Well done on the tools! They’re really neat and look like it should be native in the engine. I’ll be waiting the for the tutorial if you’re doing one. I enjoyed the way you showcased things, Straight to the point. Would love to see more and more tutorials from you to learn from on my learning journey :)
Honoured by your comment, wouldn't be able to do any of this without your work. Really hope you keep adding / refining the toolset. Most people are unaware of the potential here.
This is amazing and I need it. HAND IT OVER! I can't believe how similar your art style is to what I'm going for. I need something like this to build-out 1000 terrace houses
I really dont understand how UE 5 with all its glory does not have this basic capabilities that you just showed. this is exactly what i need and im sure anyone who design games and not only architectural would love to have. for the love of god i hope the UE developers are seeing this comment 😊 this should be one of the native tools capabilities !
let me help you understand these tools are so basic that when you start making a video game if you dont have the knowledge of making any of these tools you wont even be able to make a video game , and each game has its own set of tools like this ,this one just happen to be a tool that you might be familiar with the engine creator needs not waste time with these kind of tools that are highly specialised depending on a type of a video game
This is very similar to the working principle of the SAD program ArchiCAD with parametric objects: wall, floor, window, door, opening, beams, profile. In practice, you create a mini-program for architectural modeling. I am stunned to say the least. Just started learning this wonderful program.
So essentially what you've built here is the replacement for the brush system Unreal has desperately needed ever since they moved on from UE3/UDK (the default modeling tools are promising but they're still just not there yet IMO). Would DEFINITELY love to see a tutorial or three on how you built this, or even a marketplace product I could use as reference to build some custom tools for myself
Kinda yeah, my tools are a bit more tailored to being a set of shortcuts for my particular project (because the tools are supposed to imitate Victorian buildings). I think the new default modelling tools more than make up for losing BSP but it's partly subjective and based on what you're comfortable with. The BSP tools were very streamlined, whereas the new tools are supposed to replace a more fully-featured 3D modelling app. I did do a starter tutorial on my methods for using the GeoScript plugin - ruclips.net/video/TcDNJDBVIJk/видео.html Hope it helps.
I think I just added a cube static mesh child component that is set to the same size as the intended geoscript shape. Then I just added a simple translucent material to it.
Love epic getting back to geo creation. Old uet2004 editor and ued days were all about blocking out worlds within the editor. BSPs got left behind in ue4 and that was a shame.
I'd love a breakdown of how you did the window. I've been trying to make a geometry script for pictures in a frame and I'm hitting a wall on things you seem to have solved.
@@cromlechstudio3628 Thank you! And thanks for the heads up. I look forward to going through it. The whole geometry scripting thing seems like it's ripe for exploration.
Hey man cool stuff. But how those mesh cutters works? Could you share the concept may be? I mean how they communicate? And how you detect intesections with dynamic meshes properly in editor (especially when they stop intersecting)? Are you using Editor Tick?
Amazing and definitely will take the time to learn some of this. I don't see an update on this specific part of the project from you, but one thing that stands out is the brick texture appearing in doorway cutouts or wall ends. Have you, or will you explore wraping texture and moulding around a wall end, and some sort of addition to the cutout tool to add jambs, lintels, sill plates etc.?
If you watch to near the end of the video I cover windows with sills (lintels would work in the same way). For my project door jambs (and the other woodwork of the door) also have to be separate meshes / blueprints too. This is because both doors and windows will be interacted with and can't be part of static geometry in the level.
Fantastic! Will you be selling this tool on Marketplace? Or sell a tutorial on your process? Inspiring work either way! Thanks fro showing us the potential
I've definitely been thinking about this and I tried it with the roof tile displacement to good effect. Getting different parts to fit together is tricky if there's too much distortion (like warped wood, subsided walls etc.). There's a lot you can do with textures to fool the eye into thinking things are warped. I have a UV distortion function in my brick texture that works well for that (not shown here). I'll see what I can do though.
