Transcripts
1. Blender to Unreal Engine Create a RPG Dungeon Kitbash: Welcome everyone to
this amazing course, blender three to real engine five dungeon modular kickbash. Have you ever wanted to create your own dungeon from scratch and then walk around it
like an actual RPG game. Well, then this is
the course for you. This course is split into
two parts, and in both, you'll follow along
as we go through every manual detail of building your very own dungeon
with nothing missed out. So this means, even if
you're an absolute beginner, we have you covered with our blender and real engine basics built right into the course. If you're a season
pro or anything in between and looking to take your skills
to the next level, we also have you
covered showing you techniques used for creating
some of your favorite games. So let's take a dive
into the blender part. All assets we create are modular or a kit bash
as some refer to them. All models you create will
be entirely game ready and fit perfectly together to create entire dungeon
levels with ease. In this course,
you'll be creating nearly 100 individual
modular pieces, including walls, floors, doors, and flaming torches to create your own massive
realistic game dungeon. The course is a char experience as we start off slow in blender, building the very basic
models before moving on to more complex things like
textures and modified stacking. Finally, culminating in
professional techniques to create the braziers
and animations. At the end of the blender
section of the course, you will learn how
to optimize all of your modular pieces ready to send through torno engine five. And best of all, if you only want to do the blender
section of the course, we we have you covered as
that section comes with a complete guide on both the evening and the
new cycles X render engine. We have also included camera
setups and of course, compositing a good
measure to give you that amazing looking
portfolio image. And now let's take a look at the Unreal engine five
part of the course. This course is basically
two courses in one, and the unreal
engine five part is just as massive as the
blender part of the course. Join our Unreal engine
expert loop as it takes you through the very first steps of the Unreal engine five. The very basics are all covered, including navigation
and important assets into the gains engine. We then go on to build
our own massive dungeon, using all of the modular pieces
we've created in blender, teaching you the entire
process along the way. Just how big will my own
dungeon be you may ask, and the answer is as big as your imagination and
time will allow. We simply give you
all the tools to create your own RPG world. So let's take a deeper dive into what you learn
in Unreal engine. We start with level
setups integrating and using your own
third person character. To build worlds, you're going
to need an environment, and here we'll show you how to create your own custom skybox, to bring to life your dungeon, with either realistic
lighting or an alien world. Next, it's onto the dungeon backdrop as you learn all about the Unreal Engine material
node system and how to animate textures
to create things like larva and wold falls. Now that we're through
building our world, it's time to move on to
creating our very own dungeon. As you learn how to build and modify all of those
modular pieces with ease. Learn about real engines
amazing, modeling torque it, which allows you to alter measures and create
booleans on the fly. Next, it's on to the
massive library of Blueprints built right
into real engine. The knowledge again here we
lie to bring your dungeons to life with an interactive
animated doors. Next, we'll be having
lighting and ambience, as we develop an entire section
to get this just right. Finally, we'll be dealing with simulation systems in
unreal, using the Niagara, particle and fluid system, great things like sew systems, and of course, flaming
tortures who doesn't want those in their
RPG dungeon, right? As you can see, this
course is one of a kind with nothing out
there quite like it. This course is also the perfect, albeit a huge stepping
stone to creating your very own world and
finally an actual RPG game. By the end of the
course, you should have all the tools
to not only create your own dngeon but be able to populate it with other
assets like libraries, prison cells, and armories. We set out to create the
best course possible. What we actually created was something very
special and unique, which I'm sure you can see
from this short trailer. Whether your dream is to
create an epic MMORPG or your own fancy D&D Tree
D printed environment, then this course is absolutely for you. What are
you waiting for? Come join us and realize your
own dream as we go through this amazing journey
and see just how far your imagination
will take you.
2. The Basics of Blender: Welcome everyone to
Blender three to one reel engine five Dungeon
Modular Kickbah. I'm Neil and I'll be instructor for the first
part of the course, which will be creating our
modular pack in Blender three. After which we'll be handing over to Luke in the second part of the course to set up our dungeon in
Unreal Engine five. Best of all, in the end, you'll have a fully
functioning dungeon. You can actually run around in and open doors and
things like that. Now, back to the Blender
three part and you will find a dungeon pack that
comes with this course. Inside there, you'll find
everything you need, including all of the references, we'll be using to
create our kit bash. This will allow you to create a vast dungeon if you want to. You'll also find in
there a dungeon overview of the actual dungeon, we'll be putting
together in the course. This will help you
on your journey, learning how dungeons are
put together from scratch. Finally, in the dungeon pack, you'll find all the textures you'll be needing
the human reference, and finally some
realistic world lighting, otherwise known as HDRI. Now, you'll need everything
out of the dngon pack. So if you haven't already, going over and download it now, so you can easily follow along. The course will start off slow
for people who are new to blender or just again
starting in three D modeling. If you are a blender Jedi, then just bear with us for the first few lessons before we can pick up the
pace a little. Every part of the bill
will be gone through, and every keystroke
will be visible, as you can see on screen now. What's more, we'll be also
showing animated pop ups, showing you every
important keystroke and blender function, so you might actually want to take some notes about those. Now I'm using Blender 3.2, and I recommend anything
from blender 2.8 onwards, as this will have, everything
we'll be using today. Now I'm using a
version of blender that has been reset to default. So everything I use should be exactly the same as you
have on your screen. If I need to change some
of my blender options, then you'll also have to
change them to follow along. But enough of all that,
let's get started on Blender three to real engine five
dungeon modular kickbash. I'm going to do a few things
before we actually begin. The first thing I'm going to
do is I'm going to play you an actual small video showing you how you can actually
navigate the blender viewport. Once you've watched
that, then come back to the second lesson and there
we'll actually carry on. If you've already know how
to do all those things, then just carry on to
the second lesson. Hello, everyone, and welcome to the basics of Blender
part of the course. I recommend grabbing
a pen and paper or a word document and join down
these keyboard shortcuts. He'll be going through
the very basics of Blender and the keyboard
shortcuts you will need. So with all that said,
let's get started. So on the left hand side, your kit see I have
key casting on. This will show you the keys
I'm pressing in real time, and this will be on pretty much, if not all of the entire course. The next thing I'd like to show you is any new keys we use, there will be a small animation that will appear down at
the bottom right corner. This will only appear
the first time we use that particular new key, and I think it really helps keep the floor of the lessons
to a decent rate, both for beginners, and those
more familiar with blender. Because they only appear once, they won't plur up the screen, and there's always screen
casting to rely on. Also down the bottom
right hand side, you'll see a detailed animation of anything that
needs more context. This is useful if you net to three D model in particular
because there's a lot of jargon and technical
terms that need a decent explanation or more context of why we
are doing something. I recommend then, if you
need more information, jumping onto the blender
website and checking out their detailed explanations of pretty much anything
blender related. So now, when we mention
blender viewport, this is actually a
viewport, you can see it. All of this gray area here
is actually a viewport. Now, if we go to the UV
editing part up here, you'll see that on
the left hand side, it's now in two
screens, and if I say the UV editing viewport, all that means is just
this gray box over here. So now, let's go
back to modeling, and let's go a
little bit further into how to move around
in actual blender. So the first thing
I will discuss is that the middle
mouse port, actually, if you hold it down, you can rotate anywhere within
the blender viewport. And then if you want to Zoom, is just scrolling in
and scrolling back. Now, you can also press control shift and the
middle mouse, hold it down, and then just push it
forward or push it back and you can scroll in
very, very slowly. Now, to pan, all you
need to do is you need to hold shift button
and the middle mouse, and then you can pan
from left to right. And to Zoom to the object,
which is very handy. Let's say you're really far out and you really need
to zoom to it. All you need to do is press the dot on the
actual number pad, and that will zoom
you right in to the object you want to Zoom to. So for instance, if
I'm zoomed out and I want to zoom to my
light, for instance, it's very easy then to
come across DC collection, click on your light, press
the dot on the number pad, and that will zoom you right in. Now, the next thing we need to discuss is just
deleting objects. So to click on an object
is just left click. And then what you can press is you compress the delete key, and that will just delete
it out of the way. So I've just let my light there, and now I'm going
to come across to my camera and actually delete that out of
the way as well. The next thing I want to discuss is if we click on this cube, and we press Shift D, what you'll notice if
you move the mouse now, it's actually going
to make a duplication of my actual cube. If I don't actually
click anything on my mouse and I just click
the right click button, it will drop that back in place. Now, you can't see there's actually two cubes
either at the moment. Well there actually is. So we need to bring in the
gizmo and the Gizmo is basically something
that we can move things left and right up
and down, things like that. So if I press Shift space bar, come down and you'll see
we've got one that says move. And now we actually
have our Gizmo. And if I pull this to
the right hand side. You can see now we can pull this away and now we're able
to move this around. You can also freely
move this as well. If you press the G key, you'll notice if you've
got it selected now, you can move it basically
anywhere around the viewport. You can drop it back
with the right click, or you can put it
wherever you want it. So G, and then you click, left click and it will put
it wherever I wanted it. Now, also, why the dot born the Zoom tube
born is important? If I press the dot born now, you will see that if I just zoom M and hold the middle
mouse and rotate around, you'll see that I
actually rotate around the origin of this actual que. Now, if I click on the other que and I
press the dot born, you can see now
that I'm actually rotating around the
origin of this que. Now the next thing
we want to discuss is object mode and edit mode. At the moment, we
are in object mode. We can't really do a lot with this cube except move it around. Now, if I press the tabbon, we will then go into edit mode, and in edit mode,
we can actually do a lot more things
with this cube. So up on the top
left hand side here, you will see that we've
got three different icons. One of them, this one
here is vertices. The next one across is edges, and the next one across is face. Now, if we're on vertices and we come over to this
verticis for instance, I then, if I press shift space part to
bring in my gizmo again, I then can move this around. Now, if I come into edge select, I can grab the whole edge and
move this around like so. Finally, if I come
into face select, I can now grab a whole phase
and move it around like so. Now, the other thing is, if we come to our vertice select, I can select a verte. You can also select
another verte or another object or
something else like that, just by holding the shift
button and actually clicking on the other
vertice or the other object, or if we come to face
select, for instance, we can grab this phase shift
select, the second phase. And this is how we can
select multiple objects. Now, the next thing we need
to discuss is the axis. So we can see we have a
red axis and a green axis. Now, just to show you what
this actually relates to, if we come up on the top
right hand side here where you've got these
two interlocking balls and you click this
little down arrow. You will see that we
can turn on the Z axis. Now, we're just
going to turn this on just to show you what I mean. So if we turn that
on now, you'll see another axis appears here. Now, the green axis is
representation of the y. So if I want to scale
this out on the y, all I would have to press is
S and y and now you can see, I can scale it out
along that axis. Now, if I want to
scale out on the x, so that's the red axis, I'd press S and X, and I can scale it
out along the axis. And again, the same thing. So S and Z, the up and down axis is Z, and it's S and, and then you
can scale it up and down. Finally, as well, this is also important if we actually want to rotate it because we'll
rotate it on an actual axis. So what I'm going to do
is I'm going to grab the whole of this by
pressing the a button, and then I'm going
to rotate it round. So I want to rotate it on
the y axis, so it's, y, and then you can see it will
only rotate on the y axis. And no matter where
put on the mouse, it will always
rotate on that axis. To click it back to where it was just again, the right click. And if you want to turn it, all you need to press
is and y again. And then let's give
you a degrees. All we're going to
do is going to press 90 on the actual number pad, so 90, Enter button, and now you'll see it's
rotated by 90 degrees. So just to summarize that, S is scale, and is rotate. Normally, when we scale something
or we rotate something, it's followed by
the actual axis, and then it's
followed by a number. Specifically when we
rotate something. Normally, when we
scale something, we just hit scale, pull them outside, and
we'll scale it up. When we rotate something,
it's normally, followed by the axis, followed by a number
on the number part. So now, the last thing I want to discuss is if we go
to object mode now, we need a way to actually view this a little bit easier than the way
it is at the moment. Let's first of all,
turn off the t axis. And what we'll do
now is we'll use the number pad to
actually view this. So if I press one
on the number pad, that will go actually into the front view of our viewport. If I press three
on the number pad, that will go into the side view, and if I press seven
on the number pad, that will go into the top
view of our viewport. Now, the opposite to
get to the opposite, all you need to do is you
need to hold control. So on this occasion, we'll
press control and seven, and that will bring us to the bottom of this
object in the viewport. Control one is the
rear of the object and control three is the
opposite side of the object. So now, before we finish
this section of the course, I need to show you something
that's also very important. So if we come up to the
top left hand side, you'll see you've got a
button here that says Edit. And if we come down
to preferences, one thing they should always do that when you first
download a blender, you should always put
on the status bar, which is this button here. And if I click all of these
on, you will see now, If I click them all on
and I close that down, down at the bottom
right hand side, you have all the
details that you need. So, for instance,
we've got how many faces and how many triangles
are actually in the scene, and the objects
are in the scene, and the memory and V RM
that's actually taken up. This is really important if you want to get a good idea of how much power your
computer is actually using and how many polygons and
triangles are in the scene. Polygons and triangles,
you'll learn more about as we progress
through the course. And that pretty much covers
the basic of blender, and I hope you'll found that both helpful and informative, but more importantly,
easy to understand. So now, as they say,
on with the show. All right, everyone, so I
hope that was informative, and I'll see you on
the next lesson. Thanks a lot. Bye bye.
3. Importing Reference images: Welcome back everyone to
Blender three to one real engine five Dungeon
Modular Kit pash, and this is where
we left it off. So now you should
have a good idea of how to actually navigate
around the viewport, which means now we can
actually get started. The first thing I want to do is click on my camera,
press delete. Left click on this point
light, press delete. And finally, I just
want to left click on this cube just for now
and actually delete it, although we are going to
bring something similar back in once we've actually brought
in our human reference. So let's actually delete that. Now, the next thing I want to do is I want to come up to edit. I want to come down
to preferences, and what I want to
do is I want to come to where it
says status boot. And the reason I want to open this is because at the moment, we don't have any statistics
in our actual blend val. In other words, it doesn't
show us how many polygons, triangles, how much memory
using, and things like that. And these things are
important because if we're building a huge
scene and things like that, We might come across
Blender crashing or it might be
actually slowing down, and we need to know
sometimes the reason why. And the reasons most
of the time can be attributed to two
high polygon counts. So we need to know how many polygons we have in the scene. So let's come over and
where it say show. Let's click the
scene statistics, system memory, and video memory. And now you'll see down
at the bottom than side, we have all of
these information. Now, you can see the
number of triangles. Memory being used,
V RM being used, and all those things like that. All right. So now
what you can do is you can just close that down. Now when I bring in
something like a plane, you will see that this
actually changes down. The first thing I'm going
to do is I'm going to bring in my human OBJ. Let's come up to
file. What we're going to do is come down to import and go to OBJ.
This is the one you want. We use pretty much FBX and OBJ and down the bottom
right hand side, I will put the
difference actually between them. Let's
click on OBJ. And what you're going to do is you're going to head over to that dungeon download path
that I talked about earlier, and you're going to
find in there one that says human scale reference. If you double click that
and double click it again, you'll find then that an
actual human comes in. To our actual viewport. This is the actual viewport, by the way, the
sexual window here. All of this is
clausters a viewport. So if I talk about a viewport,
this is what I mean. Also, if we press number
one on the number pad, we can see that we get straight on front view of our human. And if I talk about
our ground plane, this line here is
our ground plane. So we have two basic lines. We have a red line,
and if I press three on the number pad,
we have a green line. And these are known
as the x and y axis. And these basically
are the ground plane, if I talk about that. In other words, I want to line everything up that's
above ground. Over the top of each
of these lines. This one here is
called the Z axis, and that is basically the high. So if I say the Z axis, we're basically talking nearing the four ways about
the actual high. Now back to our actual human. You can see because
we've first brought him in that is actually orange. If we click on him
though you'll see it turns actual yellow. Now at the moment,
I can't actually use a gizmo to actually
move in round. What I want to do
is I want to press shift and space bar and that'll
bring up an actual menu. And if you come down,
you will actually have then a move talk. Now, you will notice
at the moment when I try and move around. He's actually moving
from an orientation around here and it should
really be in the center. What I want to do is
I want to right click Set origin origin to geometry. And what I'll do is put it
right bang in the center, and now we can
actually move round. Basically, we're going to use
this guide to actually get a good idea of how big
things actually are. Now, a lot of the time in modular packs and
things like that, you really want to
stick to a scale. So let's say 1 meter, 2 meters, you don't really want to be in the half meter range or the
2.5 or anything like that. What you want to do is
you want to keep it into the right sort of scale, which will be in meters. And what we also want
to do is make sure the height of doors and things like that is actually correct. So that's why we've
actually brought in our human reference. Now, you will notice
we've brought him in down on the
right hand side. Now, you can see the
number of triangles. This is the most important
one because this is basically how many
polygons something has. If I zoom into my guy, you can see if I press
the tap button that basically this is all the
polygons that is made up of. This is 49,000 polygons
basically right across his body. That's the important thing to know because then
what I'll tell us is Anything that we create
we'll be able to tell us how many actual polygons
we've actually got. Now, if I press tab and move them over to
the left hand side, what we want to do is want to now bring in our
first reference. Now, it's important
when you bring in a reference that you bring
it in the correct way. So if I press shift A and I come down to where
it says image, and I'm going to
bring in a reference. Now, I bring in my reference, so I'm going to go back now
to my actual dungeon pack. And you can see in here,
I have dgeon references. Click on references. And the
first one where you want to bring in is the flagstone
floor. So this one here. You can actually also come
over and click on this, and then you'll actually
have a better view of what these
actually look like. And you can also
click on what sides the art so you can see
here the regular size. I can actually form on tiny
or I can put them on large, and then I've got a
real clear idea if I open this up of what
they actually look like. The one that we're
looking for is the flagstone floor,
which is this one here. So if I double click that, our reference comes in. Now the problem is that the
references come in like this, and it means now if I
want to look at this, I'm always at a funny angle, and I don't really want
that. So I want to do it. I actually want to leave
that. I want to press one. Then I want to press shift A, and then I'm going to come
over to where it says, image, bring in my reference and just bring in that
reference again. And now you'll see, that it
actually comes into place. Now, these references,
they're not to scale. It's not the point actually
of them being to scale, it's so that you have an idea of what we're actually
creating because pretty much everything in this actual dungeon pack is
created to an actual meter. 1 meter two meter 3 meters
like we discussed before, which means that we
don't need to actually use a scale or
anything like that. What we need to do, though, is actually create
our own scale, and then we'll be able to
actually measure everything up against there when we
actually come to the walls. But for this one, this
one is quite simple. This is the flagstone floor. So all I'm going to do is
basically bring in a plane. So I'm just going to move
that back a little bit. I'm going to press
S, bring it out, and then I have a
really good idea of what that
actually looks like. I'm going to pull it
back a little bit. Okay. And now you
can see that anytime I want to know what
reference to creating, what it's supposed to look like. Then I can actually come
back to this. All right. Let's get started on
the first actual part. What we're going to do is we're going to bring in a plane. And you can see here
that we have 1 meter, two by 2 meters, three by three, four by four, and then we
have some small slivers. The reason we do it like that actually is because a lot of the time you will be building and the square blocks
will fit nice, but then you'll have
some of the edge where they just
don't fit together. This pretty much covers
every floor plan. That's why we actually
create it in this way. All right, so let's press Shift A. I'm going to come over
to where it says mesh, come over to a plane and bring in a plane. Now,
you will notice. I can't actually see how
big this actual plane is. If you look over on the
right hand side of it, it just says one by one by one. Now, I know this is really meaningless at the
moment because one by one by one, what does
that actually mean? Because each one of these, as you can see, is 1 meter. Now you can also see if
I spin my guy round. So if I come to my
guy and press rx 90, just quickly spin round and then look over
the top of him, you can press seven as
well to go over the top. You will see that is
nearly 2 meters high. Each one of these corresponds
to one actual meter. Now we know that
this is two by two. Now, there is an easier way
actually to see how this is. The first thing we're going
to do though is press x -90, spin my guy around, so
he is the right way. And then what we're
going to do is I'm going to click on that plane. And what I'm going to do is I'm going to come
up to the right and sign and click this
little arrow here. Now, you can also press the n button to
actually open that. And if you come down now, you will say, Hey, we have dimensions here. And this makes it
then really easy to create this actual
dungeon modular pack. So what I want to do now is
create my first actual floor. So what I'm going
to do is going to come in and change this to one. Press tab one, and then just press enter,
and there we go. This is our first actual part, which is this part here, and then we'll be putting
a actual text dro. So I'm going to do
is I'm going to create all of these now. I'm going to move this over. Then one I'm going to do rather than actually bringing
in another plane. I'm just going to press
shift and bring it over. Then I'm going to come
over to the right hand side where the
dimensions are, and I want one that
says two by two. Two by two, like so. Now, let's create
another one, shifty, bring it over and you
guessed it three by three, like so, and then shifty, bring it over four by four. Now, we need these
little slivers, let's bring in the first one, which will be one
by two, basically. If I grab this one,
press shift D, bring it down, and then
one we're going to do is I'm going to
put this y on two. There you go. Then we'll
come to the next one. Shift D to duplicate
it, bring it over. Let's put this on three. Like so, and that's pretty
much it. You could have a 41. We might as well do a 41. Let's do that, shift,
being as we're here. And then what we'll do is
we'll put this on four. All right. That's
pretty much it. Now the thing is
before we carry on, you want to really
saved your work so you're not letting a crashes
or something like that, you're not actually
going to lose anything. Let's come up to file. And what we're going to do is we're
going to go to Saves. And you'll notice on
the white band here, probably can't see
my white band, but on your white
band at the top, it won't actually have a save
file or anything like that. So let's come to file, and then we're going to go to Saves. I'm going to save it out
actually in my dungeon. Also, you can see these are huge now for me, and I don't
really want that. So I'm going to put them
onto small and now I have a good idea of what everything is going
to look like. All right, so let's
call it dungeon. Course save. Press the enter
press enter again. Now at your top white
band that is up there, you should be able to see it
actually has the blender and then the actual file name of
where it's actually saved. All right, everyone,
so I hope you enjoyed that and I'll
see you on the next one. Thanks a lot. Bye bye.
