Unreal Cube Grid Tutorial

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  • Опубликовано: 2 июл 2022
  • Let's quickly mock things up with the cube grid tool in Unreal 5.0!
    By the way: in corner mode, you can select corners by clicking and dragging vaguely near them. This is handy if your corners are too close to each other to click on just one.
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Комментарии • 52

  • @CaiooliveiraRAWR
    @CaiooliveiraRAWR 8 месяцев назад +4

    I've been trying to learn UE for about a month now, and I'm surprised more people aren't using this. This tool is truly a game changer. Thank you, Mr. Craig Perko, for sharing it with us!

    • @CraigPerko
      @CraigPerko  8 месяцев назад +3

      It's a bit better than it was when I made this. It supports multiple materials now, and better boolean stuff.

  • @neiljamessloan
    @neiljamessloan 9 месяцев назад +1

    A bit late to the party but I had to chime in with other commenters who praised your tonality and attitude. Kudos on some basics that the cube grid offers. You’re a natural tutor! Thx

  • @ReiSquare
    @ReiSquare 2 года назад +7

    Just popping by to say I trully appreciate your channel and your tutorials. You are doing an amazing job. Your pace is balanced and your tonality is clear and fun!

  • @combly7
    @combly7 2 года назад +9

    This is really neat. I had no clue about these tools and was really annoyed by that. I'll definitely be using this.

    • @CraigPerko
      @CraigPerko  2 года назад +1

      You should explore the other tools, too! They're really starting to get good.
      ... Aside from their crap material handling...

  • @w0nnafight
    @w0nnafight 2 года назад +5

    Wow this puts unity's pro builder to shame

  • @DerClaudius
    @DerClaudius Год назад +4

    Reminds me of Cube 2 : Sauerbraten level editing

  • @geoffalday
    @geoffalday Год назад +1

    This is great! I had no idea how to use this and now, so many ideas.

  • @mattparker9533
    @mattparker9533 7 месяцев назад +1

    i put a little guy in my scene to keep track of how big things get, thanks to this (i kept losing track of how big they got)

  • @TheCrimsonSeven
    @TheCrimsonSeven Год назад

    Great tutorial, and this tool is kinda insane

  • @ilhamwicaksono5802
    @ilhamwicaksono5802 Год назад

    great tutorial! subbed

  • @lz4090
    @lz4090 Год назад +3

    Hi, regarding the last part where you had problems with vertex painting. When I usually do mesh using cube grid especially if I make holes for windows or doors. It has a very rough placement of all the triangles etc. So what I usually do if I wont vertex pain first is that I simplify the mesh to minimum preservation so fixes the unnecessary addition of tris and make it very minimal and assign large chunks of the surface. I think you can also assign on a side of mesh. Later on if I plan to vertex paint I remesh it to an appropriate polycount (distributed well) so that it will cover most areas without bleeding. At times when I have shading problems i try to click the tangent or normal buttons as well. Not sure if this is correct. As it fixes most of my issues.

  • @Gullinnova
    @Gullinnova Год назад

    the yay at the end made me chuckle

  • @dustinbooher8955
    @dustinbooher8955 Год назад

    You saved my life here

  • @zregister
    @zregister 9 месяцев назад

    Modeling Tab > Attributes > Material Editor > Selection Mode: All Within Angle > Select your faces > Active Material: Add your Material > Assign Active Material

    • @CraigPerko
      @CraigPerko  9 месяцев назад +1

      Yup, it's new. Well, newer than the video.

  • @glgina6
    @glgina6 2 года назад +1

    Very cool! I bet you could make a sims 2 style building system with this if you could use it during run time

    • @CraigPerko
      @CraigPerko  2 года назад

      Maybe, but it's tough to do carpets and windows.

  • @joe2249
    @joe2249 7 месяцев назад

    1:55 - I was stuck on how to create a new mesh instead of repeatedly adding to one I had created. This is the solution to create a new one.

  • @cjh-bk4pn
    @cjh-bk4pn 2 года назад +1

    This looks cool because I'm lazy as shit and don't want to be bothered modeling any buildings in blender

  • @ap5672
    @ap5672 Год назад

    Great guide thank you. Can you push pull by a specific number?

    • @CraigPerko
      @CraigPerko  Год назад +1

      Each keypress goes by a set length, but that length can be changed on the fly. There's hotkeys for it.

  • @randomd00d19
    @randomd00d19 2 года назад +1

    Is there a way to curve or bevel this geometry, or will we need to take the mesh into blender?

    • @CraigPerko
      @CraigPerko  2 года назад +2

      You have to use a secondary tool. There are some in Unreal's toolset, but in general this is a placeholder mesh intended to be replaced when full assets are ready.

  • @Rehd66
    @Rehd66 7 месяцев назад

    Great video. I have a question: When I edit the grid and complete, then come back and edit and complete, it adds another material element every time. How would I avoid that.

    • @CraigPerko
      @CraigPerko  7 месяцев назад

      Sorry, the multimaterial stuff is new, I haven't looked into it much.

