor is to do level design,not creating content for the same,do you not understand,there's a reason we have specialized software for certain tasks,unreal can't be everything,or it can try and suck,which this geometry stuff is as of right now,it sucks compared to what blender can do its not even funny its sad.
Nice, keep it up. I would love to be able to do all my game modeling in UE5. Although it's taking so long for UE5 I will likely go back to Unity by time it comes out. Getting impatient. 🤣
Is there some kind of patent preventing yall from putting a tool for dragging verts right there? in a tab like the sculpt stuff? Sorry if I'm super blind rn. Anyway, ghetto recommendation time: I use a combination of Blender project -> Send to UE / reload meshes, & _ultimate_ _doom_ _builder_ to block levels. Moving a Doom level's geo into Blender is never a problem.
what an interesting idea! I'm looking for a tool to quickly build levels similar to older games like twilight princess or maybe even older. It's a weird workflow going back and forth with blender so much. I'd really rather do it all in ue4. May end up building something onto these tools eventually. Make it like spytile or crocotile
VERY interesting new information and I can't wait to try it. Your video was fascinating, visually, but stop it please with the glottal-fry. It's horrible to listen to and it will ruin your voice. Your upper registers are lovely and smooth.
@@SoldatDuChristChannel I'm not sure which part of that comment hurt you so much that you felt the need to insult me. UE's original modeling tools were so basic that they are practically useless and missed some very important functionality that %99 of game dev companies didn't even bother using them.
That "modern art" sculpture you knocked off at the end could be worth millions. It would be just a matter of proper marketing, perhaps say it was something made by some obscure, exotic tribe from Papua New Guinea...
WTF Voice? 🤙 🎼🎶🎵 Valley Girl she's a Valley Girl! Valley Girl she's a Valley Girl .. Okay fine fer sur fer sur she's a valley girl so sweet and pure...🤙🤣🤣🤣😉
Yes, if nothing else, the ability to change the pivot and mesh subtracting is something that I needed
This is brilliant Epic! Please continue to develop the modeling tools. Umodeler for Unity3D is a great example to incorporate. Also, Painting a material directly onto a sculpted mesh would be awesome.
Extremely powerful tutorial, especially for beginners. Your Speed is just perfect to show your interaction.
Thanks
We're really pleased you enjoyed it and found value. Are there other topics you would like us to cover like this? :)
@@UnrealEngine please cover material tips and tricks for ue5. Lots of ppl don't know how to optimize the use of materials
Thats Brilliant. The voice of the tutor was so soothing that I literally fell asleep. Thanks for the Awesome Feature
Nice to see the Boolean function in there!
These are some super cool features in the engine's development pipeline! Exciting stuff!
Wow that voice... Please hire this person to make other tutorial like this ! The pacing is perfect too :)
this is soo good it was such a pain earlier when u have to reimport an asset several times just to make very small changes to it like normals or delete some parts and now u can do all it in ue4. imagine a ue4 version where we get substance suite , and blender inbuilt in the editor that would be such a epic thing
I thought it would be very basic tools but that's actually a good amount of control to shape up some ideas and see how it fits or look.
Thanks for presenting the tool. I was looking for something like a pivot tool.
you can unwrap UV in UE now, that's crazy
for sure!
How do you do this? Can I also texture paint? That would save time.
@@Trainwhrek yeah kind of, you can vertex paint, but you need to setup a custom material that uses the vertex color as a mask.
Using this instead of the outdated BSP brush tool is going to be great going forward.
I'll rather listen to your voice all day long and forget about the modelling tool 😌
This is great info thanks for this! 🤙🏿
wow i've been fantasizing about a feature such as this for years. Finally Epic has considered it
@@GriffynGould A couple of things I know of: You can change the pivot point. You can draw a poly's outline and then extrude a shape.
You got me at "UV Unwrap" - that's literally a 3D modelling application within Unreal4 at this point.
I remember the BSP Brushes days in UE1 like it's a false memory, a dream.
This + some trim sheets can make for super fast level design.