4. The Importance of Seams & Sharps: Well, I'm back everyone
to Blender three to real Engine five Dungeon
modular kit bash, and this is where
we left it off. Now, what we need to do now is we need to actually
bring in some textures because you can
see that these are the simplest actual part
of the actual built. They're basically just planes
which are extruded out, and we basically then want to
put some textures on them. So before we go any further, what I would like to do is, I would like to play
you a small video, which will show you
all about seams and shops because then that
will help us carry on. All, everyone, so I'll see you
on the other side of this. Welcome everyone to the
short introduction to marking seams and sharps
part of the course. So before I give you examples of what I'm actually
talking about, let me just briefly
explain what they are. Seams you can think of like
seams on a piece of clothing, like a shirt or a
pair of trousers. The main job of seams
is to make sure the texture that
you're trying to place on your mesh
goes on correctly, but more importantly, gives you control of how that
texture will look. Sharps are marked like seams, but serve an entirely
different purpose. We use sharps to
give us control of how sharp and soft angles
are on our measures. This makes them look realistic. It is also important we do this not only for
rendering and blender, but also sharps carry on through to the software
or games engines, we want to use, like substance painter or
Unreal engine as an example. So with all that said,
let's get started. So here we are in blender
with our starting que. Now, if I click on my cube
and go to my UV editing, you'll see that the cube is basically unwrapped
in this actual way. So basically it unwrapped
like a present. Now, if I come across and I grab this cube and
I press Shift D, and then we press Shift
spacebar to bring in our gizmo and we move it across. And now, let's say I want to alter this
cube a little bit. So what I'm going to do is I'm going to press the tab button. I'm going to go interface elect, click the top face
shift spacebar to bring in the move
tool, bring it up. So. Now, let's say I
want to unwrap this. Now, if I grab this with L, just to grab everything, and I press the U
button for unwrap, you'll see that it unwraps
exactly the same way. Even if I reset the
transformations of this, it will still unwrap
exactly the same way. Now, let's mark some
seams and see how that has an actual effect
on our actual unwrap. So let's grab the top and
we'll come down to the bottom. And what we're going to do is we're going to press control. And then come down to
where it says, Mark Sams. Now, it's important
to remember that it's control leap to mark
seams in face select. But if for instance,
we're in Edge select, so if we come to this edge, if we press Control leap, you will get this option
up as well, mark seams. But you can also right click in dgeelx and you can also see we can mark seam
this way as well. So for now, though I'm not going to actually
mark this scene. What I'm going to do
is I'm going to grab the whole thing with L, like so. And now I'm going
to press Unwrap, and you can see it unwraps
completely different. Now, let's bring
in some textures so you can see what
exactly I'm talking about. So, if I press tab, I'll come up to my
materials panel up here, and I'm going to
give this material. So I'm going to come across
to the right hand side, click on my material button. So let's now bring the material
I've already prepared. So if I come across
this little down arrow, come on down, you
can see I've got one here called wood, and
let's click that on. Now you can see what's happened. We've actually applied our
material to this object, but you can see it's
pretty much a mess. The top of it looks fine, but the bit going around the
side is all bent and skewed. So if I zoom out and
I press tab now, you can see that the
reason is that It's not actually UV unwrapped correctly.
So how do we fix that? If we come up to Edge select,
and we grab this edge. And now I'm going to do is
I'm going to right click. Come down to mark seams. And now I'll grab the
whole thing again. I'm going to press, Unwrap. And now you'll see it
unwraps absolutely fine. You can see that
woods looking really, really nice actually
on this mesh now. So what this does, the seams do is actually gives you control of how this actual texture
is placed on this mesh. You also need to take
into account that this is basically
an infinite loop. So if I come round and I look
at this face and this face, you can see that
they're going round. If we have no seam, when I
talk about infinite loops, it's basically going
round and round and Blender doesn't actually
understand how to unwrap it. So you'll end up with
that mess we had before. Now, the other thing to
take into account is, if I turn this wood around, for instance, what
I'm going to do, I'm going to come over
to the left hand side, the viewport of my UV editing, press A to grab everything
90, spin it round. Now, the other thing
I want to show you is that where we join
these actual seams up is also really
important because you'll never ever get
it perfect on here, where there's an actual seam. So let me exaggerate
this a little bit. So what I'm going to do is
I'm going to press tab. I'm going to make this a lot
smaller and I'm going to move it into the
center of my UV map, and then I'm going to press tab. Now you can see that
these edges don't line up whatsoever against
this other side. So this texture here doesn't
line up with this texture. And the reason is because
we've got a seam down there, and that is the actual
break in the texture. Yet, if we come
round to this side, And I spin this round. So if I grab it or Z 90 and now go to this
one where we can see, you can see that these
line up perfectly. And the reason is
because obviously, there's no seam there.
The seam is here. So you need to take that into account on your own measures and objects that when you're
applying textures and materials, try and put seams where
you're not going to see them. So if it's on a door
handle, for instance, try and put them on the inside where no one's actually
going to see them. So always bear that in mind when you're actually
marking your seams. So now, let's discuss sharps. So if I bring in
a new primitive, so if I press shift A, I'm going to go across the mesh, I'm going to bring
in a cylinder. Now, you'll notice
that this cylinder has all these little
edges around there, and let's say you want to
make a cup or something. The last thing that you want is all these hard edged
faces in there. Now, there are things we
can do to sort this out. So the first one we can do is we'll bring in
another cylinder. So I'm just going to move
this one out of the way. So shift space bar, bring in Mgzmo move it out of the way. Shift A, bring in a
another cylinder. And this time, I'm going to
come down to where it says, add cylinder and turn
up the vertices to 100. And now, you'll notice that
we do have a round edge. But the problem is
that we've brought in 100 vertices to
actually achieve that. And that's not
something we want. We want to use as
few polygons as possible while still getting
a really good looking mesh. So how do we achieve that? Well, there are a number
of things we can do. First of all, we can come
across to this right hand side. And what we can do now
is come to where it says normals and
click on Auto smooth. Then we can right click on the viewport and
click Shades Moo. And now you'll notice it's
actually been smoothed off. But the problem with this is, if I turn up my autosmove, you can see if I turn
it up all the way, it goes really, really funky. And that is because
at 170 degrees, Blender decides that these edges along here need smoothing. So it doesn't give
us a lot of control. If we do this on the other
one, surf grab this one, right click, shapes
move, Autos move on. You can see again, even with
lower amounts of polygons, we're still able
to smooth it off. But if we turn this off, we're still going to end up with the same problem as
what we had before. So how do we solve that? Well, if we come in now,
press the tab button, come to the top, grab the top, shifts
like the bottom. Press control because
we are in face select, and we'll come in
and mark a shot. And now you'll notice
if I press tab that nows got hard
edges on there. This gives us control. So this is why we
actually use shops. No matter what I turn
this up to, 180 degrees, which is the highest it goes, it will not get rid of
those shops that we mark. We can also mark shops
around the edges as well, sever grab, this
one and this one. And now we're in edge select. We can right click. Come
down, and mark a shop. Press the tabbon and now you'll see you've got hard
edges on there. So it's very important
that you mark sharps, where you're going to
actually want hard edges. It's also important
that they get into the habit of marking sharps, when you're actually
marking seams. And then what happens is
when you join two objects together and you turn up
the auto smooth if needed, you're not going to end up
with some measures like this. Okay, for one, so
I hope you enjoyed that introduction to
marking scenes and sharps. And as they say,
on with the show. Welcome back, everyone, and
I hope you enjoyed that. Now what we're going to do before we actually carry on is, we're going to actually
extrude these out. Before we get a texture on, we're going to actually put into practice what you learned
on that actual video. If I come to all these now, what I'm going to
do is I'm going to shift click on each one. Then what I'm going to do is I'm going to press Control J, and that'll join
them all together. The reason I've done that is because it's going
to make it easy now for me to actually extrude
them all out together. Now if I press tab, Okay. You can see at the moment, we are in verte leg,
which is this one here. We can also come to Edge
select, which is this one, so now you can select
each of the edges, and we can also come to face select so you can select
each other faces here. Now, you can use these options up here or you can press one, which will be verte leg, two, edge select, three,
which is face leg. You can use either one. A
lot of times I will come up here and sometimes I'll
actually use the number. I'm just so used to
actually clicking up here actually that
I just do it that way. It's pretty fast anyway. All right. What we want
to do now is want to grab each one of these faces. What I want to do now
is extrude these down. I'm going to press and I'm
just going to pull them down, and then just pull them down
to something like this. Now, the actual depth of these isn't really
that important. You don't actually want them too chunky to make them unmanageable
or anything like that, but just a bit of
depth to them so they can actually feel like an
actual floor because basically, these are flat planes, pretty much, and they're just going to have
a texture on them. What it means if I
grab this one with L. You'll notice as well that now I'm actually
in edit mode. I don't actually have
my gizmo anymore. What you have to do is you
have to press shift space bar. Okay. Come down to move and now you'll actually have your
gizmo back in place. Now the thing is you'll need
to do that once and you'll probably need to do
it every time you load up the blend file. But apart from that, you'll
need to do it once in object mode and
once in edit mode. If you go to any of these
other options on the top, you will actually have to
do it again. All right. I'm going to grab
it with pressing L. I'm just going to hover
over it, press the L, and now you'll see if
we put these together, the reason why I
want some chunkiness is because if I didn't do that, you'd be able to see straight
through the floor there. And that's not
something we want. So that's why we
just want to give them a little bit of
chunkiness to them. All right. So now let's put in to place what
we actually learn. The first thing I want
to do is I want to come round to the bottom
of each of these. Grabbing the bottom make sure
I've got them all, like so. I'm shift clicking
each of those. And then what I'm going
to do is I'm going to press the control
and the plus point what that's
going to do is it's going to increase my selection. Then what I can
do is I can press control and minus to
decrease my selection. But basically, I want
my selection to be everything except
these top faces here. Then what I'm going to do is
and now we're going to mark the seams going
all the way around here. I'm going
to press control. Come down and
you'll see one that says Mark Teams. There we go. We can see we've
marked our seams now. Now, let's come to the
top of each one of these. Just grab the top of
each one of these. And then what you're going to do is you're going
to press control. Come down and clear seams. Now what that's done
is it's basically made it so that this can
wrap like a present, so you can see here
that this will wrap. I'll put it on the right hand
side what I actually mean, but you did see it in the
actual video that we watch. You did see how we unwrapped in the video you watched before. You can see now this will wrap, so each one of these corners
will pull out. All right. Now what we can do is finally we can actually grab it all with A, and we can actually
unwrap each one of these. Now the thing is
the actual textures that we're bringing in
are seamless textures. It really doesn't matter
how we unwrap this. We can actually pull
them out together, so that's the best thing ever. Now, if we add an over to our
UV editing, click on here. And then what we're going to
do is we're going to press you come down and you'll
have one that says wrap, and now you'll see the wrap
really, really nicely, as you can see, you've got the bottoms, which
you can see here, and then you've got the actual
tops, which are unwrapped, all of them like a present
library talked about. Now what we need to do
is before we carry on, I actually need to
play a small video of basically showing you how we import textures and what the actual different
texture maps actually do. So you'll have a good
understanding of the next lesson, where we'll actually
be putting textures onto our planes or
floors as they will be. All right, everyone. So
I hope you enjoyed that, and I'll see you on
the next lesson. So I'll make sure you watch this video. All right. Bye bye. Welcome everyone to this short
introduction on importing texture maps and creating
materials within blender. Here we'll be going through
basic material setups and easy ways to import your texture
maps all within Blender. Then we'll be moving on to an explanation of what maps do, and why they're important. So with all that said,
let's get started. So in this basic scene
that I've set up, you will see that I've
got these three objects, and they're all UV unwrapped. So now, let's come
to our first object, and let's say we've already marked our seams,
as you can see. Now, let's come up to
edit, first of all, and what we're going to bring in is a add on called
node wrangler. And this is going to
make it very easy to set up materials
within your scene. So let's come to edit,
come down to preferences. Come over to where
it says add ons, and then we're going to
search for node, ODE. And you'll see one
called node wrangler. Make sure that's ticked on, and then let's close this down. Now I want to do is actually
create our material. So if you come over to
the right hand side, you'll see this little
football kind of icon. Let's click on the plus. And then what that actually does is create a new material, and let's click new
and give it a name. So let's call this wood. And because I've
already created a ward, it will come up as wood.001. If you've got a 001, it will come up as
wood.002, and so on. You'll notice as well
that this has come in as a principle BSDF and
this basically is the magical node shader within blender that makes it easy to import all your maps
and things like that. So now we've got this. What
we need to do now is we need to head on over
to our shading panel, which is this button here. Once in the shading panel, you'll see basic setup, same as what we had in
the modeling panel. And now, if I zoom out
of here a little bit, you'll see that we've actually
got a basic setup already. So we've got our
material output. And of course, this is where all the nodes end up in the end. Then we've got our principle, which is what I
told you about is the magic kind of blender node. And if we zoom in a little bit, you'll see we've got all of these things where we
can plug things in, or we can mess around
with these without actually a map plugged in. So now let's come and click
on our principal BSDF. And what we're going to
press is control shift, and T. And that
then will open up the file of where you want
to actually find your map. So make sure you store them in a place where you
know where they are. Go and find them,
and then you should end up with five maps. Normally, it's five maps that
actually you can download. One is the base color. The next one down is metallic. The next one down is roughness. The next one down is height, and then you've
got normal there. Normally, the basic five maps. So now what we need to do
is we need to come to the first one and shift
select the bottom one, and then that'll
select the mole, and then come over
to wait to say it's principal texture set
up and click that on. And there you go. They've
all actually come in. And you'll notice Blender has automatically set
everything up for us. And this is part of what the
node wrangler actually does. Now, if we zoom in a little bit, so we can see what we're doing, and now we can
actually go through some of these nodes over here. So let's zoom into here as well. And the first one we've got
is texture coordinates. Now, basically, this node tells Blender whereabouts to place
this texture on this object. So you notice at the moment, it's basically plugged
in from the UV. Now, if we quickly just
go over to the UV, and I grab everything, you can see this is our UV map, and this is how basically this
texture is placed on this. So for instance, you can see that this one has
been turned round, so it's going the correct way. Now, let's go back over
to our shading panel. And if we plug in the generator
instead to the vector, let it load up and you'll see now that blender is trying to generate how this texture is actually going to go
onto this object. This is useful when
you're creating textures within blender
itself without maps. But useless if you're actually
bringing in your own map. So let's put it back on UV. Next one, Macros
is called mapping, and this basically is how this texture is mapped
onto this object. So you can see here that
we can actually move the location of our
actual texture, and this basically is kind
of moving the UV map. Now, if we come, we can
also scale this up, as well as you can
see, so you can scale it smaller and bigger, and it gives you a lot of
control within actually the shader to mess around with the scale
and things like that. Normally, I would actually
do this in the UV map. But if there's any small
details that I want to make, a little bit smaller or
something like that, I will do it within the shader. Moving across, you can see that all of these nodes over here, which are our maps are plugged
into our mapping node. So let's come to the first one. The first one is color. And basically down on the
right hand side here, I'm going to be showing you
exactly what they mean. And then if you want
more information, you can go onto the blender
website and find all of the rest of the information out about all of these maps
that we're talking about. So, as I say, the first
one is the color, and if we unplug that, it's basically what we can see is it's just the base color. Now, sometimes you
all get colors where they come in with
ambient occlusion, and I'm going to talk about ambient inclusion just
in a few minutes. So if we plug this in, we can see we can
actually alter the color with other nodes that we can
kind of slide into here. So, I'm quickly going
to show you that. So if we press
shift Do a search, and we'll just bring in a gamma, which is just going
to lighten or darken our actual color. Now, I've put that in
there and you can see if I bring that down
or bring it up, I can make it much
darker or much lighter. So that's something that
we can actually do, and the node wrangler
enables us to bring in a new node and
just drop it in there. So, what I want to do
now, I'm just going to delete that, and I'm
going to plug that in. Now, to go onto the
next map is metallic, so I'm just going
to head on over. We've actually brought
in a metallic texture. So here we are in
our setup now with our actual metal
texture and material. So if we zoom in now, we can see that we have the next one down,
which is metallic, and we can see that if we come
and actually unplug that, you'll see, that not a happens. And this is because
this metallic is very closely based on the metallic that's already there,
which is zero. It's quite a dull metal. Now, if we come in and
we turn up our metallic, you can see that it
goes really, really, really metallic, like so, and you don't have
to actually use a map to make
something metallic. All you need to do is
turn up this metallic. Now, normally, when
we're doing things like using this slider
here and no map, either something is metallic, so if I turn this down
or it isn't like so. We don't really have anything in between when we're not
actually using a map. So if we plug this back
in now to our metallic, and let it load up
and there you go. Now, the next one
down is roughness, and roughness is basically if you think of a
sheet of glass, when you look at it, it's
not completely see through. You might have certain
scratches on there. You might have things
like smears, hand marks, things like that, and basically that is what the
roughness map does. Basically, the roughness
is determined by this map. So if I unplug this map, you can see we've
got a lot of kind of shinier parts and duller parts on here. So let's unplug this. And then you'll see that
it's all one kind of shine. You can also see if I
come in and actually turn the roughness,
I'll turn it down. I can make something like ice or I can make something
very, very dumb. And this is why we use this map because it gives us
a lot of control. Of how much smearing and things like that and makes it
look a lot more realistic. So now let's move over
back to our wood. And what we'll do
is now we'll come down and look at our normal map. So if I double tap
the A quickly, that'll just un highlight this, and then we can just zoom in a little bit and look what
this normal map does. As you can see, the
normal map always plugs into a normal map node, and then we can mess
around with the strength. So if I turn this
strength right up, you can see now
we've got a lot more pushing through of
that actual texture. Now, just be very careful
when using this node. You can turn it up too high, and it will I won't
look very real. In other words. So try and just get it somewhere where
you're really happy with it, and it still looks realistic. For instance, you do get some wood, which
looks like this, where it's really kind of
elevated from the base, but I wouldn't go again
too high with this. Okay, so that's the normal map. And now let's move to
the displacement map. For the displacement map, I'm actually going to bring
in a new material now, so I'll head on
over to that one. So here we are with our
cobblestone texture, which we're going to use for
our displacement example. So what displacement does is it basically gives this texture. It basically pushes it out. It's like using tessellation
as you'll see shortly. Well, the one thing is, if you're using this
displacement map, you really need to well, you really need to
know two things. First of all, it
doesn't work in E. Second of all, it really needs a lot more geometry than what
you would normally have. So here we can see
we've got a flat plane, and we can see that they're
slightly pushed up, and you can still see that this is basically a three D texture. So how do we create
displacement on this? First of all, what we're
going to do is we're going to come over to our little spanner. So, first of all, what
we're going to do, we're actually going to subdivide
this a couple of times. So let's press tab, and
what we're going to do is right click and subdivide. Right click, subdivide. And now what we're going to do is we're going to press tab, and we're going to
bring in a modifier. And what we've done
now is basically increase the geometry a lot. So let's come over
to add modifier. We're going to come down where
it says, multi resolution, and we're going to subdivide, subdivide, And again,
and again, four times. And if you press tab, you'll see that it still actually
looks like this, so you can't really see all
the subdivisions on here. But when we finish this,
I'll actually apply it, and then you'll be to see them. Next of all, what
we need to do now is we need to put this on cycle. So if we come over
here and we change it from v and we
put it on cycles. And then what we can
do is we can come down now to our material, which is this button here. Scroll down and you'll see
one where it says settings. And under settings, you'll
have one that says surface. And what you need to
do now is change this. It should say bump only. Change this to
displacement and bump. Once you've done that,
then, all you need to do is go to your cycles Shader, which is this put
here, and there we go. You can see now how actually
realistic that looks. And now you can actually
mess around with these, so we can really, really
bump up the scale, as you can see, and we can also change the
mid level like so. So it really pushed it out, or you can really
pull it in as well. Okay, so that's a bit of
an explanation on there. Now, as I said, I
will move over now to the actual spanner.
