AS a programmer, I think the modeling tools are pretty cool. I don't have to export from Blender all the time to get the desired look I want. UE is really becoming a decent all in one tool.
modeling tools need to be developed more aggressively inside unreal, the back and forth is very draining as an artist. Sometimes it even end our day. Great progress, its already a game changer.
Yesterday I were able to test the modeling tool and it definitely has great potential as we know have the opportunity to model everything inside UE. However, it still needs some improvements so that the modeling tool will replace other DCCs for me in the future. One improvement would be to expand the grid size by millimeter units, so we're able to do more precise/real scale modeling. Another improvement would be to be able to type in the units to move, scale and rotate vertices/edges/faces in the desired axis.
The modelling tools are great. But i can see that the efficiency and the speed with which i can model stuff, i am not able to do out of the box. I wish it would reach the level of where umodeler is right now. But this is a really good way to model things right inside unreal. Epic you guys are amazing
@@Kinos141 I guess the modeling tool inside UE will replace other DCCs in some kind in the future, especially if you're planning to create UE based content. Blender is great, no question, but there are currently lacks of intuitive and fast usability in terms of unwrapping and baking workflows. Things you won't have to bother with anymore if you model everything within the game engine. On the other side, in Blender you've a better and more precise control in modeling your assets then within UE atm.
The Burning Manverse :) This is pretty awesome, coming from a 3dsMax/Blender/Zbrush background, would love to see the UI be more fluid for preferred tools, ideally with a radial menu in the viewport. Thanks Epic.
Does anyone here know if you can have multiple spline points on a single mesh and use them as control points? Been wanting to take static meshes and tweak them slightly, and a single point only gives me a shift without a bend.
The short film in the beginning.. is it CG? I don't know if it's the best CG I've even seen or the CG-ey-ist humans I've even seen. What is real anymore? or unreal...
This is insane, all these incredible tools right inside the engine... I can't believe it.... I just wish the hotkeys were as "flowing" as blender's. Wonder if I can make the hotkeys the same for all practical purpose, hmm.
I am curious about what version of UE does tutorial used? I am using 5.0.3 to follow this tutorial. However, the 'Cast to StaticMesh' will give me a warning: ' Static Mesh does not inherit from Actor'. It will cause to my utility do not work. If anyone could give me a hand on this? Thanks a lot!
the warp tool needs to be enhanced further, allow us to drop warp points which we drag out from and allow us to use weight painting on those warp points
Hi Nice to have Modeling tools in unreal engine. But : - Poly extrude have polygon type ( free hand . Circle. Rectangle. Square) but not have arch. - Bevel not have segments.
Guys, how to make the mesh from the modelling mode filled inside? I am tryin to make a collision shape out of modelling mode mesh and overlapping only works on edges of the mesh. When i use a cube from Modelling mode it tracks collision inside correctly, but if move or extrude any polygon it becomes hollow for the processor I know that polygons are always hollow, but there mush be some way to make the volume inside, in case of collision
Probably not going to be alive to see it but if the world doesn't go down the shitter i can easily see people doing everything in UE from modeling, sculpting to animation!
Haven't got UE5 open, some names might be slightly different but the MatEd modeler tool allows you to select by polygroup, then you can set one of the materials on the mesh as the active material and click "Assign to Material".
Do the new Geometry Tools eliminate the need to use modeling programs like Blender or Maya for most projects? What am I giving up if I do all my modeling in Unreal Engine 5?
All you'd really be giving up are the shortcuts and ease-of-use features that Blender, Max, or Maya have built into their programs. There are some things that are just easier to do still using your favorite 3d application, but that's not to say Unreal Engine can't close those gaps as they improve this feature.
geometry scripting is a Blueprints and Python wrapper around our much larger and more capable C++ geometry library. So in C++ you have more power. All Geometry Script functions are just UFunctions so they can technically also be called in C++.
not a perfect substitute, but perfect for prototyping or blocking out levels. you can make a level that looks roughly like how you want it and see how fun it is, see if you like how your idea works in practise, quickly make changes as you go and then when you're happy, export the meshes into blender to use as template for a high quality replacement asset with the same dimensions (or pass it on to an experienced 3D artist to do that for you). you can even keep the mesh that was created in UE to be used as the collision mesh. of course you don't ever have to replace the asset with a "better" one, you can use it as it is for a game demo and modelling this way is great for low poly art style too.
@@swait239 there is a node called detach actor from actor, you could use that to separate the actor from the vehicle and then you could add the logic to slow the game time under the same event so that they would activate under the same circumnstances
Unity has had ProBuilder since 2017 (which does most of the things these tools do). I also use RealtimeCSG, a free plugin that does boolean based geometry, using an algorithm that's about 20 years ahead of Unreal's BSP. While these tools are a great start, Epic is still way behind on in-editor geometry.