You won’t need trim sheets in version 5 at all, that is nonsense…
Epic needs to be looking at what Valve has done with Hammer's new geometry tools for Source2. Unreal Engine is BADLY in need of the ability to create basic FINAL level geometry in the engine without having to model whole separate rooms or otherwise modular pieces in a separate modeling program. NOT just stuff for a blockout. Sometimes you just need a simple plane for a floor or a wall or something, and having the ability to just slap one down in the editor and throw a material on it would speed up workflow drastically.
Then use UE4 PRIMITIVES there is a plane!!
@@NextWorldVR still an extremely primitive and limiting solution compared to what Source2 has. You're still looking at bashing together a bunch of planes to create, for example, a floor shape. Not to mention how comparatively clunky UE4's movement tools are (seriously, why in the world would they write it so there's no way to re-center the gizmo when you move vertices around?). In the new Hammer editor it's dead simple to just extrude out a few faces to the correct length and shape, just like you would in Maya or Max. Want an arched roof? No problem at all. Want some simple stairs? Again, not an issue. It makes it unbelievably quick and easy to throw down your basic geometry, which you can then supplement with more complex meshes made in other software for things like railings, lights, doors, columns, etc. UE4 has so much else going for it, but it's sorely lacking for a system like that.
@@zackakai5173 If source 2 is so good(better then ue4 in your opinion) why don't you just use source 2 then,so funny how much people use the same arguments how source2 is better and they are on the ue4 chanel whining and moaning,interesting.
@@EyefyourGf Not sure where I said Source2 was better than UE4. Actually I pretty explicitly said UE4 was great, but lacking in this one specific area. Reading comprehension, it matters.
Oh and also Source2 isn't fully available for development yet (and knowing Valve, may not be for years). It's only a few games like HL:A that have development tools available. So even if I wanted to pivot development to Source2 (which I don't), I couldn't.
ADDENDUM: Having actually had time now to mess around with the new modeling tools in 4.26, I can say they're... promising. Like the UI and UX still needs a lot of work (hotkeys and the ability to move things around without having to grab the gizmo would be great) and they're in desperate need of better UV tools (again, reference how quick and easy it is to just snap textures in place in Hammer), but they actually work a bit better than I thought they would for a beta release. I *really* hope they keep developing these tools and that by UE5 we have something on par with Valve's new toys. Because for an engine that is otherwise so accessible, it's bizarre that it's completely lacked a good built-in geometry toolset until just now.
Although I do have to give them HUGE props for one thing, and that is that vertices actually snap TO THE GRID regardless of grid size, rather than maintaining an offset. Like I don't want to sound dismissive or assholish because it's genuinely good that they're getting this incredibly basic stuff right, but given how atrocious the UX has been on the brush tools... well like I said, the new tools are promising.
thank you! this saved the day for needing to cut edge pieces :)
Looking forward to the de-essing tool : )
WoW, these tools are freaking powerful!
Very useful information that not so much people know about it. Thank you!
Really informative for 10mins
This is cool! It seems that geometry creation here is destructive process, I wish in future release perimetric geometry creation will be available... with wall, door window roof floor roof capabilities...
I am still learning better pipeline with UE4 and other Archviz tools... let's see where UE5 moves us in the future... Thanks for your Valuable Tips..
Vocal Fry is kind of sexy to my French ears. XD Cool Tools, Cool Tutorial and very cool engine. Thanks
@Andrew Aydie J'ai toujours aimé les voix cassés/éraillés de façon naturelle. Et je viens juste de découvrir le délire américain après cette vidéo et les commentaires. Je ne regarde pas les séries de merde et trucs people, donc avant ça, la dernière fois que j'ai entendu une voix cassé médiatique comme ça remonte au film "Lost In space" (1998). xD En tout cas je n'ai pas eu de problème pour comprendre ici.
this is awesome, but seriously though the first things this needs are a way to extrude edges, place vertexes individually, and make faces from two or more edges. If I had that I could do every low poly asset I need in the editor until I needed a skeletal mesh.
I hope we get the maya pivot snap tools that are kind of the most important thing for speedy modelling...I mean things like the d key plus v key plus middle mouse click on gizmo axis and drag to any other point for axis alignment magic.