We're all modifiers on. I want to press control
A to apply that. I want to press tab,
and now you can see just how much geometry
that actually took. Now, you can get away with
a little bit less geometry. So if I press control and just bring it back and just
bring it down one. So if I bring this down one, like so, and you can see that it's still
looking quite good. But if we put the viewport
level up a little bit, it's nowhere near
the level of this. So if we put it on three, press control, press the to, and you can see now there's
not so much geometry, but we're still getting
a pretty decent effect. Okay, so the last
thing I want to show you is if we come back to our material shader and
we put this back on EV, so we've come to
our computer, icon, put it back on EV, and
now we'll just scroll around and zoom in to this wood. Now, what does
ambient occlusion do? So I'll put a brief
explanation down the right hand side of what actually ambient
occlusion is, but we can actually enable it by coming over to our computer, putting this on EV, and you'll have one that says
ambient occlusion. When you click this on, you can see already that we really, really get much more
shading on here, much more realism and
things like that. Now, as I said, you can get textures where they have ambient occlusion
already built in, but I find actually
doing it this way generally gives
you a better result? Now, the other thing you can do is you can mess around with the ambient occlusion and
really bring it up or down, mess around with factors
and things like that, and really get kind of
the shadows that you really want on the surface
of the actual object. So that concludes
the material and texture introduction
part of the course. And I hope you all got a
lot out of it and have a much better understanding of maps and materials
within Blender. So with that said, let's
get on with the show.
5. Working with HDRI Lighting: Okay. Welcome back
everyone to Blender three, Tron real engine five
dngon modular kit bash and this is where we left off. Now, at the moment,
these are all wraps, and now what we need
to do is we need to bring in our first texture. So first of all, let's
give a little bit of a setup though before we actually do that
because at the moment, if I click on our material, which is this button here, you'll see we have
no textures on. You'll see that
they're very white, and that is because
if I come over here, which is our materials panel, they actually have
no textures on. What we need to
do, first of all, is create a new texture. So if I come over to
the right hand side, click new and you'll
see now material one. Let's double click it, and
what we're going to call this is flagstone floor. Now, because all of these
are joined together, it means that they all
now have flagstone floor, and what that means is now if I come down and change
the color of these, you'll see that all of
them actually change, which is actually what we
actually want because we want to texture them all at
the same time. All right. But the problem
is at the moment, we're okay for material mode, but what happens if we actually
want to see these in how they're going to
look in real engine or how they're going to look
if they're rendered out, for instance, because
at the moment, if I come here and
click this, There dark. And the reason for that
is because we actually have no lighting in
the actual scene. So before we go any further, what we actually want to do is we actually want to bring in some HD lighting to actually
light our scene and give us some realism on
our actual dungeon floors. So let's come over to
our shading panel. And at the moment,
When I click on this, you'll see that we're
actually in object mode, and this is basically
this material here. You see from here as well, I can actually change the
color of the material like so, and this basically corresponds
to this over here. Now, you've also got an option over here, which says object, and what we can do
is we can come down and turn this to wild. The wild actually
What this does now. It's basically the shading
panel for the actual world, and this controls
the actual strength of the actual lighting
of the world. So if I come over to
the right hand side, come up to here and come
to my rendering panel. So this is my rendering panel. And if I come to the right
hand side over here, where the little computer is, you'll see at the moment, we're on the render engine called EV. Now, we're pretty much
going to be using EV all the time. There
are two of them. One is EV and the
other is cycles, and we will talk about those
a little bit later on. But for now, just
leave this on EV. It's basically a
real time render engine like where you'd
find in real engine. Now you can see if I
turn up the strength, we can actually turn up
our lighting from here. Now, there are a few
problems with this. First of all, it's very
limited this lighting. It doesn't really do a lot. Normally, what you
would do is you would have your background
and you would bring in an actual direct light or a sun or something like that. But we want to take
this one step further. We want to actually bring
in our own actual lighting. What you're going to do is
you're going to go to file, and you're going
to go to Append. And then what you're going to
do is you're going to find where the one that
actually says HDR settle. Now, if you double click that, you will see that this is
actually a blend file where I've actually sell some lighting for you and you can
actually bring it in. And I'm going to show
you how to use it. So if I come in,
double click it, you can see if we go down
to W here is our HDRI set. Now, I double click this, You'll see at the moment,
nothing happens. And the reason
nothing's happening is because over on
the right hand side, which is this world here, you can see that we still set to world. Now, we
don't really want that. What we want to do is click
this little down arrow and come to HDRI set up. Now you'll see
something happens, it's come in and it's pink, and the reason it's pink, if anything's ever pink, it means basically you're missing a texture or
something like that. That's why things are pink. You can see that
environment texture actually has nothing in it. We need to bring something in. Other thing is as well
that at the moment, This is called HDRI setup and I don't really
want to call it that. I actually want to
change the next. I'm going to click on
it and call it dungeon, lighting, press the end to
button and there we go. Now it's actually saved. Now at the moment, you will see that I have this
little block here, and you probably also have that, what that means is it's
actually trying to save it out into
an asset manager, and we're going to discuss the asset manager probably
in the next lesson. First of all, though, we're
actually going to bring in our actual textures and
sort this lighting out. What I want to do now is I need to bring in some
proper lighting. So if we come here and we
click the open button, and what I'm going to do is I'm going to come
to where it says, HDRI setup, double
click it, and in there, then you'll have a day Exar if you double click
that, what will happen is, you'll now have some realistic
lighting, as you can see, and you can even see there's a sun in there and you
can move around and just see it's actually a
simple sky. Now, for me, I don't want to
actually see this sky, and what I've enabled this to do this actual HDRI set up
is you have some options. You can actually put
it on a block color. If I put it onto
this to surface, you'll see now it
goes to a block color and I can actually then change the color to
my heart's content, all of these colors
I can pick from. Or you could have
it on a gradient, which is what we're
going to look for. If I come to surface,
put it on a gradient, you can see now for
Zuma a little bit, there's a contrast here
between these two gradients. Now what I want to do is I want to set this one
a little bit darker, so I'm going to set that
to be a little bit darker. I'm also going to say I think
to be a little bit darkish, reddish, something like
that. There we go. Now what I also want to do is
change this gradient here. I'm going to put it on
a nice reddish color and make that also a
little bit darker. Just giving us that
actual dngon vibe. I might even put
this on a little bit more orange,
something like that. You can see now we've
got quite a dngon vibe. Just the top one, I think I want to make that even darker, so let's make it even darker. So. All right. There we go. Now you can we can also rotate
our lighting of the day. In other words, where the
actual sun is shining, you can see it moving
around as well, even though you
can't see our sun, that HDR lighting is still actually underneath
that. All right. Now we've done that.
We can basically carry on now and actually
bring in our textures. So what I'm going to do is
I'm going to come to W. I'm going to change
this then to object. And what I'm going to do now is I'm going to come
to my principles. I'm going to left click
it. And you can see, just make sure that
you're actually on your flagstone floor, like so. And then what we're
going to do now is we're going to bring
in some textures. But before we do that, we
have to come up to edit, go down to preferences. And what we want
to do is bring in a inbuilt add on within blender, which is one of my
favorite add ons, and it's called
the node wrangler. So what I'm going to do is
I'm going to go to add ons. I'm going to come up to my
little search box here. I'm going to put a node. And you'll see one that
then says, node wrangler. Let's click on that and then we can actually close this down. Now if we com two our actual principle press
control shift and T, and what then you're going
to do is you're going to bring in your first texture. Textures here. You can
see that we have two. One is blender and one
is real engine five. They're completely
separate textures. The normal map is different
and things like that. You will need both of these, especially if you're
planning on taking through your dungeon
tonal engine five. Let's come to the blender part. Then what we're going
to do is we now want the actual stone floor,
which is this one here. Well, it's flagstone floor,
so it's this one here. You can see now we've got
five different textures. Let's come in,
grab all of these, and then with a shift click
and we're going to click principled texture
setup and he presto. It's brought all of
those textures in. Now at the moment, they're
very hard to see because the lighting is a little
bit It's not strong enough. What I'm also going to do
is I'm going to bring in a directional light as well
before we actually carry on. I'm going to do is I'm going to actually
bring in my light, but it's important to know as well that at the moment here, you can't actually see any of the ground plane or
anything like that. If you want to turn them on, then all you need to do is come up to the right hand side, and what you're going
to do is click on this little arrow
and put floor on and then you can turn your x y and axis on as well
if you want to. I want to turn my
no. I don't like it where it's got
nothing in anyway. Then what I'm going to
do is bring in a sum. Now, the other thing to know
is wherever this cursor is this red and white, circle. If I shift right click, can
put it wherever I want. That is where anything
that you bring in will come in generally,
most of the time. At the moment, you can
see it's over here. If I bring in now, so shift A, come down to where it says light and I'm going
to bring in a sun. You'll see that my
sun actually comes in there and basically it
brightens everything up. Now you can see we've got
some real nice lighting. Now, you will see as well, if I go back to Wild a minute, that if I turn this, you can see a shadow here. If I turn this round, that nothing's really
happening at the moment, and that is because this sun
is brighter than the HDR. This is the one that's
actually casting the shadows and you can see over here on the
right hand side, under the icon for our sun, we actually have shadows
actually ticked on. Now, let's pick up
our sun a little bit. I'm going to press shift
space because I am in my shading pal which means after bringing Mgzmo I'm going to
pull it up a little bit. And then what I'm going
to do is I'm going to press R and x and pull it round
and you'll notice now is shadow actually changes. Then I'm just going to give it a little bit more direction. Arms head move it round and just give it a little bit
more direction like so. Now the thing is I
always put my sun all the way over here
just so it's out the way and not interfering with anything that I'm
doing because it is like our real sun and
infinite light source. In other words, it
just goes wherever, as far as the eye can see, it won't actually change its strength or anything like that. Unlike a point
light, for instance, which is more like
a candle light, which only has a certain range. There is that to think about and take into account. All right. The next thing, we want to
do is basically we want to check how much how big these
actual flagstones are. And I'm going to show
you on the next lesson, how we actually can change
that if we want to. We can also see as well
that these are the moment, these flagstones, they're
just below the ground plane, which is really
routable because we can see these lines going across them and we
don't really want that. So what I'm going to do is
I'm going to grab everything. So I want to press one
on the number pad. And then what I'm going to
do is I'm going to lift these up above that
actual ground plane. So now you can see if
f double tap the A, I've got a much better vision of what the actual look like. Alright, everyone, so I
hope you enjoyed that. And on the next lesson,
what we'll actually do, we'll make sure that
we're happy with the scale of these
actual stone slabs. All right. Thanks
a lot. Bye bye. A.
6. What is Transformation Orientation: Welcome back everyone to
Blender three to engine five Dungeon modular Kibash and this is where we left off. Now, let's actually look at our scale of our actual texture, and we can see actually
that it looks pretty nice. I'm actually happy with that, but I will show you nonetheless, how to actually change
that if you want it. So all you want to do
is you want to come to UVediting You want to actually go over it and
put it back onto material. You don't actually need your lighting on to
actually do this, so you can actually
put it like that, and then you can see it
really, really nicely. Then what you can do is
you can grab everything. So if I click on them, press the taboon if you've
not got more selected, just press a to grab them all, and now you'll see
they're actually map over the left hand side. Now if I come on the
left side and press A, and what I can do now is I can actually scale them up as
big as I actually want them. You can see you can
really change the size of the actual flagstones. You can also see because the
way that we unwrap them, they go really nice and neatly over the actual sides of them. Now, I don't really
want them this size. I actually want them much,
much larger than that. What I'm going to do is
I'm just going to press controls, shrink them back down. Now the reason you can
do that is because this is an actual
seamless texture. All of the textures in this path that you
download is seamless, so you're free to
make the texture as big or as small as
you actually want to. All right, now that's done, let's actually start moving on. What I'm going to do is I'm going to come back to Muddling, and now I need to
split these up. There is an easy way to
actually split them up. If I press tab, I
can actually come in with Edge select
and the reason I'm using edge select
is I'll show you. If I come in and
grab one of them and I press the lb to grab it, you will notice because we've actually got these seams in, it actually just
selects the island, which means that it doesn't
select the bottom part, and that's important
because sometimes, if you're selecting things, you will have it where
you select them in face select and it will only
select the island, and then you'll be
missing the bottom part or something like that. Now, if that does happen,
just come up to mesh, come down to where
it says clean up and then you're just going
to merge by distance. You'll notice nothing's
merged at the moment, but I will show you what
happens if I actually do. You can see at the moment.
I've grabbed this. If I press y to split it, and then press G, you can see that at the moment
they're split off. Now, that's happened basically
because I selected it. I split it off from these and
basically what that's done now is split it off from this because this bottom
phase wasn't selected. What I want to do now is I
want to select the bottom. I want to come to
mesh, clean up. Okay. So mesh, clean up, merge by distance,
four vertices. Now what that means is, if I
come in and grab this again, press G, you see it
all comes together. So basically, that's a way
where you can actually join it back up if you
make that mistake. Now, let's go back and actually think about splitting these up. There's two ways of
splitting these up. The first one is
if I grab it all, so you can see if I
grab this one, press L, and because I'm in edge select, you can see it selected at all, and then I can press
P and selection. And what that's done
now is if I press tab, we've now got this split
away from all of these. Now we can do it that way, which is really slow or we
can do it the fast way. If I come in, grab
all these, press tab, press A, and then one I'm going to do is I'm
going to go up to mesh. Come down to where it says, separate and separate
by loose parts. Now you'll notice
that it's actually separated them all
into individual parts, and that's exactly what we want. Really really fast
way of doing it. Now, the next thing you
always want to do is even before you actually attach in materials and
things like that is, you want to press control A and you want to go to
all transforms. What I'll do is I'll reset
all the transformations. What does that mean exactly? I'll give you a good
visualization of what that means. If I press Shift A and
I bring in a cube, you can see my cube comes over here because my
actual curse is here. I'm going to press
shift space bar, come to move, and then I'm
going to move it over here. The other thing is I'm going
to put this on material just to make it a little
bit easier to see. I'm going to pull it out. Now, at the moment, Blender
understands this is a cube, two by 2 meters. But if I come in and let's say press to squish it
down. Press tab. Now Blender at the moment, still thinks this cube
is two by 2 meters, which means that if I unwrap it or I use a modifier,
for instance, Blender will basically
be using that modifier or unwrapping it based
on the old actual scale. This is important. If anything
isn't working correctly, you want to press Control A, all transforms, right clip, set origin back to geometry, and now you can go away
and do whatever you want, whether it's some
wrapping or bringing in a actual modifier or
something like that. Now, let's show that in
action on each of these, so just going to delete
this at the moment. Then what I'm going
to do is I'm going to grab each one of these so I'm going to press Control A all transforms because you can do
all at the same time, and therefore I
press right clip. Origin, geometry, you can
see now we've got all of these little points
where the actual origin has been reset into each one. Now if I grab all of these, And I press tab now, press A and unwrap them, you will see now
because we reset the transformations
that these will wrap differently to how they did
before because Blender now understands that these are
basically flat planes. Let's come in now and go to
UV and let's press wrap, and there you can see
now they wrap Well, basically, they've
wrap correctly. Even though they don't
look much difference. If you're doing
this in something a little bit more complex, you'll notice a huge difference. But now they've
wrapped correctly, which means that these slabs
are the same size as these. All right. I'm going
to leave the slabs the same size as they are.
