Such a clear and concise video! Been looking for a while to find a video to explain level blockout and the tools needed. This was spectacular for a beginner like me. Thank you!
One method you didn't mention (which is the one we used on Gears) is to scale primitives. It was the fastest way to blockout before Unreal added the modelling mode.
Great video, another thing you can do depending on how you block out your level is to use the Modeling Mode, Create Static Meshes and Customize them if you wantt. When you copy paste them into the levels as references you will only have one static mesh in the content drawer. Export those meshes into the 3D application of your choice and use them to model your final assets or scale them to size. Then just replace said mesh and all references in the level with your finished meshes, and viola!
I poked around a bit, and the latest version allows you to convert from Static into Dynamic (in case anyone got into that situation). Thanks for the video!
Thank you so much for this informative video!! I had no idea about Dynamic Mesh! I have had it on Static and meticulously deleting all the ones I wasn’t using. Man, you saved me so much time for future projects. May I ask, where did you get that Modular kit you used for the example? It looks so clean I would love to try it out! You have got yourself a new subscriber. 👍
Hi, cool showcase of the differente methods! Do you maybe also have tutorials on creating modular LD Assets? I would really be interested in what are common mistakes/and tips&tricks when creating these modular kits, because I've never done that before and I think it is a very important part when you do not have many Level Designer/Artists on your team. I couldn't find one on your channel. At least not what I was looking for. If you don't have one, do you know of any good resources regarding modular asset creation for blockouts? Cheers and thanks!
I don't have many at the moment but I will be covering this topic a lot more soon. The current video I have about this is this. Hope this helps. ruclips.net/video/9Dtkt2Ogric/видео.html
Use landscape for this. Roughly define the terrain elevation with brushes. Use large cubes or other primitive shapes to define any architecture or structures. You can also use top view and measure distances between these objects by Middle Mouse Click and drag (measuring tool). The units are in cm. 1km = 100,000 cm. As for actual trees, place them anytime whenever you have the structures, landscapes and pathways blocked out and figured out.
Can you group dynamic meshes and save them as a single static mesh? My meshes are very simple so I basically just take the blockout and then add detail to it until I like it. I thought I saw something about that in a short somewhere
Yes you can. I am working on more in-depth tutorial covering some of these options. But for right now, what you'll need to do is Convert or Merge and Convert the Dynamic Meshes to a Static Mesh so then you can export the Static Mesh as FBX out of UE5. You'll find Convert and Merge options in Modeling Mode under XForm.
Do you have any recommendations for making levels like Amid Evil? It seems like they come from a quake modding background and not sure if they used Trenchboom or a modeling software like Maya/Blender, but man are the levels smooth and well designed.
I looked into it and the maps were made with modular static meshes in UE4. As far as modeling software: probably either Maya or Blender or something similar.
My takeaway from this video is that there isn't exactly a good way of doing it. They should have updated BSPs to be more usable (not break after the limit of ~75) and instead they decided to make a worse replacement.
this is one of the clearest tutorials ive found yet! im struggling with my uni project so thanks for the help
Such a clear and concise video! Been looking for a while to find a video to explain level blockout and the tools needed. This was spectacular for a beginner like me. Thank you!
Thank you Riley. Happy to help.
One method you didn't mention (which is the one we used on Gears) is to scale primitives. It was the fastest way to blockout before Unreal added the modelling mode.
Oh my, you have deepest respects my friend, I am a Game Designer too :D I hope one day I can work in AAA games like Gears
Cool. So the method I was using before watching this is the same one used for one of my favorite games.
Great video, another thing you can do depending on how you block out your level is to use the Modeling Mode, Create Static Meshes and Customize them if you wantt. When you copy paste them into the levels as references you will only have one static mesh in the content drawer. Export those meshes into the 3D application of your choice and use them to model your final assets or scale them to size. Then just replace said mesh and all references in the level with your finished meshes, and viola!
I poked around a bit, and the latest version allows you to convert from Static into Dynamic (in case anyone got into that situation). Thanks for the video!
For me BSP's are still the best way to blockout in UE, I just hope they keep them in the engine
Thank you so much for this informative video!! I had no idea about Dynamic Mesh! I have had it on Static and meticulously deleting all the ones I wasn’t using. Man, you saved me so much time for future projects. May I ask, where did you get that Modular kit you used for the example? It looks so clean I would love to try it out! You have got yourself a new subscriber. 👍
what is the modular pack you used for the final method?
Something I was working on but haven't finished.
I've had few questions asked about it. Is it something you'd use? And what did you like about them?
I used to do this 12 years ago in Minecraft with different colored wools. I don’t know how people don’t find this useful
Hi, cool showcase of the differente methods! Do you maybe also have tutorials on creating modular LD Assets? I would really be interested in what are common mistakes/and tips&tricks when creating these modular kits, because I've never done that before and I think it is a very important part when you do not have many Level Designer/Artists on your team.
I couldn't find one on your channel. At least not what I was looking for.
If you don't have one, do you know of any good resources regarding modular asset creation for blockouts?
Cheers and thanks!
I don't have many at the moment but I will be covering this topic a lot more soon.
The current video I have about this is this. Hope this helps.
ruclips.net/video/9Dtkt2Ogric/видео.html
How would you recommed to block out the large environments like forests, particularly in rugged landscapes?
Use landscape for this. Roughly define the terrain elevation with brushes. Use large cubes or other primitive shapes to define any architecture or structures. You can also use top view and measure distances between these objects by Middle Mouse Click and drag (measuring tool). The units are in cm. 1km = 100,000 cm. As for actual trees, place them anytime whenever you have the structures, landscapes and pathways blocked out and figured out.
What do you think about cube grid tool? Is it bad for blocking out levels?
I think it's great. I just haven't covered it yet.
Make levels in Unreal or do them in Blender then import to unreal?, discuss
I'd love to see some source 2 tutorials or just tinkering around with it
Can you group dynamic meshes and save them as a single static mesh? My meshes are very simple so I basically just take the blockout and then add detail to it until I like it. I thought I saw something about that in a short somewhere
Yes you can. I am working on more in-depth tutorial covering some of these options. But for right now, what you'll need to do is Convert or Merge and Convert the Dynamic Meshes to a Static Mesh so then you can export the Static Mesh as FBX out of UE5. You'll find Convert and Merge options in Modeling Mode under XForm.
Here is the full tutorial on how to work with dynamic meshes and convert them to Static when needed ruclips.net/video/_LH366mj9ts/видео.html
Hey are you going to do any videos for source 2?
I was about to ask the same
hey bro where can i find these static meshes
Do you have any recommendations for making levels like Amid Evil? It seems like they come from a quake modding background and not sure if they used Trenchboom or a modeling software like Maya/Blender, but man are the levels smooth and well designed.
I looked into it and the maps were made with modular static meshes in UE4. As far as modeling software: probably either Maya or Blender or something similar.
The modeling mode is so ass to use and screws up yournormals. Thr bsp brushes are just so much easier
My takeaway from this video is that there isn't exactly a good way of doing it. They should have updated BSPs to be more usable (not break after the limit of ~75) and instead they decided to make a worse replacement.