I teach a video game design class and I am considering scrapping Maya and just using this for all 3d modeling. I wonder what the downside of that might be? Especially for architecture and props. Maybe still do complex things like weapons in Maya?
I think the modeling tools in UE5 are not in the level of a dedicated 3D modeling software like Maya or Blender, It works perfect for simple modeling techniques. But it can get a lot better, is just the beginning...
The integrated modelling tools are nice to throw together some simple objects or do block outs e.t.c Maybe make minor adjustments to meshes without having to switch tools. But I wouldn't use them as a replacement for a dedicated modelling package. Maybe in the future they get there but for now I wouldn't.
🔥I ask you to please do a lesson. How to make a fragment with falling stones in cinematics (collapse of 8 stones) The camera moves across the stage. Then in a certain place there is a collapse of stones. It is with physics, as it happens when you press the Play button in game mode. In cinematics, all objects hang in the air. 😭 I broke my head. I don't know what to do. I've been searching the Internet for a week now. And on foreign websites. Everything is dedicated to human animation. And how to record cinematics with a simple fall of an object with physics, there is nowhere. And I only roughly understand that most likely through Blueprints of specific stones and with the assignment of their physical properties in Blueprints Please help in solving this problem, If not with a video clip, then at least with advice or a link to a resource with a solution to this problem. Thanks!
Before there can be any reasonable degree of modeling productivity inside the engine, the complete basics such as viewport navigation and selection need to be tackled first. Things like proper focus based panning, more stable orbiting, or ability to select multiple elements by mere left mouse button click dragging. While UE5 has a modern editor, it's viewport interaction is still stuck in 90's, and that severely hurts its potential as a modeling software. No matter how many buttons and features there are, if the viewport navigation and interaction basics aren't done right, the modeling tools in the engine will remain just a gimmick.
If I ever must make somthing, even simple thing this tools I shot in head myself, why you not focus create similar editor like geometry nodes in Blender???
AS a programmer, I think the modeling tools are pretty cool. I don't have to export from Blender all the time to get the desired look I want.
UE is really becoming a decent all in one tool.
retweet, if i could never have a fight with blender again i would be a happy man. just not there yet...
modeling tools need to be developed more aggressively inside unreal, the back and forth is very draining as an artist. Sometimes it even end our day.
Great progress, its already a game changer.
Unreal Engine 5 is incredible.
It is
I don't think I will be using Maya next year or ever after this. Well done epic games keep adding and improving these tools!!!
I think the tools need more polishing.
@@shikhermyv I am sure they will get to that. I mean look how far it's come since they first released this few years ago
Yesterday I were able to test the modeling tool and it definitely has great potential as we know have the opportunity to model everything inside UE. However, it still needs some improvements so that the modeling tool will replace other DCCs for me in the future. One improvement would be to expand the grid size by millimeter units, so we're able to do more precise/real scale modeling. Another improvement would be to be able to type in the units to move, scale and rotate vertices/edges/faces in the desired axis.
Great tutorial and fantastic features. Could you add chapters to help us find what we're exactly looking for in the demos ?
The modelling tools are great. But i can see that the efficiency and the speed with which i can model stuff, i am not able to do out of the box. I wish it would reach the level of where umodeler is right now. But this is a really good way to model things right inside unreal. Epic you guys are amazing
The modellers are not to replace DCC like Maya and Blender, but to make quick edits in engine to lower round-tripping between tools.
@@Kinos141
I guess the modeling tool inside UE will replace other DCCs in some kind in the future, especially if you're planning to create UE based content. Blender is great, no question, but there are currently lacks of intuitive and fast usability in terms of unwrapping and baking workflows. Things you won't have to bother with anymore if you model everything within the game engine. On the other side, in Blender you've a better and more precise control in modeling your assets then within UE atm.
This is incredible. Epic blowing my mind on the daily.
I'd love to see a demo of making solid walls for that Medieval Village Quixel did so they can be made into enterable building
Super exiting part of unreal! The day I can leave maya behind is a good day. I'm going to watch the progress with Joy.
Can we use geometry tools to create geometries at runtime ? With Distance field support for lumen.
8:30 is when u should start watching
The Burning Manverse :) This is pretty awesome, coming from a 3dsMax/Blender/Zbrush background, would love to see the UI be more fluid for preferred tools, ideally with a radial menu in the viewport. Thanks Epic.
This is very inspiring for a want-to-be creator. Thank you so much for all your hard work!
Does anyone here know if you can have multiple spline points on a single mesh and use them as control points? Been wanting to take static meshes and tweak them slightly, and a single point only gives me a shift without a bend.