@@peterallely5417 It's pretty simple, you can just multiply any UV coordinates by a noise texture node. I just have it set to very low values so I get some subtle undulations in the bricks, as if the buildings have settled over the centuries.
So great Cromlech! Could I ask you how do you achieve the 'subtract' boolean with that separated Cutter_freeform Actor? I'm doing something similar but I don't find the way to communicate both actors (in editor, outside runtime). I already know the rest: making a boolean between two referenced dynamic meshes inside the same actor, for example, but just got stuck at that point, to make it across two different actors. Thank you very much!
@@zeinstil Hi Zein, Yes, I did! But wasn't easy; you can use your "cutter" blueprint to generate the maths (location, rotation, size...), and send those maths to your main "geometry script" blueprint, making the geometry/boolean operations all inside that blueprint, generating a new box or whatever you want, with the maths received from the "cutter" blueprint.
@@miguel_1900 Thanks a lot Miguel. That helps to kinda get me in the right direction, how to do it. Now I have to take a deep dive and try to get it work! :D
@@miguel_1900 Hey there. Do you remember how youßve send over the data? I´m triing it all day long now and i can´t get it right. Because i want it like in the video, that when i move the cutter, the wall get cut automatcally i thought i should use an event dispatcher in the Cutter Blueprint and call an event there, which then get´s assigned in the Wall BP, but this does not work like it should. What works is that it cuts the mesh, but it cuts it continuously, i donßt know how to explain it correct, it basically eats aways the wall geo. So i think event dispatchers aren´t the right way here. So if you remember how you did it i would appreciate it if you would shere your solution :)
Hi @@gegen_den_strom ! I can't remember now, I'm sorry, but you must avoid dispatchers, as they are thought for runtime, not editor. You 'just' need to play with direct references to send info between different blueprints. That way, I could 'auto-cut' with the cutter in real time, but I must recognize it was a little performant heavy (as you are making a new shape and a new boolean cut every frame, when moving the cutter), so maybe it's not the best way and @Cromlech Studio could show a more optimized way, if they finally make a tutorial. Best regards!
This is really cool! How did you do the cutter tools? I've been pulling my hair out trying to make sth along those lines and I'm at my wit's end. I just can't seem to trigger any modifications to the wall blueprints from the cutter blueprint.
I am currently trying to make a WallByCurve Script but i can not figure out how to align the mesh according to the spline. Also i am wondering how you made it so the in- and outside walls have different materials IDs? Could you give a small hint for that and maybe a screenshot which type of append primitive you´ve used for the wall thing? Best Regards.
No worries, I'm honestly just appending a box for each section. It's been a few months now, but iirc each face of the box is given it's own polygroup ID, so you can easily just apply a material ID to any polygroup ID (there's a geoscript node that does that).
@@cromlechstudio3628 Hi there, thanks for your answer. I honestly can´t figure it out. I´ve tried appending a box to each spline segment, but then the walls don´t line up at the corners. I´ve tried to add the widht of the wall to the length and add a cutplane to each point to cut the wall, but this only works if the walls are within 90 degrees. Then i tried to add a cutplane by angle of the points and here is where my math knowledge ends :D If you could upload the file somewhere or make a screenshot of your graph i would really appreciate it! I really need this to work an can´t figure it out :()
Ah man i'm like in a very similiar place. I think the answer is definitely a plane cut but i can't quite get the mesh plane cut node to work properly or i'm misunderstanding something. I've got it placing the walls properly on the spline but my corners aren't neatly welded like in @Cromlech Studio 's demonstration video. I was rewatching hoping to gleam some inspiration for how to get those corners "welded" properly. I even tried sweeping a polyline along the sample spline to get a nice mesh. It works but it deforms so not really usable. I'll keep plugging away but these tools you're working on are awesome. ruclips.net/video/bMABJR--Jyw/видео.html to see my buggy version of this. xD Haha
@@yantingye1677 Hi, it's based on this tutorial series - ruclips.net/video/5eyq2FJ6lig/видео.html . I made some modifications to make it cheaper + I made my own textures to make it more realistic. But you can adjust it to how you like it.
