50 Tips and Tricks in Modeling Mode | Unreal Fest 2024

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  • Опубликовано: 16 янв 2025

Комментарии • 52

  • @hellomistershifty
    @hellomistershifty 18 дней назад +33

    Please, Epic, if all of your content is going to be from live talks, actually give your speakers enough time. It's stressful watching all of these great talks get rushed through. I looked up the event schedule and there wasn't even anything scheduled in this room after this talk

    • @bezerramoscc
      @bezerramoscc 14 дней назад +4

      It's not just the room free, bro. More time, more $ to people filming, more hours of editing, etc. I think they have other reasons for this, but I agree with you.

    • @hellomistershifty
      @hellomistershifty 14 дней назад +1

      @@bezerramoscc Yeah, you're right, that point was unnecessary

  • @Mortepheus
    @Mortepheus 17 дней назад +10

    I think a lot of people are confused with the purpose of the modelling tools in unreal engine (probably because of presentations like this one). Stop thinking of it as a replacement and start thinking of it as a supplementary tool that reduces how often you need to return to your DCC. For me, the two key use cases are repositioning the mesh origin and creating "perfect" block outs to be exported to a DCC.
    The portfolio piece I'm working on right now for example has a volcano with lava streaming down a mountain. I modelled meshes following the paths carved in the landscape for the lava flow, exported it to blender and there I refined the topology and setup the UVs. The same project has a little cabin and it has a rickety door off one hinge. The modelling tools allowed me to place the pivot point at the one hinge and tweak it in engine so that the door swivels on the single hinge appropriately with the relative constraints applied. It took 3 adjustments of the pivot to get the door hanging on an angle still in the hinge; that's 3 trips back to blender I saved by using the modelling tools in UE for just one thing.
    One use case for the sculpting tools would be if you have mesh islands for terrain and you have trees on that terrain, you could sculpt the mesh island so that wherever a tree is you raise a bump to look like the trunk is pushing the terrain up and maybe could add some root veins too.
    Also want to say that Russell did a great job showcasing the modelling features. This was a really well done presentation that has unfortunately been lost on some short sighted individuals.

    • @carlsan5826
      @carlsan5826 17 дней назад

      This is the only comment that matters here.

    • @As_Ss
      @As_Ss 17 дней назад +2

      sure, but whos fault is that the guy is modeling a mug inside UE like it was the purpose of the tool and uploads it here lol

    • @domusludus8731
      @domusludus8731 15 дней назад

      I don't know how to model and I use meshes from the marketplace, being able to make all kinds of arrangements without leaving Unreal to do kitbasing is priceless. Edit pivot, split, Cut, Merge, etc.

  • @gdli1691
    @gdli1691 День назад

    very nice sharing,thanks

  • @bigbasbeardegummiland2756
    @bigbasbeardegummiland2756 18 дней назад +4

    This is great!

  • @SargoniusGames
    @SargoniusGames 18 дней назад +4

    Amazing!

  • @AinSteelheart
    @AinSteelheart 13 дней назад

    7:44 I really felt that pain in rushing through, great job, even in this tight scenario, in went amazing!

  • @RoyWae87
    @RoyWae87 17 дней назад +1

    I like it. I remember the good times when modeling BSP brushes in Unreal was all you need to create state of the art 3d environments.

  • @stephenfjohnson
    @stephenfjohnson 18 дней назад +3

    Very cool! I use the modeling tools daily now with these updates.

  • @IamSH1VA
    @IamSH1VA 2 дня назад

    How about creating *RUclips Guides/Tutorials on these & keep them in playlist?*

  • @Tonxsta
    @Tonxsta 9 дней назад

    If you’re on a Mac (I’m sure most if you aren’t) and you’re trying to make a marquee selection the hold command + option and drag mouse with the left btn down.

  • @marcelenderle4904
    @marcelenderle4904 6 дней назад

    The modelling tool is amazing, it can speed up your workflow alot and depending on what you need you dont even need to go to blender for final asset. But the lack of documentation is sad...there are too much great stuff that I had to learn from trial and error.

  • @ZorMon
    @ZorMon 17 дней назад

    Is obious that nobody will use this for main modelling, characters or detailed props, but is incredible usefull to have modelling and editing tools in the engine, specially for small/medium teams. If you are a map maker and the artist gives you a model that doesnt fit perfectly in the scene, you can now adapt it without asking for it. Or if you need some small props like a barrel, a rock, etc.

  • @Zarstrum
    @Zarstrum 18 дней назад +6

    Now we just need a photoshop knockoff inside unreal

  • @John_atCTS
    @John_atCTS 18 дней назад +5

    Chapters on the video would be REALLY helpful!

  • @mr.t2719
    @mr.t2719 18 дней назад +2

    Will it be possible in the future to create digital sculptures in Ureal, just as it is possible in Zbrush or Blender, for example?

    • @mr.t2719
      @mr.t2719 18 дней назад +1

      It would be interesting to be able to create high quality digital sculptures within the engine itself and also texture them

    • @As_Ss
      @As_Ss 18 дней назад

      what would be the point, there is none, if there is dedicated 3d software that can do it much better and many more, even free blender, there is no way they can put something that good in the engine, no way, so its pointless
      what they could do and already have, is update Quixel MIxer as it is a great texturing tool alternative to paid solutions
      but no, they waste time on modeling tool that is not needed at all and dont care about a tool that is actually great, but just need updates, and do not have much real alternatives - Quixel Mixer

    • @SINfromPL
      @SINfromPL 18 дней назад

      @@As_Ss there is million of ways they could unlock modelling for everyone else who isnt a blender/maya nutjob. all these apps are archaic, and completly uninviting, with viewport controls beyond comprehension. are they actually gonna do that? -not anytime soon for sure. the guy on stage was completly pathethic with spending a ton of time on super basic tasks on hyper primitive meshes. modelling tools in ue are complete trash.