Yes that was cool - Thanks to all of you
If they make it function like Maya, I'm sold.
The short film in the beginning.. is it CG? I don't know if it's the best CG I've even seen or the CG-ey-ist humans I've even seen. What is real anymore? or unreal...
Real actors. The cg was the very end.
1:15:57 - THANK YOU RUSSEL
Make Pie Menus please.
Can somebody do a detail walkthrough in convering height-maps/landscapes to world Partion to explame the hows and whys for us new users
Great work guys :) I love using the editor more.
Thank you for this video, it was incredibly helpful!
This is insane, all these incredible tools right inside the engine... I can't believe it.... I just wish the hotkeys were as "flowing" as blender's. Wonder if I can make the hotkeys the same for all practical purpose, hmm.
the gathering looks interesting to watch
I am curious about what version of UE does tutorial used? I am using 5.0.3 to follow this tutorial. However, the 'Cast to StaticMesh' will give me a warning: ' Static Mesh does not inherit from Actor'. It will cause to my utility do not work. If anyone could give me a hand on this? Thanks a lot!
the warp tool needs to be enhanced further, allow us to drop warp points which we drag out from and allow us to use weight painting on those warp points
Hi
Nice to have Modeling tools in unreal engine.
But :
- Poly extrude have polygon type ( free hand . Circle. Rectangle. Square) but not have arch.
- Bevel not have segments.
Sorry! We are working on it ;) Arch as a base shape is interesting, hadn't occurred to me.
@@RyanSchmidtEpic thank you
Any documentation describing different geometry scripting nodes?
Guys, how to make the mesh from the modelling mode filled inside?
I am tryin to make a collision shape out of modelling mode mesh and overlapping only works on edges of the mesh.
When i use a cube from Modelling mode it tracks collision inside correctly, but if move or extrude any polygon it becomes hollow for the processor
I know that polygons are always hollow, but there mush be some way to make the volume inside, in case of collision
Do you think I should use blender or other 3d modeling tools for modeling and import into UE5? Any opinion?
Does Unreal have some proper sculpting tools by default?
I love Unreal engine 5 ❤
Add SDF too! :D
Will it be possible to manually set the coordinates of grid points relative to their object?
Right on.
I have the windows tast bar on the left side too.
looking for connect, bridge tris or polgons did you find?
Absolutely beautiful work ❤️👍❤️👍
Probably not going to be alive to see it but if the world doesn't go down the shitter i can easily see people doing everything in UE from modeling, sculpting to animation!
Amazing as usual!
If you need a quick wall then UE modeling is ok, but for most other modeling I use Maya…
Is there a roadmap for the geometry tool and geometry script?
Awesome!!
very useful!
Question? All of these games were made in the unreal engine by independent game developers??
It Could be Great If You could add Sculpting mode in UE5
Is there a way with these new tools to apply the material to the poly group that we select?
Haven't got UE5 open, some names might be slightly different but the MatEd modeler tool allows you to select by polygroup, then you can set one of the materials on the mesh as the active material and click "Assign to Material".
The transcript seems to be off by 5 or so minutes
How do I drive a car? When I press "Play" I walk around????
How do we Bridge one edge to another edge ?
Does Push/Pull essentially turn Unreal Engine 5's modeling mode into a Sketchup clone? How do the two compare?
Do the new Geometry Tools eliminate the need to use modeling programs like Blender or Maya for most projects? What am I giving up if I do all my modeling in Unreal Engine 5?
All you'd really be giving up are the shortcuts and ease-of-use features that Blender, Max, or Maya have built into their programs. There are some things that are just easier to do still using your favorite 3d application, but that's not to say Unreal Engine can't close those gaps as they improve this feature.
Geometry Script should be really developed to something like Blender Geometry Nodes, Blueprints have the potential, so why not.
56:35 Geometry scripting with blueprints and python? Is it not possible with C++?
geometry scripting is a Blueprints and Python wrapper around our much larger and more capable C++ geometry library. So in C++ you have more power. All Geometry Script functions are just UFunctions so they can technically also be called in C++.
Could this tool be compared as a substitute for blender? As a perfect substitute? How?
not a perfect substitute, but perfect for prototyping or blocking out levels. you can make a level that looks roughly like how you want it and see how fun it is, see if you like how your idea works in practise, quickly make changes as you go and then when you're happy, export the meshes into blender to use as template for a high quality replacement asset with the same dimensions (or pass it on to an experienced 3D artist to do that for you). you can even keep the mesh that was created in UE to be used as the collision mesh.
of course you don't ever have to replace the asset with a "better" one, you can use it as it is for a game demo and modelling this way is great for low poly art style too.
How can I create objects attached to the vehicle that move with the vehicle?