  • @glgina6
    @glgina6 2 года назад

    not fully related to the content of the video, but is it possible to revert relational scaling to the way it worked in UE4? kinda hard to explain, but if you wanted to extend a box to a desired distance for instance, you could parent it to another object and offset it by half the box's width. If you then scaled the parent object, the offsetted box would be moved and scaled by a proportional amount; scaling by 2 on the x would extend the box in that direction by another box-length etcetera. They changed this for some reason in UE5 and the box extends in both directions despite the offset

    • @CraigPerko
      @CraigPerko  2 года назад +1

      Sorry, I don't know. That's pretty esoteric, I've never thought about it.

    • @glgina6
      @glgina6 2 года назад

      @@CraigPerko np, thanks for answering :). The old object hierarchy system was pretty useful for quickly orienting objects with precision; you could also temporarily parent an object to something, rotate the parent object, then unparent the object to achieve a rotation around a specific origin point. I believe this is the way it works in Unity as well. It's just a shame you're basically forced to eye-ball it now, or break out maths if you're stubborn

  • @gigasoftgaming
    @gigasoftgaming Год назад

    I don't get the yellow / orange border thing when I try to do this so I never know where I am building

    • @CraigPerko
      @CraigPerko  Год назад

      You may have toggled one of the overlay layers off. There's a bunch of hotkeys for that kind of thing, like "g". But I can never remember which are Unreal and which are Blender.

  • @Calamity_Jack
    @Calamity_Jack 11 месяцев назад

    Cool, thanks for the clear and concise tutorial! Unfortunately, I was planning on using this (cube grids) to create buildings, but its shortcomings (no way to make rounded shapes, can't apply different textures easily, etc.) are moving me away from this idea.
    I'm new to UE5, do you know if any of these shortcomings have been addressed in the year since you put this video out?

    • @CraigPerko
      @CraigPerko  11 месяцев назад +1

      Well, you can add rounded shapes using the mesh editor - you don't have to do everything in cube grid. I haven't checked on the materials issue, tho. It's free - you can certainly give it a shot and see!

    • @CraigPerko
      @CraigPerko  11 месяцев назад +1

      Oh! I went and tested it! You can add multiple materials as you see fit now!

    • @Calamity_Jack
      @Calamity_Jack 11 месяцев назад

      Excellent! Thanks for confirming all this. Sounds like cube grids can be used for more than just prototyping now!

  • @SuperMontana2008
    @SuperMontana2008 2 года назад

    is it possible to cut arches in cube grid?

    • @CraigPerko
      @CraigPerko  2 года назад +1

      If you mean round arches, it's easier to cut them using another one of the tools.

  • @timothybladel5828
    @timothybladel5828 11 месяцев назад

    the dang grid does not even show up when I pick this. Nohting in Unreal seems to work how videos say and I have no idea why.

    • @CraigPerko
      @CraigPerko  11 месяцев назад

      You may have turned off all gizmos and overlays. There's one button to do it, I think it might be g. There's also a dropdown in the upper left that can tell you which overlays are enabled.

  • @fuadagayev6178
    @fuadagayev6178 4 месяца назад

    cube grid not saves gives me error how can I fix it?

    • @CraigPerko
      @CraigPerko  4 месяца назад

      Well, the error should tell you more about what's wrong. You might have forgotten to hit "accept", you might be editing an asset instead of creating a new asset, you might be out of space on your hard drive or be working with a project locked by source control...

    • @fuadagayev6178
      @fuadagayev6178 4 месяца назад

      @@CraigPerko actually error comes when I press enter or accepting the save

  • @D3FA1T1
    @D3FA1T1 Год назад

    i cant see the selection anymore for some reason

    • @CraigPerko
      @CraigPerko  Год назад

      Make sure you're editing the right object!

    • @D3FA1T1
      @D3FA1T1 Год назад

      i couldn't see the selection but still make edits, the post processing volume (somhow) was the problem

  • @ghostofakina8747
    @ghostofakina8747 Год назад +1

    I really love the Cube Grid way of building, but unfortunately it's completely unusable due to Unreal having horrible texture control.
    After coming from the source engine and using hammer, unreal seems to have zero texture control. I really liked that you had some much control over texture size, position and rotation in source's hammer. Hopefully we can get this kind of thing in unreal someday. If anyone knows a way to edit a faces textures easily let me know!

    • @CraigPerko
      @CraigPerko  Год назад

      That is 100% absolutely right. It's my main complaint.

  • @chickenslips
    @chickenslips Год назад +1

    Unreal is generally speaking much more enjoyable to work with than unity and has much better tech, but this is one area where Unity wins. Probuilder for Unity blows this out of the water sadly. Really wish we had something as robust as Probuilder for UE5.

    • @CraigPerko
      @CraigPerko  Год назад +1

      Probuilder is certainly nice, although I don't know if it's better than cube grid. I think it might be about what you're used to and what you need.

    • @chickenslips
      @chickenslips Год назад

      @@CraigPerko cubegrid works for really simple geometry but probuilder is just way easier to make more complex shapes. It's significantly easier in probuilder to edit from edges and surfaces, so you don't run into annoying issues like texturing like you pointed out. You can also create geometry from a surface rather than having to reorient the entire rotation of the cube grid. Details like that make probuilder way easier to work with.