UE5: 3 Methods for Blocking Out Environments and Level Designs in UE5

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  • Опубликовано: 20 янв 2025

Комментарии • 35

  • @emi-uc2qx
    @emi-uc2qx 9 месяцев назад +6

    this is one of the clearest tutorials ive found yet! im struggling with my uni project so thanks for the help

  • @rileylovesee5899
    @rileylovesee5899 Год назад +6

    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!

  • @SeanNoonan
    @SeanNoonan 10 месяцев назад +26

    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.

    • @H92-v6w
      @H92-v6w 9 месяцев назад +3

      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

    • @zanezet
      @zanezet 8 месяцев назад +3

      Cool. So the method I was using before watching this is the same one used for one of my favorite games.

  • @JosephHardy-hx5od
    @JosephHardy-hx5od 3 месяца назад +2

    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!

  • @Gorongirl
    @Gorongirl Год назад +5

    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!

  • @chrispalmer7778
    @chrispalmer7778 Год назад +3

    For me BSP's are still the best way to blockout in UE, I just hope they keep them in the engine

  • @alybaby941
    @alybaby941 8 месяцев назад

    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. 👍

  • @AhriCRose
    @AhriCRose Год назад +1

    what is the modular pack you used for the final method?

    • @WorldofLevelDesign
      @WorldofLevelDesign  Год назад +1

      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?

  • @Gravitation3Beatles3
    @Gravitation3Beatles3 4 месяца назад

    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

  • @CrazyFist89
    @CrazyFist89 9 месяцев назад +1

    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!

    • @WorldofLevelDesign
      @WorldofLevelDesign  9 месяцев назад

      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

  • @selimthetensai9381
    @selimthetensai9381 Год назад +1

    How would you recommed to block out the large environments like forests, particularly in rugged landscapes?

    • @WorldofLevelDesign
      @WorldofLevelDesign  Год назад +4

      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.

  • @DINNKA
    @DINNKA 9 месяцев назад +2

    What do you think about cube grid tool? Is it bad for blocking out levels?

    • @WorldofLevelDesign
      @WorldofLevelDesign  9 месяцев назад +1

      I think it's great. I just haven't covered it yet.

  • @BlindingSun_
    @BlindingSun_ 8 месяцев назад +1

    Make levels in Unreal or do them in Blender then import to unreal?, discuss

  • @thedavistheory7674
    @thedavistheory7674 Год назад

    I'd love to see some source 2 tutorials or just tinkering around with it

  • @srspanksalot4501
    @srspanksalot4501 Год назад

    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

    • @WorldofLevelDesign
      @WorldofLevelDesign  Год назад

      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.

    • @WorldofLevelDesign
      @WorldofLevelDesign  Год назад +1

      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

  • @XeviousGG
    @XeviousGG Год назад +1

    Hey are you going to do any videos for source 2?

  • @TinyTailsCats
    @TinyTailsCats 10 месяцев назад

    hey bro where can i find these static meshes

  • @mana20
    @mana20 Год назад

    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.

    • @WorldofLevelDesign
      @WorldofLevelDesign  Год назад +1

      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.

  • @arxci9402
    @arxci9402 5 месяцев назад +1

    The modeling mode is so ass to use and screws up yournormals. Thr bsp brushes are just so much easier

  • @HugoCortell
    @HugoCortell 2 месяца назад

    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.