I've tried that with Alt+middle mouse only and It's working
Any way to bevel a cube?
Does anyone know what museum map is this one ? Where to find it ?
Very nice video
9:22 quickly AUTO UV Unwrap
5:30 quickly change material
This was an excellent video, really eager to try the tools now! Thanks for making this.
When I click on box or whatever, it does NOT show up in world outliner in ue4, is this a bug ? Even clicking create, does nothing.
Any chance of lightning breakdown... looks great! thnx
Incredible. Love this. Great work
Is any of this exposed in blueprints for procedural mesh generation?
We need a new version of this video for UE5. As a beginner, nothing is relating to the new interface.
Does somebody knows where to find this scene for download ?
very useful for quick revisions if no time for long imports.
What that voice.. lovely! thanx you!
Can we Model Complex Models and Detailed models Like Revit you suggest me to go for Model in Revit and Export to Unreal Engine
Quick Response would be Appreciated 👍👍
these are cool little niche tools, but nothing as versatile as Unitys Pribuilder tool, or Unitys UModeler. Take some cues from those tools moving forward, simple features like 'bevel' or a vertex snap option are sorely needed in Unreal
this deserves more content...go deeper...
Can we now add materials to them better way too?
Awesome. Can you show us how to use the UV mapping here. Thanks!
Tutorial here! ruclips.net/video/qLu-y3TtMTw/видео.html
THIS IS AMAZING
hi,someone know how to make pivot snap to the vertex of model?
Great tips! Are we able to access this museum gallery project file?
Great tutorial! Thank you
The way things are going with unreal, soon I wont need other programs. Will be able to do most of my work in engine instead of needed Maya or blender.
Auto UV was very helpful, thank you
Das wurde auch Zeit!
Thank you I needed this
hi how do you make the floor material ? thanks : )
Wow! what is inside that Hair tab? Shave and Haircut? 🤔
This is suuuuper great. Snapping does seem to be broken in PolyPath though
Is this sample scene available for download?
Can you call these functions via C++, making your own procedural tools using these in editor modeling functions?
Still it takes too long to run the program. Compiling shader time is very annoying even though It was an empty scene.
This is crazy good. I am wondering if it would be responsible to use these beta modeling tools for production.
This plugin only seems to work in Windows? Is it available in Linux? Will it be available in OSX?
Can you use these tools in VR?
let's make it work baha
omfg!? this is perfect???
Magic.Thanks!
Does this mean I can make my own trees exactly the way i need them?
Probably not, though you can import tree meshes from other websites.
Awesome ! Thanks
Finally, thank you
Is there a tool to reduce the Vocal Fry?
She cannot help it, BUT, I had to go to subtitles a minute in as it is distracting.
99.56473% vocal fry
Didn't think the tool was this powerful, at the start of the video I was thinking how is this not a worse ProBuilder from Unity but I'm impressed! Love the UV tools
PB is still way more versatile, Unreals tools have cool features, but its not well rounded
@@SoldatDuChristChannel well yeah it's not as intuitive or easy to use but it's what we got for now
Nice Addition, did not know this
It's a start... maybe in UE5 we'll be able to replace Maya :)
heck UE got better sculpting tools than Houdini. :)
This looks really nice for blockouts and making base meshes to the dimensions you need and exporting it to a 3d editing software
What the heck!? Is there a hidden plug-in in Unreal that will do may taxes and wash my car? Why is this such a secret?! I had to check that this wasn't a April Fools day prank. Unbelievable that these tools already exist inside the engine.
when will epic buy zbrush and integrate it into the engine? ))
YES
they fund blender so that'd be stupid. They just need some sort of blender integration that is a seamless toggle/preview back and forth.
houdini has something like that, but houdini is still slow what with the procedural regen
I can't imagine bothering with any of this when I can import models from the much more mature and feature-rich (and free) Blender.
Not unless you're like me who would downright _kill_ to have dozens of add-ons that are available on the Blender Market that would really help speed up my workflow, but just doesn't have the money necessary to buy them, so you're pretty much just stuck with the vanilla software, and even then, I really wouldn't say that I'm gonna rely *solely* on Blender.