Convert the vehicle to a skeletal mesh and use socket points
@@marconapolitano2821 What if I want an object to separate from the vehicle (once attached) and then slow time?
@@swait239 there is a node called detach actor from actor, you could use that to separate the actor from the vehicle and then you could add the logic to slow the game time under the same event so that they would activate under the same circumnstances
My car falls through the salt flat map
make it like sketchup usability - easy and fast prototyping with few standard hotkeys
Unreal vastly improved their modeling tools, before Unity added any at all.
There is probuilder
Unity has had ProBuilder since 2017 (which does most of the things these tools do). I also use RealtimeCSG, a free plugin that does boolean based geometry, using an algorithm that's about 20 years ahead of Unreal's BSP.
While these tools are a great start, Epic is still way behind on in-editor geometry.
I teach a video game design class and I am considering scrapping Maya and just using this for all 3d modeling. I wonder what the downside of that might be? Especially for architecture and props. Maybe still do complex things like weapons in Maya?
I think the modeling tools in UE5 are not in the level of a dedicated 3D modeling software like Maya or Blender, It works perfect for simple modeling techniques. But it can get a lot better, is just the beginning...
The integrated modelling tools are nice to throw together some simple objects or do block outs e.t.c Maybe make minor adjustments to meshes without having to switch tools.
But I wouldn't use them as a replacement for a dedicated modelling package. Maybe in the future they get there but for now I wouldn't.
Mmm love it all
Chapters guys!!!! chapters!
now I need to add tissue pulugin to this program C bend
WTH did i just watched! Holy UE5
Autodesks Monopoly is finally OVER! with blender and UE5 modeling tools, I Saw this coming tbh.
oh cmon now, if your going to cut wood, we need the audio of a saw with each cut.
add some niagara saw dust and you've beaten Maya for sure.
This is great but I still think it’s faster and more optimized to create your modes in a dcc tool outside of unreal and import them, no?
🤩🤩🤩
кстати если люди правельнее говорят слова то уровень афторитета кармы повышается
кстати это верно на любом земном шаре
🔥I ask you to please do a lesson. How to make a fragment with falling stones in cinematics (collapse of 8 stones)
The camera moves across the stage.
Then in a certain place there is a collapse of stones.
It is with physics, as it happens when you press the Play button in game mode.
In cinematics, all objects hang in the air.
😭 I broke my head. I don't know what to do.
I've been searching the Internet for a week now. And on foreign websites.
Everything is dedicated to human animation.
And how to record cinematics with a simple fall of an object with physics, there is nowhere.
And I only roughly understand that most likely through Blueprints of specific stones and with the assignment of their physical properties in Blueprints
Please help in solving this problem, If not with a video clip, then at least with advice or a link to a resource with a solution to this problem.
Thanks!
i started the video and already my eyes hurt. Maybe scaling the UI up wouldn't be a bad idea.
15:21 26:59
Before there can be any reasonable degree of modeling productivity inside the engine, the complete basics such as viewport navigation and selection need to be tackled first. Things like proper focus based panning, more stable orbiting, or ability to select multiple elements by mere left mouse button click dragging. While UE5 has a modern editor, it's viewport interaction is still stuck in 90's, and that severely hurts its potential as a modeling software.
No matter how many buttons and features there are, if the viewport navigation and interaction basics aren't done right, the modeling tools in the engine will remain just a gimmick.
No!! No no no! This shortfilm isnt Made with unreal! I cant belive
Man watch epic games start building in a speed tree system LOL.
Next Big Thing: Epic buys Autodesk and integrates 3DSMAX and Maya into UE5 ^^
It still needs to be on maya level
Thanks, I'll be waiting for a flying AI system.
Why don't you try to start coding one yourself?
@@redder3076 great idea!
SuperCool 🤩😍 pls don't angry me I love ABCDEFG Uv Graph hehe . Thank Sir Geotool so cool for game build 🙏.
So UE finally trying to catch up to the investment Unity did a while ago purchasing ProBuilder.
Maybe you should make a game.
I'll be the first to comment 🙂
Your are the first sir well played well played....
Any way to create photo realistic DIAMOND material in Unreal Engine 5?
If I ever must make somthing, even simple thing this tools I shot in head myself, why you not focus create similar editor like geometry nodes in Blender???
How long would it take by hand to create a Tesla looking vehicle using these tools? Please give specific instructions thank you very much
It will take 2 months. Create a cube and rotate it 45 degrees.
Who even disliked this video
i wish Paragon was treated like Unreal Tournament 4
How to create photo realistic Diamond material in Unreal Engine 5? Can you make tutorial?
Didn t like the approach of the mister who was modeling
I felt he was playing and not teaching us these tools he was using
Halo
More words.
It's crazy that 7 years ago games looked terrible compared to unreal engine.