    • @arudenka
      @arudenka 18 дней назад +2

      ⁠​⁠@@SINfromPLdcc tools are fine, wonky controls is just a skill issue and has nothing to do with complexity of modern 3d modeling. Epics will newer compete with blender, zbrush, or maya, hell they had something as good as Mixer and they just abandoned it for no fucking reason. I would rather see them fixing engine issues, providing documentation, and updating half backed tools like Mass, which is somehow uniq and cannot be easily replaced by 3rd party tools, unlike this pathetic mesh editor.

    • @As_Ss
      @As_Ss 18 дней назад

      @@mr.t2719 no it would not, there is no point, UE is a game engine, not 3d DCC software
      to create good sculptures and textures u need a lot of additional functionality and options which UE will never have
      its pointless if u already have much better tools for that, like blender

  • @michipeka9973
    @michipeka9973 2 дня назад

    I'm sure modeling tools within a game engine are practical in certain contexts but...
    I quickly skipped through the video just to see if there was any mention of a realtime catmull-clark subdivision feature... THAT would actually be useful.
    I can't stress enough how having baked dense topology just to get smooth surfaces and then relying on nanites seems very silly from someone coming from animation and vfx.

  • @thealkemistlab1111
    @thealkemistlab1111 18 дней назад

    it would be cool if you could do this to skeletal meshes in unreal the blender to unreal workflow is tim consuming.

  • @DevGods
    @DevGods 18 дней назад +1

    I'm in Source Build of 5.5 and I do not have that select tool??

    • @hellomistershifty
      @hellomistershifty 18 дней назад +1

      Watch the beginning again, he enables it in a menu

    • @DevGods
      @DevGods 17 дней назад

      @ thanks! I’ll take another look

    • @Nudtanun
      @Nudtanun 13 дней назад

      @@hellomistershifty I read your bio, this is the only channel I found with a legit checkmark even though you doesn't have over 100k subs

  • @FishMan1nsk
    @FishMan1nsk 17 дней назад +1

    Chesus Christ when you guys at epic games realise finally that until you can't assign hotkeys this modelling tools will be nothing serious but a fancy toy.

  • @JesseBracho
    @JesseBracho 16 дней назад +2

    Is there anything like the mirror mode in blender?

  • @MatthieuHuguet-d3t
    @MatthieuHuguet-d3t 17 дней назад +2

    Well it's still easier to model in maya, blender, it's unintuitive guys ...

  • @Nudtanun
    @Nudtanun 13 дней назад

    epic thought this is maya

  • @Blodhelm
    @Blodhelm 18 дней назад +9

    That croissant looks more like a turd lol. Definitely gotta work on that texture.

    • @kvickart
      @kvickart 16 дней назад

      haha right, bad choice of block-in model for a thumbnail

  • @As_Ss
    @As_Ss 18 дней назад +11

    well i like the modeling tool, but everything of that can be made much faster and better in blender
    maybe instead focusing on that, focus on updating better software that u have - quixel mixer, that is actually needed and do not have much alternatives?
    cuz quixel mixer would be very helpful for many, much, much more than modeling tools

  • @sdincturk
    @sdincturk 17 дней назад

    When you merge two simple objects in UE5.5, my frame drops like 20fps looking at the object in gameplay.

  • @FireF1y644
    @FireF1y644 18 дней назад +10

    I wish you spent time on something useful like optimization or crash fixes, we already have Blender.

  • @gregnezz
    @gregnezz 18 дней назад +1

    That really doesn't look like a croissant....

  • @simsimsim-n2t
    @simsimsim-n2t 18 дней назад +14

    no thank you, we dont need any modelling tool inside unreal, dont waste time and money on this thing

    • @pawrific
      @pawrific 18 дней назад +1

      true, work on iris replication and common ui

    • @YahiyaJasem
      @YahiyaJasem 18 дней назад +7

      I do need modeling tools inside unreal

    • @krz9000
      @krz9000 17 дней назад +1

      we need them...but we need them at least on par with Blender or Maya. its worth the effort but there is still alot to work around...e.g. like removing this edgeloop...

  • @HexagonRPG
    @HexagonRPG 18 дней назад

    JESUS loves you all ❤️, REPENT and follow JESUS because he is the truth, the way and the life ✨️ 🙏 🙌 ❤️. Sin leads to destruction, rejection of the word of God is to have the mark of the beast, but JESUS leads to peace, love, joy, wisdom, mercy, prosperity, and eternal life ❤️ 🙌 🙏 ✨️. JESUS died for our sins. PRAISE BE TO GOD OUR LORD ✨️ ❤️ 🙏 🙌.

  • @SINfromPL
    @SINfromPL 18 дней назад +2

    This all look tarded and taking ages to do anything. And this guy coded it? This is beyond pathetic. Start showing real examples on real assets.

    • @TeHzoAr
      @TeHzoAr 18 дней назад +15

      refrain from commenting in the future

    • @EvgenyKochetkov
      @EvgenyKochetkov 18 дней назад

      "This guy"s title is Senior Technical Product Manager, he is not a coder. As far as I am aware, the majority of modelling tools and geometry script was coded by @RyanSchmidtEpic. He does not work at Epic anymore, but his channel is still a goldmine on these topics. You can see who is responsible for coding these features now by browsing the commit history of the relevant parts of the engine's github repo.
      Also, I completely agree with @TeHzoAr. Please stop spewing out toxic comments and go create something