I'm not 100% sure I understand the flow of geometry scripts blueprints. I tried to use the cut mesh to make the corners of my walls but it applies the cut mesh to every wall spawned along the spline. Is this an issue that you ran into when you were first attempting to make the wall splines?
It sounds like you're cutting your shape before you clone it along your array. You need to stage the flow of your BP so that each corner is dealt with one-at-a-time. It's tricky to do that, but a good start is to store the number of spline points in an integer array and loop through them. Then you have a way to tell your later functions which corner you're dealing with.
@@cromlechstudio3628Thank you for the reply! That does give me a starting point that I can look at things from a different angle. Btw all the stuff you did in this video is amazing! I've watched your picture frame tutorial numerous times but I'm just not as sharp in my older age 🤣
@@cromlechstudio3628Again thanks for the advice! I was able to get it exactly the way I wanted. My issue was that I was appending to the dynamic mesh before doing my cuts and calculations. Once I realized that I'm a moron it be clear on how to tackle the rest of my issues
Yes, translucent materials work with Geometry Script. Translucency doesn't work with Nanite meshes, so you just convert to a standard Static Mesh after you're finished with Geometry Script.
@@cromlechstudio3628 so does this mean I have to convert to static mesh to work, or does Geo script can handle translucent materials natively, its been a while since I used geo script, but as far as I remember, I was working on a project where I needed to generate meshes at runtime and couldnt neither convert to a static mesh at runtime nor assign traslucent material, am I missing something? Thanks a lot and I lobe your channel, I wish you could make more videos 🩶
@@0xnd90sjsnjdo0sbbo0 I see, you're talking about generating at runtime. My system bakes out to static meshes. However, you can see from my video that I have translucent materials applied to the compute meshes (runtime) before I bake to static mesh, so I'd expect that should work in game too. The only thing I can think might be an issue would be that runtime compute meshes sometimes have incorrect normals (this gets solved when they're baked though), which might make translucent materials look weird.
This is some fantastic stuff! I didn't realize how good of a tool set this is. Why am I still modelling modular asset sets in blender? I need to update my workflow, haha.
That is a shader effect, not Geometry Script, hence why it wasn't included in this video. The effect is based on this tutorial set - ruclips.net/video/5eyq2FJ6lig/видео.html Hopefully that's helpful to you.
@@cromlechstudio3628 same! As well with vertex painting! And also potentially tesselation, as for some aspects it would be a lot handier/not possible to use nanite... don't know how they would do the vertex painting on nanite meshes as yeah well... But it would be great!
Nice work. I would buy this in the marketplace if you would sell this. Probably have a demo level, with the different custom tool as examples, you just add custom tools as updates probably it can be anything for walls, doors, windows etc. Thank you
Dynamic meshes can be generated at runtime, but I don't think baking to static meshes is possible (even if it was it would cause large freezes in gameplay).
You should consider selling this on the Ue marketplace. This is a valuable tool set a lot of developers would love to have.
Finally found your channel name again after digging through a sea of subscriptions. I won't lose you again. :)
Thank you for sharing the geometry script usage ideas. I found it very helpfull.
Well done on the tools! They’re really neat and look like it should be native in the engine. I’ll be waiting the for the tutorial if you’re doing one. I enjoyed the way you showcased things, Straight to the point. Would love to see more and more tutorials from you to learn from on my learning journey :)
fantastic! super impressed by how comprehensive this is, I really like the moldings.
Honoured by your comment, wouldn't be able to do any of this without your work. Really hope you keep adding / refining the toolset. Most people are unaware of the potential here.
This is amazing and I need it. HAND IT OVER!
I can't believe how similar your art style is to what I'm going for. I need something like this to build-out 1000 terrace houses
This is absolutely incredible work. Absolutely incredible.