Back to modeling now. Finally, to finish
off these slabs, we actually need to name them. What I'm going to do is over
on the right hand side, I'm going to make
a new collection. I'm going to name these
in a new collection, and then we can go from them. What it means is by the end, we'll have a load of parts, but the law be named correctly, which is something we want to
keep up to date with rather than to the end and naming
100 different parts. Let's actually pull this up at the moment and then what I'm
going to do where it says, se collection in the
right click and click on new collection. Come in now. What I'm going to do is I'm going to double click this and I'll put parts done, just something simple like that. Then when they're
renamed and everything, I can move them into this. Now, if I open this at the
moment I click on this, I can call this then double
click it Stone, slabs Okay. And I'll call it one by one, something like that,
and then we know this is the one by 1 meter. One going to do though is
I'm going to copy this, Control C, then
I'm going to press enter so Now let's
come to the next one. I'm going to double click
it, press Control V, and this one is two by two. Two, 52. Next one, three by three. Control V. And you will end up doing this a lot
throughout this process, just to make sure everything
is named correctly. Also, when you send them
through to real engine as well, you don't want to miss this
actually because you don't want to be naming everything
in that program as well. Four by four, now let's
come to this one. It's one by two, this
one, double click it, control, and then one by two. Then the next one,
double click it, control V, and this
one is one by three. Then the next one, finally, this one, double click it, Control V, one by
four. All right. Now what we can do is we
can grab all of these. Shift click in all of these,
and then one w to do it. I'm going to grab them
on the right hand side. Left click, grab scroll
wheel down and then drop them into parts done.
All right. There we go. Now at the moment, we've
got this one here, which shouldn't be
it should be called lighting and references.
Let's put it like that. So then everything is
tidy out references. Now that all of our actual
collections are actually named correctly and our actual parts
are also named correctly. What we want to do
now is actually put them into our asset manager. We're going to end
this lesson for now and on the beginning
of the next lesson, we're actually going to go
through how to actually use the new blender
three asset manager, which really is a
fantastic thing in addition to actual blender. I hope you enjoyed
that and I'll see on the next one. Thanks
a lot. Bye bye.
7. Working with Blenders Asset Manager: Welcome back everyone to
Blender three to reel engine five Dungeon
Modular kit bash, and this is where
we left it off. Now, what I'm going to
do is I'm going to play a small introduction into the new Blender
three asset manager so that you'll understand
actually how to use it. I'll play that now and I'll
see you on the other side. Welcome everyone to
the short introduction on the asset manager
within Blender. Now, before we get started, let's take a quick lo at what we're actually
trying to achieve here. So, if you see on the
top left hand side here, I have actually
one called assets, which we're actually
going to create. If we actually click on that, you'll see it opens
up a new window, and within that window, we have assets on the left
hand side grouped together. Not only do we have assets, we also have actually a
material library as well. So we're going to learn
actually how to actually put these into this group and now Blender can
actually find them. But before we do that, let me just show you how
they actually work. So within my stylized assets, I have all of these assets which are from multiple courses, and I can simply drag and drop my asset
actually into place. Now, the asset doesn't just come in with
the actual model. It also comes in, if I click on my materials tab with
the actual materials, so I can bring any asset in, and they should come
in nice and flat view into any scene that
you want to create. Now, with the actual materials, if I actually just
bring in a cube, so I'm just going
to bring in a cube. I'm going to move it over
to the left hand side, and I'm going to come over
to my stylized materials, and then I'm simply
going to drag and drop onto matual cube,
and there you go. You can see this one is glass. I've only got on
materials at the moment, so you won't actually see through it or
anything like that, but you can see that we
can just drag and drop materials onto our actual
cube and things like that. You can see that
this one is water, and you can see how easy it is just to drag
and drop them off. Now, some of them depending on how complex they are
are going to take a little bit longer actually
to place on your cube. But apart from that, they
work really, really well. Now, enough for
all that, let's go back now to a brand
new blender foil, and I'll show you exactly how
we're going to set this up. So where we are in our
blender actual default view. And what I'm going to
do is I'm first of all, going to come up to
the right hand side. I'm going to come
across, and you'll notice if I come
across the general, we have one that says asset. Now, some of you might
not actually have asset. And if you haven't got asset, just click on something like moddeling or
click on modeling, and you'll notice
now that we've got another one called
modeling dot one. And the reason is,
of course, because we already have one
called modeling. Now, if I come and left click, so double left click on here, let's call this asset. Like so. And then what I'm going to do is I'm going
to right click and I'm going to preorder
this to the actual front. So we now have asset
layout and modeling. Now, at the moment, this is
just a copy of my modeling, and I don't really want that. So what I want to
do is I want to come down to the left hand side. And as I come to this corner, you'll see this little
kind of cursor appear. And if I left click and drag. So from the corner,
left click and drag up, you'll now have
actual two windows. Now what you want to
do is you want to come over to where this
actual icon. See it. Left click it, and over
on the right hand side, you'll have one that says asset
browser. And there we go. So now we actually have
our asset browser, and now you can click on
this anytime that you want. Now, it's important for
this to actually work. That first, I'm
going to press tab just to get out of my edit view. If I come over to
file, and I come down, and what I want to do
is I want to come to defaults and I
don't want to save it as the start up file. But you don't probably
want it here like looking here and the assets when you first open up blender. So if you don't want that,
just come to modeling, and then what you're going to do is you're going to go to file, default, save start up file. And now every time
you load a blender, you're also going to have
this asset manager in place. Now, how do we make groups? The way we make new groups
as you can see here we can change this from all You
can see it's current file, and you can see there's
also an unassigned boton. Now, it's important that we keep that unassigned
button there because many times I've created assets and
I can't find them, and of course, they'll
be in the unassigned. Now, let's create a new group. So if we create one called
material, materials, like so. And then we know we can place olive our materials in this one. So it's just a little plus to create a subgroup under all. If you want to subgroups
under materials, you just click the plus
on the actual materials, and then it'll create a subgroup under this actual materials
as you can see there. All right, you can see there's
also a little star there. That just means that we need
to save this blend file out. So just save your
blend file out. If you actually want to
save out these materials, once you've actually
got them in place. Now, how does Blend
know where to actually look for these assets? Well, what you need to do is
you need to come up to edit, go down to preferences. And then what you need
to do is you can see hover here where it
says, use a library. This is where Blender needs to actually know where
to actually look. So you can see mine
at the moment, I've created a desktop icon, that's called blender assets, and that's where
I'm actually time blender to actually go and look. Now, the thing is, any
blend file that you create, just create a copy of
it and actually put it into this new
desktop blend file. It doesn't have to
be a new desktop, but it needs to all be in the
same file to actually work. Once you've actually done that, then we can close that
down or save preferences, you can also do it that
way, close it down. And now you'll see if I come
down to use the library, you will have a
problem here that we haven't actually got
anything in there. So if we go to open
preferences and now we click on this and now I'm
going to go to my desktop, and now I'm going to find
my blender asset library, which is this one
here, and you can see I've got all of these
blend files in there. If I click accept
now, close that down, and now when I come and
actually click on my catalog, you can see that I've got all of these actual materials
and things in place. This is why it's
really important that you actually make sure that you actually put
in your blend piles into that directory. Now, the next thing we
need to discuss is how to actually create
our actual assets. So, for instance, let's
create a material. So if I come over to
the right hand side, I'm just going to
create a cube material. So. And then what we want to do is I want to make a base color. So let's just change the
base color to a red. Let's put it on material
so we can see it, and there we go, we've
got our cute material. Now I want to do is I
want to right click. I want to come down
and mark as asset. And you'll notice
now that it's got these kind of books
stacked together, and that basically means
that this has been saved out now as an
actual material. Now, of course, this blend file hasn't been saved
out into my assets. So all I need to do now
is go to file, save as, and then I'm going to
go to my desktop and come to my blender asset
library, which is this one. And now I need to save this out as a blend file within here. Then what Blender will
do is it will pick up that this is a
blend file within. That actual file.
So this one here. And then you'll actually have
access to this material. Now, the next thing
you need to do is you need to actually
let's save a cube, for instance, instead of an actual material, let's
save out an object. So all you do is right click, come down to Markets asset. And again, you'll
see now that we've got those three
actual stat book. Now, because you've actually saved this blend file out into your asset library every single time now that
we open blender. So if I close this down
and reopen blender, you'll see you can
go to your assets. And now we can see
that we can go to our user Library,
open preferences. And let's find our actual
blender asset library. Click Except. Close that down, and there we go,
you can see, I've got all of my assets in. You can even see the ones that
aren't actually assigned, where you can see,
I've got all of these assets in place already. Now, just before we finish up, a couple of things to remember. First of all, when you go
to edit and preferences, you will see that
this is normally red. You just have to
name it something so it's not actually red, and then you won't have
any problems with it. Second thing is that once you've taken
the time to actually create all of your assets and all of the materials
and things like that, by right clicking them
and markets asset. Just remember to save that file out in the actual place
where you save them out. So for me, it's my
blender asset library. If you don't save out
a separate version of blender in there and you
end up overwriting it, then you will lose all of
those assets, of course. Basically, it's a blend file with all of your
assets in there, that's all that
should be in there. All right, everyone. So
I hope you enjoyed that. A few troubleshooting
problems at the end, as well. And as they say, on with the show.
Welcome back every one. So I hope you enjoyed that, and I hope it was informative. So what we're actually going
to do now is we're going to do that with our
actual own parts. So at the moment, you will see that we
don't actually have anything down here to put
our assets actually into. What I'm going to do is I'm
going to actually set up my asset manager so that I can actually pull things in from it. What you're going to do
is you're going to come up to the top right hand side, click the plus button, and you're going to come over to the right hand side then. I'm just going to use the
one that says layout. And then this will take you
into a different screen, and you can see this is
actually called layout now. Now what I'm going to do is
I'm going to double click it. I'm going to call it assets. Like so, and then I'm going to save my file. File and save. Now, you can see at the
moment, if I pull this up, come down to the left hand
side and pull this up, that this is basically our
timeline for animation, and that's not
really what we want. What we want is
our actual asset. I'm going to do is
I'm going to come to where this little clock is, click this little down
arrow and you will see if you come over
to the right hand side where the data family is, you've got one that
says asset browser. Click that on and now we can actually see we actually
get in some way. We can see you've got dungeon lighting in here all already. Okay. Now, at the moment, this is set to current file, and this is where
I'm going to store all of my actual assets. Now the thing is, if
I click on this one, as you can see, stone
slabs one by one, you can actually
see that if I come to the right over on
the right hand side, hover over it, right click, you can say that I
can market as asset. And as soon as I
market as asset, you'll see that actually
appears in my asset manager. Now, the important thing
here is at the moment, I won't be able to
use this in any of my other blender files
or anything like that. I really want to actually
be able to do that. I'll show you quickly how
to actually set that up. If we come to edit,
come to preferences, and you will see that if we go to file paths that
down at the bottom, it actually says
asset libraries. This is basically
telling blender, where to look for
all of the assets. Now you can add more of them. The moment you can see, I've
got one that's in users documents blender and assets and I want to actually
add this as part of it. So what I can do is I can click the plus bar Now I can
actually bring in this. I can add add asset
library because this is where I'm actually saving
out my actual blend file. In other words, although
you can't see it, we can just say
add asset library, and now that's added it to the asset library and what that means is now that Blender will search in both of these file directories to
find all of your assets. Let's close that down
now that's done. What we can do now is, I think we can grab all of
these at the same time. And we can right click Marks
assets, and there we go. So we've got more
named correctly. Another reason why I want to name things correctly
before doing this and everything now
is in our asset manager. A everyone, so that was
a bit of a short one, and I hope you enjoyed it, and I'll see you on
the next lesson. Thanks a lot. Bye bye.
8. How to Create Edge Loops: Welcome back everyone to
Blender 31 real engine five Dungeon modular kickbash and this is where we left off. Now, let's go to our modeling, and then what I'm going
to do is just press tab. Everything is named.
Everything is done correctly. All of the origins are set, and then what I'm going to
do is I'm just going to move them over to my
right hand side now. And what I'm going to
do is I'm going to bring in now our next reference. Now, I don't really want to keep bringing in this reference
or anything like that. So what I do is I'm
going to click on it and over at the
right hand side, I can actually change
the reference from here. I come over here, click
on this little file here. And then you'll see
the come up here. The one that we're
going to do next. I'm going to make these
a little bit bigger, so large is another floor and we're going to
do just looking for. This one here, stone slab floor. Double click that
and you can see that these stone slabs, like so. When you can see how they
split up and things like that, this is a better view actually so you can see exactly
what we're doing. Similar to what we've
just done except, these are actually broken up. So how do we do that? First of all, though, I want to put my cursor in the center. I don't actually want to
bring something over here. Swelling do, I'm
going to pressure it S cursor to world origin, and that then's going to put your cursor right
bang in the center. All right. So now let's
bring in another floor. So I'm going to
pressure it a come to plane and bring
in that floor. Another moment, you can see
it is where is it two by two. So we want to change
that because we want to start with one by one. So we're basically going to do the same number for this floor as what we did for
the flex start. Let's open this up, or
press the end button. And what you want to
do is one by one. Like so, and then move it over. Then we're going to do is
I'm going to press shift D, bring it over, and then we're
going to put two by two. Shift D. Three by three and
then shift D four by four. Then finally, what I'm
going to do is I'm going to grab this one
and I'm going to do it again so you can see we've
got two, three, and four. Let's press shift D, bring it over and let's
put this by two, and then shift D. And then finally shift and
we should have them. You can see that move that
a little bit weird there. I'm just going to go back,
put it back in place, and then press shift, move it out and let's press
four, like so. All right, so we're
left with that now. Now, at the moment, you can see that These floors are actually
split into actual pots. So what I'm going to
do is I'm going to come to this one here. I'm also I think going
to lift them up as well because they're just
below the actual ground plane. So let's lift them
up just above it, so we can actually
see what we're doing. And now I'm going to
do is I'm going to press tab just to grab them all, so you can see that I
basically grab them press tab and now I can actually deal with them
all at the same time. So what I'm going to do is I'm going to come to the first one. Control, and what they'll
do is they'll bring in a actual edge loop and then can left click
and right click, and that then we'll put
that in the middle. And now you'll notice
what it's done is it's actually split it in half so. Now, I will show you something else you can do with control. Control bring in an edge loop. If you left click, you can actually slide it along as well. It's just that if
you right click, it will place it
right in the center. All right. So we've done
this actual second one, and you can see each one of these now is split into a meter. So now let's come to this one. So obviously, we need to
give this two edge loops. So you can either scroll up with the mouse wheel or
you can press two on the number pad
Press the ser born and then basically right
click to drop them in place. Control two, left click, right clip, drop them in place. Now, this one needs four, so we need basically three, so one, two, three, left click, right click,
drop them in place. Same for this one, then, so three, left click, right click. And now you can see each one of these slabs is 1
meter by 1 meter. All right, so let's come
to these final parts. So one, left click right clip. Two. And then three, like so. All right. They're done. Now we need to do is split
these all up. If I grab each of these first, I'm just
going to move them up. So I'm going to press space bar, bring in my move
tool, bring them up. That is because I actually
reopen this file, file, save and there we go. Now I want to do is
actually want to split up all of these into
individual pieces. The way to do that is
if I come and I grab let's say each one that's not actually joined together
or something like that. So I'm going to go in and
split them up. So, like so. And then one going to
do is I'm going to press y, press G, and you'll see these
are all split up now, right click to drop
them in place. Press H, and that
actually will hide them. And now I can come in and
split up my next lot. So I'm going to split this
one and this one, this one, this one, like so, and then all of these are
already split. So again, Y G, just to make sure
you grab them all, H to hide and now we'll come to each of these now
and split these up. Y split them up. Now if you press Altag you should be able to
bring everything back. Now, you want to make sure
that everything is split up. What you're going to do
is you're going to press A to select everything. Then what you're going to do
is you're going to come up to these two
interlocking links here, and you're going to
come down and put it on individual origins. What this means is basically, if we put it on medium point, when we press the S born, you will see that
where my cursor is, it will squish them in, scale them in basically
based on the cursor. But if we come and
we put this on individual origins,
then we press S, and you can see now brings
them all in individually, and that's basically
what we want, because what we want to
do is we actually want to create our stone
slabs like this. Now we split them
up. We actually want them when we come to bevel them, we want them to have a little
bit of a bevel on them, and then you can see that
they're actually split up. And we also want to
make sure that we can actually control the height
and things like that. All right, so now
we've got that. Now what I want to do is I bet
and want to mark my seams. So what I'm going to do is
going to press control, come down to where
it says mark seams. And then what I'm
going to do now is I'm going to grab
them all and press. I'm going to pull them
down, extrude them down all at the
same time, like so. Now you can see that basically,
they're all split up. They've got the seams
mark, but we had the same problem as what we
had with the stone flag. Floors what we need to do is need to take
off this top seam. All I'm going to do is I'm
just going to come to each one and grab each one of them. Son what I'm going to do when I've done that is
I'm basically going to press control and remove
this actual top seam. And then I should be able to
unwrap them really nicely. So grab them all, so, press contro and we're going to clear seam like so. All right. So now we should be able
to actually unwrap these. And you can see,
actually, we do have, I think we have a little bit of a problem where
let's just go back. You can see there that I didn't actually grab
them all for some reason, so you can see these seams
aren't actually mark. So I'm going to press At I'm
going to mark seams again. And now I'm going to try that again. So I'm just
going to come in. I'm going to press I'm going to press contro and I'm going to clear seams and now you can
see they actually work. So just a little error
on my part there. I'm just going to go in
again. Grab the mall. And then grab these and then I'm going to press
control and classing. Now the thing to remember is nothing in real life is
actually this sharp, so nothing is actually
like a razor. When we're actually creating
any models and things are, we really want to
put a little bit of a roundness on them. We don't actually want
them to be too sharp. The way that we do
that, first of all, is we want to actually
wrap all of these. So I I grab them
all, press A, press, Unwrap, and now you can see
object non uniform scale. The reason for that is because what we
talked about before. If a press control A all transforms clicks the
origins geometry. Now let's try that
again. So make sure you grab them all with A. You come down to unwrap and
now you don't have a problem. If we go over to the UV editing, you'll see that they've all
unwrapped, really nicely. Now, let's bring in an
actual material for these. Stone slab floor is
what we'll call them. It's coming over, pretty much the same thing as
what we did before. Stone slab floor, so. And then we'll come over
now to the shading panel. And then what we'll do is
we'll put this onto object, and now we're going to zoom
out, grab a principle, control shift and t. Then what you're going to do
is you're going to go up, and you're looking
for the one that says stone floor, which
is this one here. Double click it and you can
see this is the one we want. I'm going to grab all
of these textures, grab them all and then bring
them in and there we go, Blender sets them
all up for you. Now, you will notice
that it's only set up actually one of them, and also they're really, really small on the UV map. We need to sort both
of those things out. The other thing, of
course, is that you can see that we do have one in here, which we don't need, which is actually something called
ambient occlusion. Now, in actual this blender, we don't actually want to
set up ambient occlusion because we're going to let
our EV actually do it. Just come in and actually
delete that one out of the way. You're not actually
going to need it. Now let's come in
and we need to put this material on all of
these. How do we do that? What you need to do is you
need to select each one of these grab this one last so the one with
the material on it, press control L, and then what you're going to
do is link materials, and then you'll see now
they've got the materials on. Now, let's before we end
this lesson come in, and what we'll do is we'll
go back to our UV editing. And what I'm going to
do is I'm going to make these either bigger or
smaller. So let's have a look. If I bring these out, let's
see what they look like, that they actually look better
or does it look better, smaller, so let's bring them in. And you can see there that
that is way way too blurred, so we definitely
don't want that, so we need to make them a
bit bigger. There we go. I think that's looking really
nice, actually. All right. Now, there is another issue with the actual roughness on them might be a little bit too high. In other words, it might
be a little bit shiny, but we'll actually discuss
that on the next less, and I'll actually show you how to change the
shininess on these. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
9. Creating Variation in Meshes: Okay. Welcome back everyone to blend the three
to one real engine, five dngon modular kit bash, and this is where we left off. Now, before we go any further, let's actually take a
look at our roughness. If I put this on, we can
see that at the moment, you can get a idea of how
actual shiny these are. I think they're a
little bit too shiny. So what we'll do
is we'll come to our shading panel
I'm just going to o out and you can see if I grab this one and this one
and just move them over, we do have one that is
the roughness channel. If I come in and I
unplugged the roughness, like so, you'll see that they change and they
become completely dull. Now if I bring this
up, or bring it down, we can see we've got
a lot of control now over how shiny and
things like that, they are. Now, we don't really
want to unplug the actual roughness
because after all, that is a map and it's actually
put in roughness based on which parts should be slimier
or which parts are high. It's basically based on a mass. We don't want to just completely
cover the whole mesh. But what we can do is put
some control in here. If I come in and
bring in a curve. So and plug that in. You can see now that I can
move this up and get a lot of control over how shiny or how dull
this actually is, making them look
much, much better. All right, so let's
bring that down. Yeah, I think
something like that for now is going to do it. And I will obviously
check a bit later on, but it's important
that we've actually got this control in now. All right, next of all, then we actually want to
bring in a modifier. So what I'm going to do,
well, I've grabbed them all and going to
press control again. All transforms clicks
origins geometry. Come over to the right hand side and click on our little spanner. This is the first modifier
we've brought it. We're going to bring
in, and basically this one will be
a bevel modifier. Now, Blend has a
lot of modifiers. Every time we use
a new modifier, I will put it down the
bottom right hand side what this actual modifier does. Basically a bit
further on the course, we're actually going
to use something called modifier stack in to actually create a
wall and things like that. All right. So let's
come to add modifier. We're going to come
down, bring in our bevel You can see
it's coming like this. I'm going to put
this on material. Now I know everything
sorted out, bring this then down to zero and then bring it up one and you can see now that that's
actually starting to look like an actual stone floor. Now it's up to you how
far you push this up. Something like
that, I think looks probably a little bit better. Now what you want to do
is you want to actually apply this modifier
to all of these. Let's actually press control, and then you can actually
come down and you can link copy modifiers.