There's also Maya, and ZBrush, the latter of which, I believe, is still a dozen leagues ahead of Blender.
@@MrERJ1992 what add ons? I could only imagine uv manip add ons, which maya 3ds blender and zbrush all suck at
I would prefer to not ever leave unreal engine. I'm familiar with the shortcuts and the manipulation why would I bother with blender?
We should be doing more level design in the editor, and not in Blender. We have such nice lighting and post processing to leverage, to say the least!
The engine could use more features like the ones shown in the vid, even if it's a long time coming
@@LoserHands And that's exactly what level editor is to do level design,not creating content for the same,do you not understand,there's a reason we have specialized software for certain tasks,unreal can't be everything,or it can try and suck,which this geometry stuff is as of right now,it sucks compared to what blender can do its not even funny its sad.
Nice, keep it up. I would love to be able to do all my game modeling in UE5. Although it's taking so long for UE5 I will likely go back to Unity by time it comes out.
Getting impatient. 🤣
Is there some kind of patent preventing yall from putting a tool for dragging verts right there? in a tab like the sculpt stuff? Sorry if I'm super blind rn.
Anyway, ghetto recommendation time: I use a combination of Blender project -> Send to UE / reload meshes, & _ultimate_ _doom_ _builder_ to block levels. Moving a Doom level's geo into Blender is never a problem.
what an interesting idea! I'm looking for a tool to quickly build levels similar to older games like twilight princess or maybe even older. It's a weird workflow going back and forth with blender so much. I'd really rather do it all in ue4. May end up building something onto these tools eventually. Make it like spytile or crocotile
😍❤
where is ue5 now the delay had also delayed
Early 2021 have passed?
@@bexplosion yes
thanks
VERY interesting new information and I can't wait to try it. Your video was fascinating, visually, but stop it please with the glottal-fry. It's horrible to listen to and it will ruin your voice. Your upper registers are lovely and smooth.
Finally, this was one of the key missing features
unreal has had modeling tools for a while now you clown
@@SoldatDuChristChannel I'm not sure which part of that comment hurt you so much that you felt the need to insult me.
UE's original modeling tools were so basic that they are practically useless and missed some very important functionality that %99 of game dev companies didn't even bother using them.
@@SoldatDuChristChannel With the lack of features in the older modeling tool it was barely considered a modeling tool you clown
That 'complete' feature must be in blender
Why, does this include 8thousand shaders!?
are you crazy?
I'm about 60% more into you now.
we need 3d program in ue4 :) as maya and blender, epiiiiiiiiic you ar best and you can make this
Is Engine Unreal a free open source? If not, how much its subscription?
Yes its free and open source.
For commercial use they will want 5% royalties after your games cross 1 million dollar.
Čhïřæÿü Çhhêtri thank you for great information.
Not open source, but source available.
That "modern art" sculpture you knocked off at the end could be worth millions. It would be just a matter of proper marketing, perhaps say it was something made by some obscure, exotic tribe from Papua New Guinea...
Tell me that this feature is Blueprint manageable :P
OMG, what a voice... Cool tut nonetheless.
Absolutely amazing! But can someone please get this lady a glass of water? Her throat sounds a bit dry.
U.........................v...............................................................😍😍😍😍😍😍😍😍😍😍😍😍😍😍
That art gallery is perfect for shooting 🔫
Another version or two in upgrades to these tools and Autodesk is dead, they should be shaking in their boots currently
..lol..was thinking the same thing while watching the video!
anyone noticed the sexy voice? ♥
your voice is cute!! :3
do i the only one who think she make the tutorial from bed 😂
vocal fryyyyyyy
where epic find girls that are interest in 3d geometry? they are like unicorns in my land
Обзор не подробный и ценности из себя не представляет
WTF Voice? 🤙 🎼🎶🎵 Valley Girl she's a Valley Girl! Valley Girl she's a Valley Girl .. Okay fine fer sur fer sur she's a valley girl so sweet and pure...🤙🤣🤣🤣😉