I really dont understand how UE 5 with all its glory does not have this basic capabilities that you just showed. this is exactly what i need and im sure anyone who design games and not only architectural would love to have. for the love of god i hope the UE developers are seeing this comment 😊 this should be one of the native tools capabilities !
let me help you understand these tools are so basic that when you start making a video game if you dont have the knowledge of making any of these tools you wont even be able to make a video game , and each game has its own set of tools like this ,this one just happen to be a tool that you might be familiar with the engine creator needs not waste time with these kind of tools that are highly specialised depending on a type of a video game
This is very similar to the working principle of the SAD program ArchiCAD with parametric objects: wall, floor, window, door, opening, beams, profile. In practice, you create a mini-program for architectural modeling. I am stunned to say the least. Just started learning this wonderful program.
well I just fell in love with your work, so inspiring !
Wow that's amazing, I didn't know you could do that in UE. I need to learn it for my Architectural work. I've subscribed to see what you do next.
Thanks for this, very inspiring!
Awesome!! Looking forward to a tutorial for the roof!
yip, that would be awesome!
This is something incredible!!!
So essentially what you've built here is the replacement for the brush system Unreal has desperately needed ever since they moved on from UE3/UDK (the default modeling tools are promising but they're still just not there yet IMO). Would DEFINITELY love to see a tutorial or three on how you built this, or even a marketplace product I could use as reference to build some custom tools for myself
Kinda yeah, my tools are a bit more tailored to being a set of shortcuts for my particular project (because the tools are supposed to imitate Victorian buildings). I think the new default modelling tools more than make up for losing BSP but it's partly subjective and based on what you're comfortable with. The BSP tools were very streamlined, whereas the new tools are supposed to replace a more fully-featured 3D modelling app.
I did do a starter tutorial on my methods for using the GeoScript plugin - ruclips.net/video/TcDNJDBVIJk/видео.html
Hope it helps.
Beautifully done! This inspires me so much to use the geo blueprint stuff.
Nice work, how'd you make the visualizers for the cutters @6:03 ?
I think I just added a cube static mesh child component that is set to the same size as the intended geoscript shape. Then I just added a simple translucent material to it.
@@cromlechstudio3628 Awesome, ty!
This is so amazing to me - where could I learn how to do this sort of stuff?
Thanks, you might want to check out my follow-up video - ruclips.net/video/TcDNJDBVIJk/видео.html , it's an overview of a simple GeoScript system.
This would help me get soo far in my learning journey as a solo dev! Would love from you to share them or at least share a little of it :)
Introductory tutorial incoming.
@@cromlechstudio3628 will definitely be waiting for it. This is a big step up from what we have so good work!
Are you going to release this looks really good
Love epic getting back to geo creation. Old uet2004 editor and ued days were all about blocking out worlds within the editor. BSPs got left behind in ue4 and that was a shame.
Elegant solution with the roof. I wonder if there is anything comparable to Houdinis Expand 2d node in Unreal Geometry Script to generate roofs
Excellent work!It would be very nice if you willing to share them~
I'd love a breakdown of how you did the window. I've been trying to make a geometry script for pictures in a frame and I'm hitting a wall on things you seem to have solved.
I've completed a version of a picture frame builder and will put out a tutorial soon.
@@cromlechstudio3628 awesome! Thank you. I look forward to it
@@cshainer1 Hey bud, tutorial is now up, hope it helps - ruclips.net/video/TcDNJDBVIJk/видео.html
@@cromlechstudio3628 Thank you! And thanks for the heads up. I look forward to going through it. The whole geometry scripting thing seems like it's ripe for exploration.
Would really like to know how you made the dynamic cutter since you didn't cover that in your tutorial!
well been a year lol no tutorials sadly
Hey man cool stuff.
But how those mesh cutters works?
Could you share the concept may be?
I mean how they communicate? And how you detect intesections with dynamic meshes properly in editor (especially when they stop intersecting)?
Are you using Editor Tick?