There we go. Now it's copied to all
of our actual stone, and it just saves you
going in and actually selecting a modifier on
every single one of these. Now, there is another
trick as well because we want to apply this
modifier to all of these, and we don't actually
want to go in and apply it to each
one individually. Let's actually go
through that now. First of all, though,
and we'll do it with this one and show you
the old fashioned way, the easy way of just
applying one modifier. So if you come over
and you hover over your actual modifier
press control A, you'll see that
actually applies it. Now, let's show you
the other technique. If we come to the
second one, come over. It's a little down arrow and we can click the apply button. Or we can actually do
them all the same time. Ever grab this one,
this one, this one. This one and this
one, come to object, come down to convert, and you're going to
convert to mesh. Now you'll notice all
of the modifiers have been applied on all
of these. All right. Now these are looking
great and all that, but they're missing something, which is they're a little
bit let's say too even. We need to basically
make them uneven. What I'm going to do is I'm
going to grab all of them, so I'm going to
grab all of these. What I'm going to do is
I'm just going to make sure that they're located. Then what we going to do
is I'm going to press tap. I'm going to grab them all. And then what we're going
to do is I'm going to zoom into this one here so
I have a good view. You can see because we put
that bevel modifier on now that we've actually
got more vertices to play with as well,
so that's important. Now we can do is
we come to mesh, transform and come down to
one that says randomized, and you'll end up with
something like this. Now, clearly we don't
actually want them like this. We only want it very subtle, but what we want to
do is just bring this down and put it on zero. Then what you want to
do is just bring it up one. Maybe two. Let's bring it up to and just have a look
round, press tab, and then you can see
that these now are a little bit uneven and they
actually look a lot better. Now finally, the
last thing to do, once you're actually happy with that is you're
going to press tab. You're going to come in
and you're going to grab just a few random ones
of these. Like so. And then what you're going
to do is you're going to press shift space bar, move. I'm going to press dot, just to zoom in and based
of what dot will do then is it may allow you to actually orientate
yourself around. And then what I'm going
to do is I'm going to pull these up a tiny bit. Now, if you're pulling
them up too fast, what you can also do
is hold the shift bot what they'll do is slow down how fast you're
pulling them up. I've just pulled these up and you can see if
a press tab now. They actually start to
really, really look nice. Now, if a press tab again and just to hide them out of
the way, and let's grab Another lot of them. I'll also show you if I just
grab this one, press the dot born, I can
actually orientate myself, Just around this slab, like so. But what I'm going to do is I'm going to grab this
one, this one, and then just grab a few of
the other ones, like so. Then what I'm going to do is I going to then pull these
down instead of up. So I'm going to pull them down, hold in the ship
born, slow it down, like so, and then what
I'm going to do now is I'm going to press tag to
bring everything back. Press the tab button,
and there you go. You can see really, really
nice slabs done really, really easily, and you can play around with these to your heart's content, of course. All right. So now, Let's go
in and actually rename it. It's going to be
the same procedure. Every single time
we finish a mesh. We're going to do the same
thing, we rename them. Hopefully, though,
there's not so many, is the walls and
things like that. It does get a
little bit quicker. All right. Let's actually go in and what we'll do is we'll look first of all at stone
slabs, and we'll call these. You can see these are
actually called stone slabs. These should be called
flagstone slabs, and we'll call
these stone slabs. Let's go in and we'll call these ones flagstone. Let's come into this one. Go up and we'll call it flag. Stone one by one. And then we'll copy that, so
Control C. Sorry, Control A, control C, and now let's
come to the next one, and this will be two by two. Control V two by two and the next 1334 by four. And then let's come
to the smaller ones. This one will be one by two. This one, I'm hoping that I've saved that out
as what I needed to. This one will be one by three, Control V one by three
and finally one by four. Control V one by enter now let's actually
drag all of these. I'm going to grab them
all. I'm going to drag them then into my where is it? Parts done. So
drop them in here. And while I'm at it, I'm
going to right click now, and I'm going to mark as asset. And now, if we go
over to our assets, there they all are, so we've
got all our stone floors. Now, the best thing about
this is, of course, we can actually just grab
them and bring them in, and you'll see that they have all the material on
and just really, really easy now to
actually mess around it. All right, let's leave
those out the way. Let's grab then all of
these ones we've just done, and let's move them over
to the right hand side. So shift space bar, move over to the right hand
side, and there we are. They are both of our floors actually done now.
All right, everyone. So, I hope you enjoyed
that and on the next one, then, we'll move on to
our next reference. And I think we'll make us start something a little
bit more difficult, which will be our
small brick walls. Alright, everyone, so
I'll see on the next one. Thanks a lot. Bye bye.
10. Working with the Array Modifier: Welcome back to
everyone, Blender three to real Engine five, a dngon modular kit action. And that's where we
left off. Now, let's bring in our small actual wall. So if we come over and
we'll change this, and let's bring in, I think we have as you can see, we have a large brick wall
and a small brick wall. Let's deal with the
small brick wall first. They're both pretty
much the same anyway. What first of all we need to do though now we've brought
that in is we need to actually get some kind of actual measurement to
actually measure them by, which will make it
much easier, actually. So let's come in and bring in a plane, so I'm
going to press shift. A, bring in a plane. Then you can see
that I've got one, two, three, and 4 meters. At the moment, we know if
we turn this plane around, so let's spin it
around. So x 90. Let's say it on
the ground plane, so you can see it's just
above this line here now. Now what I want to do is
basically I want to in fact, I'm going to lower it
down just a little bit, and I'm also going
to lower my guy down just a little bit as
well. I'm press one. I'm going to make
sure that my guy is stood right at
the bottom of here, and then I can get
a good idea of how tall I actually
want these walls to be. So at the moment, we can see
this is two by 2 meters, but the actual height of the wall needs to be
a little bit higher. So what I'm going to do is
I'm going to come over. I'm going to see
that at the moment, I think it's the Zet's
a look. It's not the Z. Let's have a look, there's
the x, and there's the y. All right, so that's
what we need to change. So the y, let's put
it at 2.5 meters, something like that, and
then let's bring it up, and we can see that that is probably going to
be a good height and it'll enable us then to put in things like doors
and things like that. So let's keep it at 2.5. Then what we'll do is we'll
keep everything the same. We'll leave this
one at 2 meters. I'm going to do now is I'm going to pull out
the back of it. If I grab the back of it, grab the face and then
press and pull it out. We can see now that
that is probably going to be a good
size for our door. You can see now that
the z here is at 0.2. Let's put it at 0.2, which means it's 200 millimeters basically. That
looks pretty good. Now, let's create another wall, we have actually
got scales for each of these walls so we can put our bricks
basically next to. I'm going to do is I'm going to pull this over it and
going to press shift, and we're going to use these
but every single wall we do. The reason we want to
keep them, by the way, this thickness is because when you've got doors
and things like that, you don't want a huge
gap here and then the door being over
here and then there's a huge walkway before you
actually get through. That's the reason we're
doing it like this. Now I want to do is I
want to make this to one. Okay. And then what I want to do is I want to grab this one, shift D, make this to three. These space will be just to be used for us to scale things. This is a three
meter, and finally, let's have a four meter wall, and then that will
enable us then to make it very easy to actually create any
walls we actually want. Of course, when you finish
this course as well, you can create your own walls, keep them to this kind of scale. Write this down, 0.2, 2.5, and then whatever size
length of wall you want, and then you can just
create your own walls simple as that. All right. Now let's come What I'm going to do is I'm going to start on
the big wall first thing. I'll come in and
I'm going to put in basically at my
first actual block. I'm thinking that the cursor is here, so that should be okay. Let's press shift date and
we'll bring in a cube, and I'm going to make it
a little bit bigger Okay. Basically, what I'm
trying to do is, I'm looking at my guy and imagining how big
a brick would be. You can see at the moment that a good brick size is probably going to be
round about this size. I'm going to press
S to bring it down, then press S x and
bring it out and you can see now that that's
probably a good brick size. Now the next thing I want to
do because I want this to be it doesn't have to be
absolutely perfect for me, it just needs to be
relatively close. Now if I pull this bag, you can see that it's
relatively close in there. I probably want to make
them a little bit thicker, so I'm going to press S and y, as pulled them out a
little bit like so, and now you can see
the perfect thickness, the perfect size for
actual these small bricks. Now I'm going to do is,
I'm going to bring it all to here like so. I want to make sure that it's
just poking out like so. Then what I'm going
to do is now, I want to array it to this end. If I press one now, you can see here
is my brick and if I come over to my
little spanner, come down to add modifier, and we're going to bring
in the array modifier. You can see straight
away. It's put another brick next to it, but we can't really
see that actual brick. So I recommend at the
same time as doing that, bring in a bevel. So bring in a bevel
and now you can see exactly what your bricks
are going to look like. Now, before we
actually carry on, it's important that
we actually reset the orientation and
transformations on this initial brick. So I I press control
A, all transforms, right click Sargent geometry, and now you'll see something
really weird happen. That is because Blender
now understands, What scale and size of
this actual brick is what it's done is it's actually
leveled it off to a 0.1. I turn this down. And
then turn it up one. You can see now that we've got a lot better actual bevel on it than what we
had previously, and that's why we reset
the transformations. The other thing
is at this point, you could actually create
all of your seams from this, which is probably
not a bad idea, but I reckon that
it's probably bed to create them once you've actually
put your bevel in place. That's what we're
going to do. I think it's just easier to do that. The other thing is as you
can see at the moment, it's getting really
hard to see things and part of the reason is
because I'm not in modeling, and the other reason is because I'm actually a material model. I don't really want
to be in that. What I'm going to do is
I'm going to come on, click this little This one here to put me in gray box
mode and more than that, I actually want to put cavities on so we can really
see what we're doing. If you click this down arrow, come down and you'll see
one that says cavities, and now you can see
it really brings out our dungeon if we go
over here, for instance, to our steps, you can see
how much nicer so everything looks now and it gives you a really good visual of
what you're trying to do. Alright, so let's
press one. And then what we're going to do is we're going to bring these over now. So we'll come to add modifier, and I'm going to bring it
over, so let's increase it. And hopefully, it's going
to be relatively close. If it's not actually perfect, don't actually worry about that. It's not that important. All we're going to do is press tab and shrink this one in. So if I press S and
X and bring it in, you can see now you only need to bring it in a
very tiny amount. Hold the shipborne as well to slow it down, and there you go, we can see we can nearly get it right at that scale there,
which is what we want. Now, the next thing we want
to do is we want to actually bring another row of these and obviously have
them halfway in between, like actual bricks would be. What I'm going to do
is I'm going to press shift, bring it down. Then what I want to do is I
want to move it over by one. So what I'm going to do is I'm actually going to
bring it over and put it halfway in between
this brick blake. Doesn't have to be
perfect as long as it looks as though it's relatively
in the middle of there. If you do really want to get
into the center of there, there is an easy way
to actually do that. But I think for this, we
don't need to do that at all. I think it's going to
be okay like that. The next thing that
we need to do is we definitely want
to give our brick another brick
basically because we want to bring this down to here. Now, you can see that
we've got two lines of bricks at the moment, but we're going to
need some more. So what I'm going
to do is I'm going to come to my top brick. And then what I'm
going to do is I'm actually going to add
in another modifier. I'm going to come
to add modifier, bring in another array. And this time, you can see,
it's put it right next to it, and that is because this
x factor here is on one. You'll also notice
that this array, if I move this around, isn't the array that I want, so I need to put
this back on one. And then what I
want to do is just head on down a little bit. And what I want to do
is bring this one down. So if I set this one to zero, and then bring this z down, or whichever way it is, you can see now we can
place it at one below it. You can see now that I
bring this down to there, you can see now that
we've got those, I think, perfectly in place on two because it's
basically another one, and these are one anyway. You can see now perfect. Now down down down, we should be able to get
nearly to the bottom. Now, I want to actually make sure that these
bricks actually fit. I'm going to come to this one
now and do the same thing. I'm going to come to add a ray. Turn it off of zero. So make sure it's the
second one down, so zero. And then what you're
going to do is put this on two or minus two,
whichever the case, or minus two, and there we go, and let's down down
down down, like so. Now what we want to
do is want to make these smaller because obviously, they're not going to fit
properly if they like bit. I'm going to grab this
one. And hopefully, I'm going to grab
this one as well. So I've got on both,
I'm going to press one. I'm going to press Z as
well to go into wireframe, so I can actually
see what I'm doing. Z, wire frame, and now I
can see the bottom of here. So if I press S and Z, it will move them all up, and now you can see I can actually line them up right
to the bottom of that. Now, you can see that it's important that we line right to bottom because these bricks they're not stone or
anything like that. They wouldn't be
stuck in the floor. They would actually be
sat on the ground plane. So you can see now that
the line up perfectly, and if I press Z
go back in solid, there are your actual bricks. The moment, you will also see that we've got this behind it. Before we actually remove that, what we need to do is, I'm just going to hide
it out the way actually because it's a little bit
irritating see in there. You can see this block,
this actual scalar that we had behind it. Can I actually grab it. Yeah,
there we go. Well, grab it. Let's hide it the way, and this is what our actual brick wall is going
to look like. Let's now come to this brick and what we're going to do is
we're just going to check, you can see here that we have
a little bit of problem. If you press one, this is something that you
definitely don't want. You definitely don't want to
have a gap in between these. I'm going to come into this
one. And this one, actually. So I'll grab them both
at the same time. Press A, press S and. I'm going to pull them out
just a little bit more. And then what I'm
going to do is now, I'm going to pull
this one to make them fit just a little bit in
place a little bit better. And now I'm going to do is I'm going to check the ground plane again because you can
see now that we really, really don't need this one here. So I'm going to come two, I think it's this
one minus one off, so minus one off, there we go, now you can see that that
is fitting much better. Let's press all teach
and there you go, you can see this behind it now, and they're fit in
absolutely perfectly. All right, so just went
too much on that one. Now, let's come in and grab this again. Hide out of the way. And now I'm going to do is I'm actually going to unwrap these. Now at the moment, it's
really hard to see because we've got so
many actual bricks, but you can come over and click this little TV on both of these, hide them out the way,
and then you'll have enough to actually
see all the way down. If the others are
irritate you as well, you can just hide them out the way and now you should have your bricks to
actually work with. All right. Let's
now unwrap these. So what I'm going to do is
I'm going to press shift and click around
each of the edges. I'm going to do this one
at the same time as well. Let's do it again. Shift
click, shift click. Around each of
those edges likes. Because that means that
they should should be able to unwrap absolute fans. Let's click Mark seam. Then we're going
to come round to either always at the bottom. I was just going to be bear you can see now for
grab both of these, that the seams will come all the way around
and then stop there, basically stopping it from
being an infinite loop. Let's click Mark Sam,
and there we go. All right. That's a
bit of a long one. On the next one, then
what we'll do is we'll start unwrapping
these actual bricks, getting the textures on and then creating the other
part of the wall. All right, so we enjoyed that, and I'll see on the
next one. Thanks a lot. Bye bye.
11. Creating our First Dungeon Wall: Well, I like every one to blend a three to
one reel engine, five dungeon modular kitbash and this is where
we left it off. So now I know that when I wrap these, everything's
going to be fine. So I'm just going to
quickly go and test them, so I'm going to grab
them both, press U, unwrap then let's go
now to my UV editing, and let's just see and make sure that they've
unwrapped correctly. So if I press tab now, press the dot one to zoom
into where they are, and there are bricks
and you can see they've unwrapped
absolutely perfectly. Now, before we actually
bring in our actual texture, let's actually finish
off doing this. Why did they actually unwrap
them before? You might ask? Well, the reason is
because of the fact that it's going to be easy now because the
bricks have been arrayed, which means I don't
actually want to go in and unwrap and mark seams
on every single brick. So the way I've done it
now is make sure that all the bricks are already
got their seams marked, which means it's
much easier for me than to go in and
unwrap them. All right. So let's go back
to modeling now, and now we can actually
turn on both of these, like so, and go to
the other brick, turn them both on, like so. And there we go. Now,
the one thing we off again is that these bricks on each of these should
be further in. But we can't do that until we've actually created the rest of them because if I
bring this in to here, it will make them
all along here, come in the same and
we don't want that. What we want to do now
is grab our bricks, pressure, bring them over. And put them in place
to this one here, always line up this one
with the edge of here. So, in it up, hold the shipborne if you need to and just line it up like so. Then what you want to do
now is turn down the array. So I'm going to turn down the array till I
get to where one. Now, you can see that we need to pull these
bricks out a bit. That will always happen. So we need to do the
same for these as well, so bring them down, and
these bricks fit perfectly, which means it's just this one. All I need to do is create one more brick and
that then will make it really easy because
I can pull them back, so if I come back to
this one, Create. One more break, and
then I can pull those in making it
really easy. All right. So now, let's just
give us a bit space, so we're just going to move
these out a little bit, so we've got a
little bit of space. Let's come to the next one.
Okay. So shift, bring it out. Again, I'm going to line
this up perfectly with this, hold in the ship born, bring it, so it pops in there like so. Then what I'm going to do now, I think this one should
already be okay. We just need to bring
it down a little bit, where is it starting
starting there. This one then should
line up perfectly. Let's see. So bring
it down. There we go. If I bring it about once more, you can see it lines
up perfectly with this one because basically
we've measured everything out. All right at one, shift. Bring it over, it perfectly with With this, come in again. Hold the shift bone
once you've grabbed it, so hold shift, grab it. Okay. And it's important, by
the way, I didn't say that. But when you move it, you can't hold shift
before moving it. You have to move
it and then hold the shift for some reason, bring it in, like so. All right. So now I want
to do is fix this end. We'll do this one first,
we'll bring it back, and there it is,
and then we'll do this one and this one
should come back perfectly. Okay, so that is that done. Now we can pretty
much join these together and add in
all the modifies and things like if I joined
both of these together, you will see that that happens.