Amazing and definitely will take the time to learn some of this. I don't see an update on this specific part of the project from you, but one thing that stands out is the brick texture appearing in doorway cutouts or wall ends. Have you, or will you explore wraping texture and moulding around a wall end, and some sort of addition to the cutout tool to add jambs, lintels, sill plates etc.?
If you watch to near the end of the video I cover windows with sills (lintels would work in the same way). For my project door jambs (and the other woodwork of the door) also have to be separate meshes / blueprints too. This is because both doors and windows will be interacted with and can't be part of static geometry in the level.
how do get to move certain corners like that on my floors and etc like in 1:14 ?
All the tools in this video are built with the 'Geometry Scripting' plugin in UE5.
is this and asset i can buy in the unreal marketplace?????
Your work is amazing!! Did you create the materials and textures yourself? If not, where can I find them?"
Amazing ❤ can I ask a question please ? Is it possible to do that on runtime during a play , like in sims when you add a window it cuts directly
Fantastic! Will you be selling this tool on Marketplace? Or sell a tutorial on your process? Inspiring work either way! Thanks fro showing us the potential
Tutorial in the works.
@@cromlechstudio3628 I'm eager to see this tutorial! Great work.
@@JustinCiriello Thanks! ruclips.net/video/TcDNJDBVIJk/видео.html
This is some exquisite stuff! Do you see yourself trying to add imperfections to the geometry in the future?
I've definitely been thinking about this and I tried it with the roof tile displacement to good effect. Getting different parts to fit together is tricky if there's too much distortion (like warped wood, subsided walls etc.). There's a lot you can do with textures to fool the eye into thinking things are warped. I have a UV distortion function in my brick texture that works well for that (not shown here). I'll see what I can do though.
@@cromlechstudio3628 would love to learn more about how the UV distortion works and what effect that gives.
@@peterallely5417 It's pretty simple, you can just multiply any UV coordinates by a noise texture node. I just have it set to very low values so I get some subtle undulations in the bricks, as if the buildings have settled over the centuries.
Could I buy this, this looks so cool
So great Cromlech! Could I ask you how do you achieve the 'subtract' boolean with that separated Cutter_freeform Actor? I'm doing something similar but I don't find the way to communicate both actors (in editor, outside runtime). I already know the rest: making a boolean between two referenced dynamic meshes inside the same actor, for example, but just got stuck at that point, to make it across two different actors.
Thank you very much!
Hey buddy, did you found a way for doing that? I’m running into the same problem and can’t get my head around. 😅
@@zeinstil Hi Zein,
Yes, I did! But wasn't easy; you can use your "cutter" blueprint to generate the maths (location, rotation, size...), and send those maths to your main "geometry script" blueprint, making the geometry/boolean operations all inside that blueprint, generating a new box or whatever you want, with the maths received from the "cutter" blueprint.
@@miguel_1900 Thanks a lot Miguel. That helps to kinda get me in the right direction, how to do it. Now I have to take a deep dive and try to get it work! :D
@@miguel_1900 Hey there. Do you remember how youßve send over the data? I´m triing it all day long now and i can´t get it right.
Because i want it like in the video, that when i move the cutter, the wall get cut automatcally i thought i should use an event dispatcher in the Cutter Blueprint and call an event there, which then get´s assigned in the Wall BP, but this does not work like it should. What works is that it cuts the mesh, but it cuts it continuously, i donßt know how to explain it correct, it basically eats aways the wall geo.
So i think event dispatchers aren´t the right way here. So if you remember how you did it i would appreciate it if you would shere your solution :)
Hi @@gegen_den_strom !
I can't remember now, I'm sorry, but you must avoid dispatchers, as they are thought for runtime, not editor. You 'just' need to play with direct references to send info between different blueprints. That way, I could 'auto-cut' with the cutter in real time, but I must recognize it was a little performant heavy (as you are making a new shape and a new boolean cut every frame, when moving the cutter), so maybe it's not the best way and @Cromlech Studio could show a more optimized way, if they finally make a tutorial.