That's not what we want. What we want to do
is you want to grab everything, like so. And shilicking everything and then basically
come up to object, and what you want to do is
you want to come down to convert and mesh and
now you should be fine. Now you can see that all of these bricks are actually
at the modifiers on, and all we need to do now is
bring in each one of these. Really, really easy way
of doing this actually. All we're going to do is
we're going to come to this one as well, because I've actually marked
a seam on each of these, it makes it really
easy then just to grab the edge of it,
not like that though. Press dot, so I can zoom around this one
makes it much easier, and then I can just come
in without on each one of these like so and
then this side. All I'm going to do now
is bring them all in. If I press S and X, you can see that they don't
come in at the moment, and that is because I need
this to be on medium point. I'm going to press
one and then I'm going to press S and X, bring them in, and you can see, they're not coming in properly, and the reason for that is
because for some reason, this one, hasn't got everything grabbed.
You can see it there. It's not actually
grab the so I'm going to press L, grab that one. You're just going
to check this side, and I think everything
else is fine. Then we're going to press
Nx and bring them in. And now you can see they're all coming in really, really nicely. Now we just line them up to
where the other bricks are and you can see that's a
perfect brick wall. All right. So now let's join
them both together. Control J, like so. Press the G born,
and there you go. There's your perfect brick wall. Look in really really nice. Now, let's come to this one. And we'll grab this one here. I think it's this one here. Let's actually
press saltag check. Yes, it is. We're
going to grab these. I'm going to grab
all of these with L. Let's come into this
one actually not these. I think it's just this
side actually on this one. I need to check actually
if that's done c. Let's. I need to check to make sure
that this by press age. Yes, it is. That one's
done clearly had a mini high tech there thinking it's not working properly. Let's add bring about this. Just make sure that
things behind and looking to bring in these and then these
because this is 3 meters, and that's why it' thrown
me out a little bit. I'll do is I'll
come to this side first, going in on these, and we'll bring these
in first press one, bring them in, line them all, like so, holding shift again. Now let's come in on
this one because it's this side this time,
grab each of these. Press one. And bring them
in and hold shift. Like so. All right. That's
looking pretty good. Now we can join both
for these together. Join both for these
bricks together. Control G and there we go. Perfect brick wall. Now,
let's come into these ones. Now I'm looking it's
their look and you can see it should be,
I think round here. Same thing. I'm
thinking, I move this. Yeah. It's just each of these on this
because it's 2 meters. Let's come into this
one. And what we'll do is we'll grab each
of the faces again. Go in all the way down. Like so. Like, like so, and
let's press one, and then we can press
S and X, bring it in. And there we go. All
right. That's that wall. Now, the final wall. So I think you'll be this
one bringing in and then this one
bringing in a bit and that'll be how
this one works. Like, let's press one
and let's bring them in. Like so. And now let's
do these ones here. L. Okay. Let's press one
and bring these in as well. And you can see that was right, and that is how this one is
going to work. All right. Let's now join all
of these together. Control J. Let's now all
these joins together? No, they're not Control J. G, G, G, G, everything is
joined up. All right. Now let's move these as well. Let's move them
over here, so we've not got those
things behind them. So we can actually see a little bit better
what we're doing. You can see the
orientations out as well. The first thing I
want to do though, is actually bring
in some textures and add those on. I'm
going to grab them all. Go to press Control A, A transforms click
the origins geometry, and now you can see
each one of them as the actual origin in
the center of them. Now, let's come in and bring in some textures.
I'm going to come. I'm going to bring
in a new texture, and this is called
a small brick wall, we might as well call it that so they name them correctly. Small brick wall. Then what I'm going
to do is I'm going to come over to my shading panel. Pretty much the same
thing as what we've done. Grab your principle,
control shift. And what you're going to
do is you're going to look for your small brick wall, open this up if you can't
see it and I've got where is it stone wall, stone light. I think the ones we're looking
for is the stone light. I think I've made
these much lighter for the smaller bricks,
so let's use this. You can see again, no, can we can actually
this is base color with ambient
occlusion this time, so I'm going to bring that in. So select all of
these principled, bring them in, and making sure. Think what it's
actually doing is, it's actually creating
two, which I didn't know. I did that. Basically, this is the new blender way
of dealing with that. It actually brings in
the ambient occlusion, and you just need to set it up actually in here, but we're not actually
going to do that. So I'm going to do is, I'm
just going to let out the way. The old blender
actually didn't bring in ambient occlusion,
but this one does. There we go. Here
is our brick wall. Looking all the same.
That's not good. Let's grab them all, press A, unwrap and there we go. They all look different,
really, really easy. Now, let's come to the next one. And what we'll do is we'll
grab all of three of these, grab this one last control
copy link materials, and there we go. Now I'm going to do is I'm
going to grab each one. A to growth on the rap. Let's do this one, A to
grab everything on the rap, and then this final one, growth on the rap, and you can see
how easy that was. Now the last thing I want to do is I've done my beveling,
I've done all that. I want to give them a
little bit of unevenness, let's say, I'm just
going to come in. Grab everything with a, same as what we did before,
Mesh, transform, randomize, and then
just put this on zero and then just turn
it up one like so. Then maybe another one like so. That might be a
little bit too much. I'm Joe going to
pull it down one. I'm going to press
tab, and there we go. You can see now,
they look fantastic. All right. On the next lesson, what we'll do is
we'll name all these, we'll get them in
our asset manager, and then we'll move on probably to something a
little bit different and then come back
to our other walls. All right, everyone,
hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye.
12. How Smoothing Works in Blender: Welcome back everyone to blend
the three to real engine five dungeon modular kit bash and this is
where we left off. Now, let's come in and we'll
call this small brick wall. If I press dot over here, that will also zoom in. So I I call this
small brick wall, and then one by one, Control A, Control C, and then grab the next one. Double click it Control V, and this one will be two by two. Two by two. Okay. And then the
next one Control V, and this one will
be three by three. Three, 53, and then the
final one control V and four by four. Four, five, four enter go. Now, let's grab each of these, and what we want to do
now is press got again. I'm going to right
click and I'm going to come down and mark as assets. Now I'm going to drop
these into, where is it? Parts done. And there we go. Now, let's just make sure
they're all in there. So here we are. Here is
all our walls as well, which we can bring out
and put into place. Brilliant. Now, let's
go back to model, and then what we'll do is,
we'll grab all of these. There's another way as well
you can grab everything, which makes it a
little bit easier. What you can do is
you can press B, and that will give you
a box select like so. I'm Jo going to grab
them with box select. I'm going to pull
them back into place. And whenever I finish something, I always want to file
and save it out. All right. So now let's
bring in our next reference. If I grab my reference, come on over and I want to
change this then to I think, actually, I think now
is a good time to actually work on something
a little bit different. So we'll do our actual sewer
pipes. Let's bring those in. You can see as well
that basically, I need to allow you
actually to say what size you want your actual
sewer pads because sew pads can be absolutely huge, or they can just fit the
guy that's walking in them. Just make sure that you fit it so that you can have
a little bit of moving around on you're in real engine five if
that's what you're doing. Before we can actually make
our pipes so what we actually need to do is bring in
another blender add on. It's nb add on again, all we do is come
to preferences, and we're going
to go to add ons. What we're going to
bring here is extra. Spring T R A, and you'll see one
that says mesh. This one here, extra objects. Take it on and close it down. Now what you'll find is
when you press shift day, you'll find that when you
come to mesh that you've got all of these extra parts now
to actually bring things in. One of them being pipe joints. This is the perfect thing to actually make our
actual sewer system. Let's bring in a pipe joint. The first one, I want to bring in is the pipe actual elbow. Let's bring in a pipe elbow. Why did we bring that
in because that then is going to make it easy
to make an actual turn. You can see why
do we bring these in Because making turns
and things like that, isn't that actual easy when you're just
dealing with mesh. Dealing with a cylinder,
trying to turn it and things like that is made
much easier by this. Now, don't move it or anything because the first thing
you'll notice that when you bring it in is you've
got a little actual menu down on the bottom
left hand side, if I open this up now, you can see I've got
all of these options. Now at the moment,
the actual divisions. This is amverts or edge
loops or along here, it's probably a
little bit too high. Let's bring it down
to something like 24. Let's bring it down to
that. And the reason we do that is because
of smoothing. We haven't really talked a
lot about smoothing yet, but I'm going to show
you now all about smoothing and then we'll come back to our actual pack doin. So what I'm going
to do first of all, is I'm going to grab
all of these walls, move them out the way, come back to my pine drain, and then what I'm going
to do now is going to right click and shapes move. And I'm going to
come over. And put on where this little triangles, you'll have something that
says normals and auto smooth. Now you can see
what that does is it puts a hard edge along here, but it keeps the rest of it relatively smooth,
as you can see. If I turn this up now, you can see that we can
smooth it out completely. Now, why do we want to check how many divisions is
on our actual pipe? To do that, I'm just
going to give you an example with an
actual cylinder. Mesh bring in cylinder, you can see this has
32 vertices on it. I'm going to also make
another cylinder in a minute. And I'm going to
show the difference. I'm going to press shift A.
Let's make another cylinder. Let's bring it over. So
now we have two cylinders. Now, I need to do that
again because if I press shift a bring
in a cylinder, I need to put this
down on let's say 24. Let's put it on
24, bring it over, let's make another cylinder. Shift a cylinder, and
let's put this one on something like 88,
something like that. All right. Three cylinders. One, 32, 24 and eight. Let's come to the
first one, and we're going to shade it shade smooth. Also move on and you can see, we've got a nice
flat area on top, which is what it should
be, and the rest of the cylinder is
completely smooth round, which is actually what we want. We don't want any of these
blockings on there, basically. Let's come to the next one then. So we're going to right
click shade smooth. Auto smooth, you can see
exactly the same thing, albeit it's a little bit
more blocking on the top, but not that noticeable. You can see that instead
of using 32 vertices, we can actually get away with
using 24, with no problem. And what does that do? It
saves our polygon count. So we're not using nowhere
near as many polygons in the actual scene and when we send it three to
one real engine. Now you can see
though on the eight, if I try shade smooth, A tops move on, I can't actually get away
with this, as you can see. It won't actually move it off. The only way to sove it off at that point is
to turn this all the way up and then it becomes
unusable, as you can see. Now, you might be asking what's solution
can get away with? Probably around 12. If I press shift, A, bring
in another cylinder, put it on to 12, Okay. Move it over, right
click, shade smooth, Alto move on, you can see that
we do have some problems, but we can probably get away. We've turned it up a
tiny bit as you can see, and then we don't
have those issues. Now, you can see though it's looking quite blocking on top. But if you're looking for a mobile game or
something like that, then you can actually
use this around 12. But we're going to keep
to 24 because we're not too worried about polygon
counts or anything like that. The other thing is, if
I press tab on here, you can see that this
has 44 polygons. If I come to this
one and press tab, you can see that this has
124 polygons, you can see, If I have a lot of
cylinders in a scene, they can really start ramping up how many polygons we have by a factor of three or
something like that. All right. Now, let's
delete all of these. We've got this on 24,
this pipe at the moment. Obviously, this pipe is not
how we actually want it. I'm going to delete my pipe. I'm going to press shift A. I'm going to bring
in another pipe, so mesh, bring in another pipe. I'm going to bring in
the pipe elbow again. This time, I want to make sure that it's bent at
the right angle. Now the thing is about
this pipe, you can see, first of all, it's kept the amount of
divisions that we had. I recommend once you've
got the right settings to save it as a pre set and then you'll be
able to bring it in. Now, the moment you can see that this sewer system is probably
a little bit too small, at the moment you
can see that our guy wouldn't be able to stand in
near or anything like that. We do need to turn
the radius up, so I bring this
radius up. Like so. Let's try 1.5 meters, something like that, and I think that's probably going
to be the right size. Now, before I do anything, I want to actually
test that out. All I'm going to do is I'm
going to spin my pipe round, so y 90, spin it round. Let's have a look at our
little chap stood in there. If he stood in the actual
center of the pipe, so you can see he's got tons of room now
to walk around it. That is what I mean
when I want to actually make sure that he's got enough room to go around
it. All right. That's that. I'm happy with that. Now I'm
going to go back to my pipe. Again, shift mesh come in, bring in a elbow. Okay. Now we can deal
with the actual angle. So what I want to
do is I want to turn this angle round to, let's say, 90 degrees. And now we've got actual
pipe haven't grown on here, but we're going to
create when anyway, we can actually walk around on. I'm also then going to
actually make a new pre set. So a click plus, I'm
going to name it. I'm going to name it dungeon. Okay. Pipes, press
the enter born, press and there we go, now we've actually got
dungeon pipes as a preset, and when we save this out now, it will also save
out that preset. Now, one other thing
that you need to be careful of is when you
save everything out. At the moment, if we try and send this through to
someone else, for instance, they won't end up with all the textures because the textures and the blend file are completely separate
entities at the moment. What you need to do is
you need to come to file. Come down to where it
says external data and you want to pack
the resources it. Now, if I click this bone, you'll notice down the bone
inside something happens, file, pack 22 files packed. Now you'll see that when
this gets saved out, the file is going to be massive in comparison
to where it was. Initially, it's probably
2 megabytes and now it will probably be 200
or something. Why? Because we've now got all of those texture maps that we've put on these walls and floors. Once we get everything in here, this file is probably
going to be around five, six, 700 megabytes, something like that because
everything is packed in. But what it does enable you
to do is send it through to different computers
without actually trying to send all the
textures and things like that, or you can share it
with other people as well as just a blend file. Alright, so now
that's all explained. What we'll do then is we'll end this lesson here, and
on the next lesson, we'll crack on with actually making all of our
actual sewer pipes. Alright, everyone, so I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye.
13. Techniques for Creating Geometry : Welcome back everyone to
blend the three to reel engine five dungeon
modular kit bash and this is where we left off. We're happy with our
actual pick now. What I'm going to do is I'm
going to spin it around, y 90. Let's also spin it
around the other way. X 90. Now we can see that this is one part of the sewer pipe where they can
actually go around it. Now the thing is
on my sewer pipes, I actually want to
delete the top as well, and I also want to make these
little parts here so that I can actually fit them together.
That is my first one. I need to make
another joint like this and another
joint like this. This joint now is really
easy because all I need to do is I need to
just come in, press tab, Edge select, shift
click Shift D, bring it over, and then
basically when trude it out. If I press and x
and pull it along, and now I've got
that actual part, which is this one here. All
right. That's that one. Now, let's create the next one. If I move these over here, what I want to do now is create the joint that's like this. Let's press shift A,
mesh, pipe joint, and I want to t
joint on this one, so you can see like
this, and you can see that those presets
actually change. If I come in and you can see missing paths
on this preset. The reason is that you can't actually change this on the fly or
anything like that. What I now need to
do is I need to have it the same as this preset. If a press delete,
press shift A, It's because it's basically
a different preset, basically is ways classinz
to come to pipe joints, pine elbow, you'll see
that we have this here. 1.5, you'll see our preset is dungeon pipes is still here. It's just the fact that the actual t joint is
not actually there. We can see that we want 24 and a 1.5 radius. Let's delete that. Shift, me five joints, T joints, 1.5 24,
and there we go. Now it's exactly the same as those and we can
actually use them. The other thing as
well is you can also change the start
length then length, which will change how close
or far these are away. But I think I'm
going to actually have it on the way they are. All right. Now let's
spin that round. X 90 and there we
go. That's that one. Now, the final bit
that we need for the actual joints is just
going to be this one here, which is the actual joint. But before we do that, let's actually make
sure that we've got the right mesh to actually
create these parts here. I'm going to come in and
I'm going to grab this. It's already grabbed.
Shot bring it over, and I'm going to
separate it from this. I'm going to press P selection
just to separate it out. Now, as well, I
might as well join all these together and do them
actually at the same time. I'm going to grab all of these, press control J, join
them all together. Then what I want to do now is I want to bring my
little guy over. So I want to delete some of
these actual pipe joint tops. So you can see here, I
need to get rid of some of these leaving in
the tops up here. I'm thinking I'll probably
get rid of it down to there. Now, if I press seven now, you can see that I
can line this up. Perfectly with each other, and then I compress C, which will give me a
circle select left click, left click, right
click to take it off. All right. Let's do the
same thing on here, then I think it's
probably going to be this one and this one. Then I compress, do
the same thing again. So I think I'm going to go
back far probably to that. Now, let's see, it's one, two, three, six, it's three each
side, one, two, three, one, two, three, and you can see it's three
each side of that, and now press let and
faces, there we go. We have nearly our sewer
system. All right. Now let's do the center part, which is going to be
the actual joint. So for grab it, press tab, A to grab everything,
x, pull it out. You can see that it's not being pulled out for some reason. Let's make sure that
we've got it on edge select and then and
x, pull it out. Now, before we
delete the center, what we're going to need
is the edge of this again. Shift D, pull it out,
and then split it off, P selection grab the
top of it seven, and now let's get
rid of the center of these three from the center. One, two, three, one, two, three, and delete
faces, and there we go. That's our joint. Let's
press control a transforms, right click Sargent
geometry, and there we go. Why do we keep this? Because we wanted to create these parts here with the
bars and with this in. So let's do the first part, which will be the outer ring. If I press tab, grab it, press three or control three
to go round the other side. Let's press enter,
and I'll extrude it, and then if I press S, I can actually bring it in. You can see that it's not
bringing it in properly, and the reason is
because I'm not actually on the selection edge lit. Now the problem is
that I don't know, for instance, now
because I pressed. In other words, if
you press and enter, you've actually extruded
it, and if you press S, it's actually extruded
but you can't actually see it and
you might end up doing again and S. Then now
what you've got is you've actually got
overlapping edges here. Now, just to make sure
that you don't have that basically going to come
in. I'm going to grab it. I'm going to press A to grab
very thin, mesh, clean up, and then merge by distance, and you'll see 24
vertices were removed. Just make sure if you
extrude and you're not sure if you've actually
brought it out or not, make sure that you
actually clean it up. I press control three now you can see this is
looking quite nice. It's the right size, we need these as
a whole, anyway. We're not going to
be split like this. Basically we need two of these, one like this and one like this. Now, let's make this one first because that one is the harder one. I'll do is I'll come in. And then lt shifting click. I'm going to press
F to fill that in. And then I'm going to
separate this off. So I'm going to
press y to separate. I'm going to move
it out of the way. I'm going to press P selection, and now it's actually separated
it off from this C. Now, let's actually work on
this and actually create that great look that
we're looking for. So it looks like this. There's an easy way of
doing this actually. All I'm going to do. Okay.
I'm going to come in. First of all, I'll actually
delete the face, delete, and then come down and
you'll see only faces, and then you were
left with this. Now I want to do is you want
to bridge the edge loop. So Alt Shift and click. Then what you want
to do is you want to get rid of the two top ones, because if you don't get
rid of the ones opposite, you won't be able to
actually bridge them. Right click, come over, bridge edge loops, and now
let's fill these ones in, like so grab each
one of these edges, press the f one, and then
we'll fill it in for you. Same on this one. F fill it in. Now we need is we need
actually to make, as you can see on the gray, we've got these lines
going down here and we really want to create
those. Let's do those now. I'm going to now come in. I'm going to grab this one and this one, and I'm
going to press J. What I'll do is I'll put
a band going all the way down of an edge loop. Coming from this
one to this one, and that's based
of what we need. I want this one now, J, and then this one
now and you notice. I'm actually missing
some out now. Now all I want to do
is I want to go in and get rid of some of these
because this way way too many. I'm going to get rid of
these here, like so. I'm going to press delete
and dissolve edges. Then I'm also going to do the
same I think on this one, so shift click Shift click. I think I'm going to get rid
of the middle one as well. Delete and dissolve edges, and we should end up with
something like that. Now, what we're going
to do with this? Well, we're going
to come in now and press control all
transforms right, Sg geometry, and now we're going to
add in another modifier. Come off to your
modifier tab modify it, and you're going to
bring in one that says wireframe you can see now, why we actually did
that. All right. So now let's put
this on boundary. So let's put boundary on. Let's put it on relative, and now let's turn that up. And you can see how easy
that actually was to do. It's looking really,
really nice. Actually, I'm thinking,
can I actually get rid? I don't think I
definitely want it even, and I definitely do I
want my boundary on? I don't actually think I want that boundary on because it's
going to be stuck in here. I'll think actually, I'm
going to leave it like that. What I'm going to
do is I'm going to pull it into place to
where it needs to go. I'm also going to press
S to bring it out. What I'm also going to do
is bring this out now. I'm going to grab this
part here, press tab, A, and then and pull it
out to the right thicks. You can see that I want
it relatively thick, and then I'm going
to put my bars into place and just make sure them that they're
fitting in place. I'm not actually
happy with that. What I'm going to do is
instead of doing that, I'm actually going to get
rid of this boundary here. I'm going to do is
I'm going to apply my wide frame, so control A. And now I can come
in and get rid of this because I don't
actually want this. It's wasted geometry. It's always going to be hidden and we don't
really need it. What I'm just going to do is, I'm just going to come
in and select Okay. All of these going
round like so. If you press ship click on the edge where I'm
actually clicking on mine, you should be able
to select your own relatively easy like so. Then I'm just going
to press delete and faces and you'll end up
with something like that. Now it's actually
much more manageable. We haven't got any
problems in the bottom. Now I can basically press S and bring it out a little bit, like so and you can see it
looks really, really nice. Now, if you want it bang in the center you need to do
is just grab this out. Press Control aol transforms, right click, the
origins geometry. Press shift S,
cursor to selected. And what that's going to do is going to put your
cursor right where the origin is in the center of this and now you
can grab this one. Same thing again,
Control lay transforms, right click, origins geometry, and now finally shift S
and selection to cursor, and that then is going to put it right in the center
of this ring. All right. So that's
the first ring door. Now, before I actually join this together, I'm going
to grab my ring. I'm going to press
shift, bring it out, and I'm going to
create my second ring on the actual next lesson. But I hope you enjoyed that. I hope you're seeing how easy it is to put this
dungeon together, and I'll see you on the
next one, everyone. Thanks a lot. Bye bye.
14. Taking UV Unwrapping to the Next Level: Welcome back to everyone
to Blender 31 real engine five dungeon modular kit bash and this is where we left off. Now, at the moment, you can see that we have these and
these have no thickness. So we need some thickness.
But first of all, let's put some bars in here just to make sure
this is correct. At the moment now I've
clicked on there, you can see my
orientation is here. Let's use that and
press Sura selected. And now let's bring
in a cylinder. So shift a mesh,
bring in a cylinder. Let's keep the cylinder on 12. It only needs to be
low poly on this part. Anyway, I that let's
turn up to 14 and then we can get some
roundness on it anyway. Let's press S bring it down. And let's press send
scaly and there we go. Now I want to do is I want
to move this over here. I'm thinking how many bars
do we have on that one. We have 2 bars on that one. Let's try and fit 2 bars
in this one as well. What I'm going to do
is I'm going to press shift D, bring it over. Then, bring it
down a little bit, and then, bring it over. Then I would mirror them over to the other sidebar I think
on something like this. It's important that we
give it a little bit, make them look a
little bit different, they're not built them just the same or
anything like that. Shift D, let's bring it over. So I shift, bring it over. And what I also want
to do is, well, is make one a little bit
bent or something just to tell you kind of some story tells. Let's come to this one. Press control.
Let's press three, scroll the mouse up three
times. Left click, right click. And now I'm going to do some
jaws, go to grab this one. And instead of just
trying to pull this out, shift click like this. I don't actually want
to do that. What I want to do is pull
the whole thing out. I'm going to use something
called proportional editing, which is up here. You
click this button. Then what you can do is
if you pull this out now, you can see that you've
got a little circle. Now if you drag this circle out, you'll see it moves
the whole thing, and if you bring it
in, you'll see it only moves basically
where the circle is. It's proportional editing. Let's bring it out
a little bit more, and let's bend a little
bit, and there we go. All right. The next
thing I want to do though is I want
to grab all of these. I want to press Control H,
join them all together. What I actually want to do is I actually want to get
rid of the tops here. You can see these tops
here that are stuck out. We really don't want those. First of all, let's bring
down these side parts. We're going to come
in with edge select, press L and L, press N d and bring them down. I need to take fortunate and I'm going to bring
them down with that. Bring them down into place. Now what I can do
is I can shift H, hide everything else
out of the way, so that's shift and
H apart from these. You can see everything else
has been hit out of the way, except these allowing
me then to come in and actually delete
the tops of these. Lete faces. Now, let's come around the back, and what we might as well do is mark the same while we're here, shift and click Shift click
right click Markosam. All right. That
looks pretty good. Let's press al tage now and you can see that we've got
both of these in place. Now, let's join these
and these up together. So control J. Then
what we can do now is we can also level this and then mark
some seams on this one. We might as well do that now. I'll come to this one first. Grab this shift and click
ship click ship click. And then what I'm going to do is I'm going to press Control B. Democracy. Sorry, and
level it off a little bit. You can see with control B,
we have a lot of control. Just going to go
through that again. So I'm going to press
Control B and pull it out, hold the shift board
if you need to. What you'll also see when you do it like that on
the left hand side. If you don't actually press Taber anything like that,
you will have a menu. So just open up your menu, and now you can mess around
with these actual settings. You can turn up the width of it, when you've got
your lot of control over how leveled off
this actually is. Now let's come to the next one. I'm not going to copy
it because I'm just going to make it a little
bit rough and ready, and I'm going to press
Alt Shift and click. On each of these edges,
press control B, just holding shift, just
pull it out a little bit, get near enough to the same
as that one. All right. That's that. Now,
I'm happy with that. Now what I need to
do is I need to come and make sure that all
of these are joined up. I'm going to grab this and
this Control J. This one. G looks like it's all done
anyway. Grab them both. Control transforms
origin to geometry. Now, let's move on
to our main pipe. What I'm going to do is I'm
going to come to this one. In fact, all three
of these join, which is actually handy for us. And what I'm going
to do is again, I'm going to press control. All transforms, right
click origin to geometry, and then I'm going
to add in a modify. This time, I'm going to bring
in a solidify and you'll see a brother because it really
does add some thickness. To our outer shell. If I bring this
down, for instance, you can see just how easy
that is to add thickness, and you can see now they actually starts to
look like sewer pipes. You can see that we do have
a little bit of an issue here in that they
bring coming inwards, and we don't really
want that soil. You need to do is just
put on even thickness. And then what I'll do
is even everything out. Now, the other thing is, this is a joint, but for the joint, I actually want it to
be thicker than this, but I might as well use this. So I'm going to do
is I'm going to grab this one and this one, press control l come down. To where it says, copy modifiers and add some
thickness to that one. Then what I can do
is you can see if I bring this over here. You can see that we've got a lot of flashing on there
and that's because the faces are basically
taking up the same space. We don't really
want that. What we want to do is we want to bring our offset in a little bit.
Well, we can't bring it in. So what we'll do is we'll
bring it out and then bring the thickness
and then bring it in. Now you can see that
they're not taking up the same space and more a
bed than that actually, is it looks as though
it's actually a joint. Let's bring it out a little bit more and bring it
in a bit like so. Then let's bring it
out a little bit more, bring it down all the wrong way. I think I brought it
to the wrong way. So let's bring it
out. We've actually got a nice bit of thickness on the outside and the inside. Now you will notice that. Unfortunately, we still
got some flashing up here. That's not something
we want. Let me just go ad and fix
those as well. I'm going to grab these
with face select. I can't actually grab the face because we've only got
an H there, aren't we? We need to grab each one
of these each of these. Now in our press, the
best thing is if a press, you can see that they
come out like so. You can see though
that there is a bit of a problem when a press
and pull them out, that they come out kind of
random and we don't want that. So let's press controls. Let's now press S and X, and you can see that we've not extruded them out,
so that's good. And then just press enter, and now we can press S and y and bring them
in a little bit, like so, and now we can
move them both together, like so and now they look
like a proper joint, and that's exactly what
we're looking for. All right, so that's
looking good. Now, what we need to
do is need to apply these actual modifiers
because I think we're happy with the
rest of our pipes. But before we do that,
what we might as well do is actually mark our seams. What I'm going to do
is, I'm going to hide this with this little TV icon. That's hide that one,
and then I'm going to come in and do the
same on these. And what I'm going to do
now is mark our seam. So I'm going to come in.
And mark a seam along here. A shift click, like so, and I think also I'll
mark a seam along there. So I'll also do the same
thing going along here, along here, along here. Along here, and I think I
will leave that one in there. I think that will
be nice as it is. All right. Let's right
click and Mark sin. I'm hoping now we just need
to do the tops of these. And then we should have
enough seams marked to make this pretty easy
once we solidify it because the solidify
will actually take on the seams as well. Right click Mark There we go, and now I think I've got one
more left, which is on here. Shift click ship click. All the way around this, right
click marking. All right. Now, let's bring back our TV, put it on, and now let's
apply our modifier. Grab them all, object, convert mesh, right
click Shade Smooth. Then we can come in
now, put on to smooth. And do all to smooth on these. There you go,
really, really nice. Okay. Now, if I come to
this one, for instance, you can see that we've marked pretty much all of the seams, so it's done already
that job for us. We just need to mark our
own seams now along here, and then that should
wrap pretty nicely. Again, it'll be the
same on these as well, so you can see all
seams are marked except on the tops. We
just need to do those. Okay. And then this will
follow all the way along, so that should be
absolutely fine. Then this one will do the same thing going all
the way along there. Mark Sam then we can
do this one as well. Like, so, following
them all the way along. Front them back. Right plate. Mark All right, so that
should be absolutely fine. Okay, so now we need
to do is we can actually start bringing
in our material. So what I'm going to
do for now? I'm just going to I think I'll split the more packs that'll be easier. I'll
come into this one. Make sure I'm on
select and grab it, grab this one, grab this one. And then what we'll
do is we'll come to mesh and separate
by loose parts. And then we can
grab them all now. Press control all transforms right clicks origin to geometry. I think that the one
thing that we just forgot is just ease here. I do need to mark seam
on each of these, so I'll do as I'll
grab the one outer. You can see where the bel is. I want to grab this one
out because that then will actually will
it make it easier? Actually probably the one in there is going to
make it easier for us. We're going to grab it
the one in it like so, right click, Mark seam. Now all I want to do is I don't want an infinite
loop going around here. What I want to do is I want
to mark a seam in there. I also want to mark sam underneath where no
one's going to see it. Marking seams where people, The last chance
have you actually seen it in the game
and things like that. If I'm marking down here,
as you're walking along, you'll be able to see
where the seam is, whereas up here
very hard to see. Right click, Mark s. Let's now do the
same on this one. O shift click and shift
click and ship click, and then we'll come
to the top and shitt click and the bottom
shift click click, Mark s. All right, so we've pretty
much got everything marked except this part here. So I don't think
I'm going to mark the seams on here because
I'm going to show you a different actual technique of actually using
Blenders wrap system, but we'll do that actually
on the next lesson. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks, lot. Bye bye.
15. Creating our Large Wall Modular Pieces: Welcome back every one to
Blender three T reel engine five dungeon modular kit pash and this is
where we left off. All right. Now, let's come to this one. We'll
do this one first. I'm making sure I'm
in edge select. I'm going to grab
it, press on wrap. And now let's actually
have a look at this wrap. So we'll go to our UV
editing, and there we go, you can see it's on wrap really really nicely, so that's good. Because it's me, it means we can get away with a lot more. We don't need to focus
so much on our teams. Unlike wood, let's
say, for instance, a checker pattern
where you would be able to see the seams
really obviously, something like that. All right. So let's come in and
create our new material. So we're going to
call it sewer pipes. Pi so then I'm going to go
over to my shading panel, click my principal,
Control Shift T, and then we're
going to press up. And then we're going to
look for sewer pipes. This one here, grab them
all, bring them in. Delete the top one because obviously that's the
ambient occlusion. There we go. Really
nice as you can see. We can actually see it as
well on our material view. There we go. You
can see they've got just the right shine on those, and they look really realistic. Let's now come over
to other parts. I'm just going to put
this on material. I'm going to do the same
thing then with this one. I'm going to grab it
all, press on the rap. Then what I'm going to
do is I'm going to come. Click the down arrow,
and I'm going to put this on sewer pipes, and then I'm going to do
the same for the rest. A on wrap and sewer pipes. And the others, I'll
do the quick way. I'll grab each one of these. I'm going to press tab, A to grab everything, and then and unwrap. Now we will have a problem
and you'll see it with this here that we'll
have to unwrap it a little bit different
as I'll show you. Now let's click the down arrow, put it on sewer pipes, and let's press tab
and you can see here, this is the problem
that I'm talking about. You can see it so stretch
and things like that, and we really don't want that. The other thing is
we can see that we've not got these
materials on. Let's press Control L, copy link materials,
and there we go. You can see everything
is right on here except these parts
here. Let's come in. What I'm going to do instead
is grab all of these, press U, Smart UV
project, click. There you go. Really, really easy way of actually
fixing that. That's our sewer pipes done. Let's go back to modeling. Now what I want to
do is I want to actually name our sewer pipes. Let's come to this one first. Let's press dot as well,
so I can zoom into it. Let's press dot over
in our collection, and we'll call it sewer pipe. And we'll call it T joint. Then I'll press control A. Control C, enter
and there we go. Now, let's come to this one
and we'll do the same thing. Control V. Instead of t joint, we'll call it an elbow.
Let's come to the next one. Same thing again,
apart from this one, we'll call it a
straight, so you can see there it's not that one. Where is it? This one? I just called this
the wrong way. I'll just rename
this to straight. Then there is this one. I'll
just take off that one now. I just basically named it one because I called
it the same name. Now, we'll call this
the joint. Dot again. Okay. And I'll call it
just a join, like so. Now we'll come to
this one and we'll call this one bars
and then great. We'll double click it
and we'll call it. We'll call it and then bar and then we'll
press Control A, control, let's come to this one, and then control, and then
we'll call this great Okay. Now you can see that
these aren't moved off, so I'm going to right click and where's my shades
smooth. There it is. You can see they
look much better, but not as good as when
you click on that. Now finally, this
one, shades mooth. Click on that and there we go. All right. Those are done now. Now, let's spin these round. 90 and you can see the
spun round together. Don't really want
that. Let's put it on individual origins, dead 90, spin them round. Let's let them up a little bit. Now let's move these over
to the rest of our parts. So I'm going to put
them near the back. And then what I'm also
going to do is I'm going to press tab, I'm
going to grab them all. I'm going to right
click markers assets, and I'm also then going to grab them and put them
in my parts done. I'm Joe going to make sure
that they're all in there, and there's all our
pipe joints in there. All right. So now let's
come back to modeling. Let's press tab,
double tap the A. And now let's go and
grab another reference. I think we'll probably come back to our large block walls now. So I come, click on
my actual reference, and then I'm going to
open it up. So use file This has happened, by the way, because we actually packed it. We cord delete that, and then what'll happen is, I compress ship S
cursor to world origin, ship and let's just
bring in another empty. Now, another actual reference. Now remember, make sure lady straight on when
you bring those in, image reference, and let's
bring in now our larger walls, which are this one here. Let's bring in our larger walls. Let's make it bigger
so we can actually see what we're doing
again. There we go. Let's pull it back a little bit. All right, so let's
make our large walls. Now, we've already
got references and our actual wall templates. We know how big we
need to make them. What I'll do is I'll grab one of these walls over
here, Pressift D, and the reason I'm grabbing that is just to make sure that I'm cray these walls bigger and not the same size or
something like that. All right, Let's bring
our guy over as well. Everything place. Let's circli on this
wall press shift, cursor to selected. Let's press one and
let's bring in a que. Should they bring in a
que make it smaller. I think our blocks are probably going to be something
like this size, so S and X, pull
them out like that. Then let's make them
smaller on the y, so S and y going
to pull them out. Like so, and then I'm going to make them a little bit thin. So, like so. All right. Perfect. Now, let's press one let's bring
it up into place. Let's then just
pull out t like so. Then what we're going to
do is bring in a modifier, which will be array,
bring in our bevel. Now we can see that core doing. Press control A all transforms, right click, origin, geometry, bring down the bevel, bring it all maybe
Maybe just one on this. It's a very hot C at the moment. Maybe just 0.1. I'm just going to bring
it down to 0.1 for now. And then what I'm going to do is I'm going to turn off the array. I'm hoping that it's enough just so it gets
there, as you can see. We don't actually
want these things to be huge or anything like that. I'm
actually looking here. You can see it's just basically one. That's basically
what we want. You can see on this
one, one, two, three, four, and that's what we're trying to achieve here. All right. So let's
pull it out s to t. S and X, pull it out. Like so, and now it's
pretty much lined up, and now we can move on
with the actual next one. So I'm going to press
your D. O, bring it down. To something like that, and then put it halfway
in between, like so. You can actually do
this in different ways, where you could actually
split off this with an array, so do another ray and bring
it down, for instance. But I think just doing it like this should be
absolutely fine. Let's bring it down one, and let's increase this number, so we're going to
increase it to five. Then what we can do is we
can come back to this one another and modify array, and then let's come down. So scroll down because
you don't want to click be one up there, put it on zero. Then what you want
to do is put this on 20 minus two in this
case, minus two. Then what you want
to do now is put another one in. Can we
get away with that? You can see it's going
to be quite tight. You can see on
here I've got one, two, three, four, five and six. So it's going to be
a little bit lower. But I would say with these ones, it doesn't really matter so
much because I think that they should be a little bit
in the ground, these ones. I don't mind. What I'm
going to do though, is going to make them
a little bit thinner because there's a
little bit too much. You can see just how
much distance there is, so I'm going to put it down to probably something like that, and I think I'll be
happy with that. All right. Now what
I want to do is I want to come back
now to this one, do exactly the same thing. I'm going to add in
another modify array. Let's put it on minus
two again, minus two. Let's put this on zero, so they're not over there. Then what we can do
now is we can bring everything across and
put them in this one. I'm going to grab both
of them, press one, I'm going to press D and
bring them over to here. Then I'm just going to
remove one of the arrays, which is this one up here. If I bring this down, and if I bring this one down, I think, I think that's where the actual wall begins as
you can see there. Perfect. Now, let's come to the next one. Grab both of the shift
D. You can see now where it's really worth creating
those templates like so, and then you can see where I
can even bring it down to. We'll do this one
first, I think, bring it down, and then
this one, bring it down. Now we can grab both
of these Shift D Okay. There we go and
come to this one, bring it down and bring it down. There we go. All right. On the next lesson, what
we'll do then is we'll switch these in to make them
exactly like these walls. Now you can see that
we're starting to pick up the pace and we're really
moving on quite fast now. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks. Bye bye.