Best regards!
Wondering if you'd clarify some questions I have regarding my geometry script tool?
Sure, I've added my Discord link to the about section. Add me on there and I'll see what I can do.
@@cromlechstudio3628 thank you very much. I've sent a request on discord
This is really cool! How did you do the cutter tools? I've been pulling my hair out trying to make sth along those lines and I'm at my wit's end. I just can't seem to trigger any modifications to the wall blueprints from the cutter blueprint.
I am currently trying to make a WallByCurve Script but i can not figure out how to align the mesh according to the spline. Also i am wondering how you made it so the in- and outside walls have different materials IDs? Could you give a small hint for that and maybe a screenshot which type of append primitive you´ve used for the wall thing?
Best Regards.
No worries, I'm honestly just appending a box for each section. It's been a few months now, but iirc each face of the box is given it's own polygroup ID, so you can easily just apply a material ID to any polygroup ID (there's a geoscript node that does that).
@@cromlechstudio3628 Hi there, thanks for your answer. I honestly can´t figure it out.
I´ve tried appending a box to each spline segment, but then the walls don´t line up at the corners. I´ve tried to add the widht of the wall to the length and add a cutplane to each point to cut the wall, but this only works if the walls are within 90 degrees.
Then i tried to add a cutplane by angle of the points and here is where my math knowledge ends :D
If you could upload the file somewhere or make a screenshot of your graph i would really appreciate it! I really need this to work an can´t figure it out :()
Ah man i'm like in a very similiar place. I think the answer is definitely a plane cut but i can't quite get the mesh plane cut node to work properly or i'm misunderstanding something. I've got it placing the walls properly on the spline but my corners aren't neatly welded like in @Cromlech Studio 's demonstration video. I was rewatching hoping to gleam some inspiration for how to get those corners "welded" properly. I even tried sweeping a polyline along the sample spline to get a nice mesh. It works but it deforms so not really usable. I'll keep plugging away but these tools you're working on are awesome. ruclips.net/video/bMABJR--Jyw/видео.html to see my buggy version of this. xD Haha
May I ask a question outside of the tutorial on how to achieve the raindrop material of the window glass
Sure, ask away.
@@cromlechstudio3628 Sorry, I'm just asking now. How is the raindrop material of the window glass made? The effect is great.
@@yantingye1677 Hi, it's based on this tutorial series - ruclips.net/video/5eyq2FJ6lig/видео.html . I made some modifications to make it cheaper + I made my own textures to make it more realistic. But you can adjust it to how you like it.
@@cromlechstudio3628 thanks a lot
is there a tutorial on how to make wall and floor geometry scripts like that?
I'm not 100% sure I understand the flow of geometry scripts blueprints. I tried to use the cut mesh to make the corners of my walls but it applies the cut mesh to every wall spawned along the spline. Is this an issue that you ran into when you were first attempting to make the wall splines?
It sounds like you're cutting your shape before you clone it along your array. You need to stage the flow of your BP so that each corner is dealt with one-at-a-time. It's tricky to do that, but a good start is to store the number of spline points in an integer array and loop through them. Then you have a way to tell your later functions which corner you're dealing with.
@@cromlechstudio3628Thank you for the reply! That does give me a starting point that I can look at things from a different angle. Btw all the stuff you did in this video is amazing! I've watched your picture frame tutorial numerous times but I'm just not as sharp in my older age 🤣
@@cromlechstudio3628Again thanks for the advice! I was able to get it exactly the way I wanted. My issue was that I was appending to the dynamic mesh before doing my cuts and calculations. Once I realized that I'm a moron it be clear on how to tackle the rest of my issues
Good to hear that you got it working.@@WowzersTheThird
Hi, very good work!! Were I can find Cutter_Freeform? (time in your video 6:01)
This is a custom blueprint I made for that job specifically
@@cromlechstudio3628 Please make a tutorial for this tool "Cutter tool", if you are not going to do this tutorial, is it possible to buy it?
Do you have the Ryan Schmidt video on Geometry scripting
mindblowing, for a newbie (2.0, as I use to fiddle with UE4 back in 2013-2014) like me! Are you going to put it on the marketplace, by any chance?
I'm thinking about it, I just hope the maintenance of a store asset doesn't impact on my game project.
Do translucent materials work with geometry script??!!
Yes, translucent materials work with Geometry Script. Translucency doesn't work with Nanite meshes, so you just convert to a standard Static Mesh after you're finished with Geometry Script.
@@cromlechstudio3628 so does this mean I have to convert to static mesh to work, or does Geo script can handle translucent materials natively, its been a while since I used geo script, but as far as I remember, I was working on a project where I needed to generate meshes at runtime and couldnt neither convert to a static mesh at runtime nor assign traslucent material, am I missing something? Thanks a lot and I lobe your channel, I wish you could make more videos 🩶
@@0xnd90sjsnjdo0sbbo0 I see, you're talking about generating at runtime. My system bakes out to static meshes. However, you can see from my video that I have translucent materials applied to the compute meshes (runtime) before I bake to static mesh, so I'd expect that should work in game too. The only thing I can think might be an issue would be that runtime compute meshes sometimes have incorrect normals (this gets solved when they're baked though), which might make translucent materials look weird.
@@cromlechstudio3628 🩶🩶🩶
Are these tools available for purchase? Is there a tutorial on tool making?
Is there any tutorial on how to build these things...?? I like this very mch.
Sure ruclips.net/video/TcDNJDBVIJk/видео.html , hopefully that'll get you started.
This is some fantastic stuff! I didn't realize how good of a tool set this is. Why am I still modelling modular asset sets in blender? I need to update my workflow, haha.
ikr
I would pay for this would help me making my horror game so much are you planning on giving this to the public or just a inside project?
what about that rain droplet animations on windows, how did you make them? I watched the whole video for that and I didn't see it.
That is a shader effect, not Geometry Script, hence why it wasn't included in this video. The effect is based on this tutorial set - ruclips.net/video/5eyq2FJ6lig/видео.html Hopefully that's helpful to you.
@@cromlechstudio3628 thanks a lot, I'll make sure to check these tutorials
Is it asset for marketplace?
Do you sell this example?
can we do this in runtime?
Heya, How did you get the wall to follow the spline?
Just using Geoscript append box nodes in a Blueprint
Hi, I'm wondering how do you make that rain drops running on windows effect? That seems fantastic
This video is pretty similar to the techniques I used - ruclips.net/video/5eyq2FJ6lig/видео.html
Thank you! But how do you do the function to create static mesh?
That is migrated from the Lyra Starter Content examples. You can download them from on the Unreal Marketplace
fkn genius. love this!!!
are you thinking about making the tools available for download
Nice work! How about making a tutorial for the roof, i think this would help so many people, it can´t be denied ;) :P
Brutal
I thought translucent materials weren't possible with nanite? So how are the windows nanite meshes?
Yes, you're right, the window meshes are not nanite, I address that later in the video. I hope they finally add that in later builds.
@@cromlechstudio3628 same! As well with vertex painting! And also potentially tesselation, as for some aspects it would be a lot handier/not possible to use nanite... don't know how they would do the vertex painting on nanite meshes as yeah well... But it would be great!
Nice work. I would buy this in the marketplace if you would sell this. Probably have a demo level, with the different custom tool as examples, you just add custom tools as updates probably it can be anything for walls, doors, windows etc. Thank you
Can these be generated in engine procedurally? So as the application plays it created these buildings dynamically
Dynamic meshes can be generated at runtime, but I don't think baking to static meshes is possible (even if it was it would cause large freezes in gameplay).
Also, what you see in this video is being generated procedurally in engine.
cool beans
Who has a trim in the middle of the walls? You monster XD
day.
d0pe