16. Fixing Issues with Our Large Brick Walls: Welcome back, everyone
to Blender 31 real engine five Dungeon
Modular kippah, and this where left off. Now, let's bring
in these bricks. You can see here we do
have a problem though, in these actually touching, and I don't know actually
why that's happened, but let's fix it anyway. So if I come in, and I'm
thinking that Probably, I don't actually think yes,
they are actually touching. Let's fix that now. I'm going to do is I think I'll move let's have a look
if I can move this. I think the reason is because I made these ones a little bit smaller maybe than these ones, but they should be fine. What I'll do is I'll
grab the whole thing. I'm going to let's Let's grab this one and
you can see here, it's a little bit of a gap, what we'll do is we'll do
them at the same time. I'm going to bring this down. Just bring them down one. Just
to make them all line up. And this is actually good because if you do
have any problems, then we can see how we
can actually fix it. So now what I'm going
to do is I'm going to come to each one of these. I'm going to grab all
of them together, actually, so I'll grab
each one of these. And then what I'll do is
I'll press a grab them all and then press S and Z and pull them
all out together. You can see now that we're still having some problems
and the reason is because we're not pulling
them from the center, we're pulling them from the actual medium point and
we don't actually want that. If you come over
individual origins, now press S and Z and you can see that
we're pulling them. Albeit though, now we do
have a problem in that. These have gone
down a little bit. The reason is because we need to bring this up
a little bit like so. We just want to try
and make them all actually fit into
place at the moment. You can see we're
having a few problems with actually getting them in. I'm just going to check
This is on minus two, this one, bring it up just a little
bit like so and I think now that should
be absolutely fine. Now all I want to do is I want to do the same
thing on this. Now all you want to do is do
the same thing on this one. I'm going to press
control, bring it back, and now I'm just going to try and line them all up because I do actually want them line
up pretty much perfectly. You can see what I'm
going to do or have to do is I'm going to have to
just get rid of this back one. I'm going to come in. I'm going to press Z, going to wireframe and grab the back. So you can see this
here, press H, and then I'm going to press Z, go back in solid. I'm going to press one
and this here, don't. I don't actually
want this gap here. You can see there's a
tiny, tiny gap here, and I really don't want that. What I'm going to do is
I'm going to try and make them fit a little bit better than what they are by actually
applying all these, bringing this up
a little bit and then bringing them over
to the other side. But before I do that, of course, I might as well add in my
bevel modifier. Let's come in. Hover over your bevel, press Control A, and now
let's come in. Old Ship click, Old Ship click. Come round to the mold the kind of the back and
then grab this bottom one, not this one, this one in here. Right click, Mark seen. And now all of them, well, apart from this one, that is, this one needs to do it as
well, so let's come in. Control A tab Old Ship,
click, ship click. This one here, right,
plate mark seam. All right. So now
they're all mark seam. So now what I can do is I
can actually apply my array. So I can apply both of these, so control and control
A do the same now. Control control. And now let's fix
this bottom part of the wall so can see
It's a little bit out. So what I'm going to do is
I'm going to cm to this one. L L L and L, and then I'm just
going to bring it up, hold in the ship born
just a little bit to make sure that actual
fit really nicely. Now I'm going to do is I'm
actually going to come because I did make an error and
delete these out of the way. Same as these, delete, same as these, delete the way. Now I'm going to use this join them all together, so control, and now ship D, bring it over into
place like so. All right. Then
what I'm going to do is I'm going to
now pull these bags. So you can see here, I
can press tab, delete, s. If you are
struggling to see it, all you need to do is press
dead, going to wireframe. Now if I press tab, you can see where
this actual block is. Now we can come and we can see that we need to delete this one, this one, this one
going all the way down. Now if we come in, L L, L and L, delete, s there we go. Now let's press Shift D. Bring
it over to this one now. So Then we can see that we need to delete this
one and going in this one, this one, this one, because
you can see our edges here. So now we go. Deletes, and
now just bring it over. Shift D. L again, same thing. I'm
going to come in. Okay. So, delete
versus. All right. Now the last thing I want to do is I want to squish them in just a little bit
because they're a little bit too much in
the ground for my liking. What I want to do is I want
to press and said bring them Just a little bit like so pull them all
and there you go. Now you can see they'll stick in the ground,
just a little bit. Maybe I said little
bit more like so. All right. Let's press,
goat solid. Then we go. You can see got really,
really chunky bricks. Now, let's come in now
and bring these in. What I'm going to do is I'm going to grab each of the edges. We haven't got as many
to grab, obviously, because these much
much more than this. Press one, press control plus because we do
have a level there, and then S and bring them in. Make sure that we're
on medium points. S bring them in and make
sure everything lines up. That looks perfect. All right now let's do
the same on this one. I Shitrol plus S and
g, bring them in. Like so, and now just
work your way along. Then we only have one
more type of wall to do. Control plus and
then we pretty much finished with I guess the bread and bore of
our actual dungeon. Now let's grab each of these. One control plus L
and there we go. All right. That's that. Now, let's get rid of this
because we don't need anymore, and then let's bring
each of these out. Away from our actual references. Let's press Alt and bring that
one back so we can see it. Now we'll come to each one of these and
actually unwrap them. I'm going to come
to this one first, and I'm going to press
eight, grab everything. You unwrap and you can
see it will go a problem. Again, let's come in, grab
each of these, control A. All transforms, right click, origins geometry, and then what we'll do is we'll
come to this one first. Could we wrap them
all at the same time, probably let's wrap them
individually though. In fact, we will wrap them all at the same time
because then we can scale them all up at the same time, so that
makes more sense. Let's grab them all. Tab, A, wrap, and now let's
go to our UV editing. And what we'll do is now, we'll press dot
to Zoom two then, press tab, and
there they all are. Now let's come in and
give them a new material. This one we'll call
large brick wool, are brick wall like so, and then we'll go quickly to our shading, grab
that principle, control shift t to use the node wranguler then we're looking for large brick wall, which is stone wall
and I think it is this one that says stone wall and nope that's the wrong one, we're looking for stone
do It's this one here. All right. It's the stone dock and we're going
to grab them all, hit the principle
and hopefully, Yeah. There we go. We've
put one in place. That is the right.
One, as you can see. Now I'm going to do
it, I'm going to press Control L and link
materials, and there we go. Now what we can do is we can
see how these actually look. What we need to do though
is go back to UV editing, press dot to zoom into one. Now we're going to do
is I'm going to go over to my UV editing,
grab everything. And I'm going to pull these out. So a press S. I can
pull these out, and now you can see they look a little bit better
because we've pulled them out, making that actual
probably actually it was probably better off before actually because you
can see we've got a little bit of repeating on here and I don't
really want that. I'm going to do is go to
UV I'm going to come down. Pack islands, and it's going to just going to pack them
all in the right place, and I think that
actually looks better. Now, one thing left before we actually finish
this is, of course, what we did last time where we pressed tab, grab them all. And what we're going
to do is again, I'm going to pull
these out a little bit using the transform
and randomize. Let's put it down to zero. And I think with this, we just
need to prow one like so, and I think they'll
be enough because the thing is about these. They won't actually be too
much randomness on them. They're quite blocky, so they would pretty
much stay in place. So I think just one should
be okay. All right, then. So, what we'll do on
the next lesson is now we've done those is
we'll get them named. We'll get them in
our asset manager. And then what we'll
do is we'll start on the actual rock walls. All right, everyone. So
hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
17. What is Modifier Stacking: Welcome back everyone
to blend the three, T real engine five dungeon modular kit back and
this is where we left off. All right. Let's go
and name them then. Large brick wall. Let's
come to this one first. Press the dot one.
Are brick wall, and then it'll be four. I'm thinking four by what do we name the other ones
let's have a look at the other ones
before action name. This one, press four
by four, that'll do. I know it's not
actually four by four, but it just makes
sense so press dot. We should just call it 4 meters, but I'll just call
it four by four. Press control Control C, copy that and then come
to the next one and this one is going to
be three Control V, and then three by three, and then we'll come to this one. Control V and two by two. Then finally, this one, Control
V one by one, one, I one. There we go. All right. Now, let's grab them all. Let's click and mark this
asset and then let's drop them down into parts done. I'm actually going to close up. It's going to make it
a little bit easier, so I've got 28 parts
in there already. Let's move them now, and
I'm going to put them with I basically want to place them together near enough because when we come to
actually sell part dungeon, it's a little bit
easier if you've got everything in the same place. That's why I put
them all together. What I'm going to do is,
I'm just going to place them behind my other
walls here like so. All right, something like that. Now, we want to create
our stone walls. The way we're going
to do that is by using a modifier stack. What I find easier to do
or the easiest thing to do is basically to create the modifier first on
a cube or something, and then you can use that cube and attach
it to your walls, your stairs, things like
that as you go along. That's the way we're
going to do it. So if I come now,
press cursor selected, not selected cursor
to world origin. The other thing
is if we do that, it means that we get consistency
right across the board. If we actually just
bring in a wall first and then try and fit
our modifier stack onto it, it's going to change depending
on each wall that we use, and that's not
exactly what we want. Let's bring in a cube first. If I pressure, bring in a cube, So with this cube now in, I don't actually want to alter
it or anything like that. What I want to do is I want to start bringing in my
modifier stack now. The first modifier
we're going to bring in is a subdivision surface. I'm just going to put this onto the wire frame just so
you can see what's going on. If I put this on wire frame, you can see the moment it cube. If I come in though I put this
onto subdivision surface, you can see, now it starts adding some
extra wires into there. Now the thing is
we don't actually want this to be
round or anything. So just put it on simple, and then you'll see that you
don't actually see anything. And if we now put
this up to six, like so, again, you
won't see anything. But if I come to solid and actually apply this,
so let's press control. You'll see what it's done is. It's added a load of actual vertices into
our actual mesh, and we need that because we
need to actually use that to create our stylized rock
and things like that. All right. So now let's go back. So what I'm going to do is I'm just going to press control Z. And now what we want to do is we want to actually put this up because we're dealing with
a lot of actual modifiers. We basically want to stack
them up on top of each other. So to move this up, you're going to click this little arrow here. And then what you're
going to do is you're going to add in
another modifier. And this time, we're going
to add in a display. Now, the displace
is going to allow us to bring in a texture and use that texture to create this kind of noise that we
want to create this wall. So I've brought in my displays. I'm going to come down, put
the strength on at 0.2, and then put the
mid level on zero. Now, the strength is
going to control. And how much of the rocks are
sticking out, for instance, the middle level is going
to control how much of this actual cube
is sticking out. You basically can end up with concrete underneath your
rocks if you want to. We're not going to do that,
but that's what you can do. Now the next thing we want to do is we want to tell Blender, how do we want to displace this? We need some noise or something like that
to displace this. What I'm going to do
is I'm going to click on this little
checker flag here. And what that's going to do
is that then is going to allow me to bring in a
texture to displace. Now, before I actually do that, what I want to do is I
want to come back to here, and I want to click new on here, a new texture, and then I
want to name this texture. I'm going to call it rock wall. The reason I'm going
to do that is because now when I go to my texture, you can see that it's
automatically called rock wall, which means that when
I save this out now, When I finished
all these stacks, I then can use this in any of
my other blender projects. All I need to do is
basically append it, and I'll bring it
in with all the modifier stacks on
and things like that. That is why we're saving it
out like that. All right. So the next thing I want
to do is I want to come over T it says image or movie, and I want to put
this onto us grave, and you're going to end up
with something like that. Now I want to do is
you want to come down to it says noise basis, and what you want to
do is put this on Veroni f one or F two and F one, like so, and you'll end up
with something like this. And now basically you want to
turn the size down to 0.60. What that does is
actually, it makes it. Some of the actual
rock and things like that is basically less. If you put this on one, it will make it a lot
more prominent. That's why we've actually
turned that down. Next of all, what we
want to do you want to come down to colors. Just make sure you clamps on and then come down
to where it says, Color ramp down
here, click this on. Open it up and then
just scroll down. Now, the first
thing that we want to do is we actually want to set another one of
these little arrows. If I come in and click
this little plus board, you'll see again
another one here, and basically want to
move this over and you can see exactly
what that's doing. Luckily for us, I actually have a number that we can
actually put this on. So what we're going
to do is going to click on here and we're going to put this on 0.234, like so. Next of all now, we're going to change this a
little bit more, so we want a little bit
more variation in it. So what I'm going to do is
I'm going to click on where this gray white actual color is, and I want to click that
and then put the value on 0.867, like so. Now you'll see already
that these are actually looking pretty nice and
a little bit like rocks. But we've not finished there. Obviously, these
aren't good enough. We can't really use anything. They've got a lot of
polygons in these because we've subdivided it six
times as you've seen. Now let's come back over to our spanner. Now we've
done the display. We can actually put that
up and what we want to do is bring in another
modifier and this time, we want to decimate here. Decimate what it will do is, it will reduce the
polygon counts of our actual mouse.
Let's come in. We want to keep it on collapse, and what we're going to
do is we're going to put this on 0.1. Now you can see here we
actually have a face count. That's actually telling
us how many polygons are in this actual piece
of measure at the moment, and it's 25,000,
which it's a lot. It's a real lot because if we're using this for walls
and things like that, you can see if we've
got five walls, we're over 100,000 polygons. So we need to reduce this. So what we're going
to do is we're going to click on this ratio, and we're going
to put it on 0.1, and then we're going
to reduce it down now to 4,655 polygons, and that is something
that's much, much better than
what we had before. All right. So the
next thing we want to do now is we want to
actually close this up, and I want to bring
in another modifier. Again, I'm going to bring in
another decimate modifier because I actually
want to decimate down even ththan one I had it, but I want to decimate it
down in a different way. So what I'm going to do is
come to where it says planer. I'm going to put
this now on 15%. Then what I'm going to do
now is I'm going to come down and make sure all
boundaries are on. Now you can see we've got
it down to 1,964 polygons, and you can see that it's
looking really nice. Now, while we're here, we might as well shade this smooth, so right clip shade smooth. I'm also then going to
put on auto smooth, and you can see now it's
looking pretty good. Maybe this stuck
out a little bit, but we'll see once we've
actually done the rest of it. Now let's come back to
our little spanner. Let's actually put that up, and then what we're
going to do now is bring in another modifier, which is going to be
a smooth modifier. We need these basically
smoothed off. It's a little bit too
jagged at the moment, so let's come in
modifier, smooth it off. Then what we're going
to do is we're going to repeat the process of the
smoothing up by four. Now, rather than clicking
this one by one, just put it on four from the start because it will
save you a lot of time. Press four, and you can see
now that's smoothed it off. It's looking really nice now. All right, W we
not finish there. Now we want to bring in
an actual bevel modifier. Let's go to up and then add
bevel modifier like so. The amount, I'm actually
going to change this with type two
percentage instead. Then what I'm going to
do is I'm going to put this whip percent
on 10% like so. The angle, I'm going
to keep the same, but put this on to 20%. Then finally, what I'm going to do is I'm going to come down to geometry and just make sure
that clamp overlap is tikto. All right. Now we've
done all that. We need Another modifier. Let's come to add modifier, you'll see a huge
difference in a minute. So add modifier, way to normal, and there you go,
what it's done is, it's flattened out all of
those edges on the front, based on the normals and now you can see it looks
really, really nice. It's really, really
happy with that. And now we need to do is, um, on the weight to normals. We don't actually need to change anything on these
weighted normals. All we need to do now finally
is adding triangulate. And the reason we're adding in triangulate is because
of the moment. Some of these polygons will be gons will put down the bottom
right side what an gon is, but basically you don't want
those in your measures. So you want to avoid
those if you can. If you send them
through to things like real or substance painter
or if you animating, sometimes it can cause issues, and it's just something
that you don't want. Same as if your normals
are facing the wrong way. We will actually
look at normals. Once we finish this, so you understand what
they actually are, and then we can actually fix
those, if any, need fixing. The final one we need to
bring in is add modifier, come down, triangulate
and you can see it makes it look a mess and we don't
really want that. What we want to do
is keep normals. Now if I press tab, you will see, we
still have our cube. Yet it looks like this.
It looks really cool. What that means is though, we can actually grab
our cube, pull it over. Now I can actually
create a wall. As big or as thin
as actually one. If I pull this
out, for instance, press tab, you can see now wall. Although it's been
stretched out a little bit, you can see it
follows it all along. That's basically what
we're looking for. You can see as well, if I grab
it like this and press X, you can see it stretches
it out that way. But if I grab it like this, press control putting
an edge, click, right click, press tab, now you can see, it's perfect. It looks really, really nice and that's exactly what
we're going for. All everyone. I hope
you enjoyed that. On the next one then,
we will go through normals and then we'll start
creating this stone wall. Probably going to bring down The actual stone pipe is probably a little bit
chunky at the moment, so I'll show you how
to do that as well. All right, everyone,
so I'll see you in the next one. Thanks
a lot. Bye bye.
18. Project from View Unwraps: Welcome back everyone to blend
the three to real engine five dungeon modular kit ash, and this is where we left off. Now, let's discuss those
normals, which we talked about. If we come up to the
top right hand side, play this let bond here and you'll see one if
you scroll down, that says face orientation. And Straightaway, we can see
we do have some problems. Anything in red basically means that these are inside out. Now, if you take these through
two substance painter, real engine,
something like that, you'll basically just
see through the mesh. That is because blender you
see basically double sided. You see both sides at the same time, so everything's fine. But in unreal engine
or substance pain, you only see one
sided unless you're using a double sided shader
or something like that. Basically what we
need to do is we need to actually
change these round. How do we do that? Well, I'm going to press B
to grab all these. Then I'm going to press
tab, I'm going to press A, and what I'm going
to press is shift N and then it'll spin
them all around. Really really easy to
do, and it's automatic. Now, there will be times
when you do have it where they won't quite
go the right way. If that ever happens,
just come in, grab the faces that are giving you the
issues, press shift. Basically if they don't
turn around, come down, you can actually
turn them around manually with this
little borne down here. Now we're basically
turn them all around. They're looking absolutely fine. You can see everything is
blue and that's based on one. Now the thing is you should
always do this check before, send them through
two on the real, basically at the
end of the bill. This is when we'll
do this check. Again, I will have
put something down on the bottom right side to what actually normals are. All right. Let's fix these
while we're here, I'm going to grab them all, A, shift the end, spin them
around and there we go. You can see on our rock before actually applying
it to anything else, that all the normals
are correct, which is based on what we want. Now the thing is, I do actually want to turn
these down a little bit. Let's come off far
face orientation, and let's actually
turn these down. I'm going to close
this triangulate up. I'm going to open this down. I'm going to turn
it down a little bit and you can
see that happens. Now, that's probably going
to be a little bit too much. I don't think it
should be that much. I'm going to put it
up to six again, and one going to do is going
to come to the texture. I'm going to turn
this down. Let's say 2.4 or something like that. That's not the
right. One, is it? Let's come down to
here and we can probably reduce it
down through this. I'm trying to make it not
as blocky as what it was. I'm thinking, I'm
going to put this on back to the 0.234
that it was so 0.234. Then what I'm going to do instead is I'm going
to come to this. I'm going to bring it down, you can see that that is
making them a bit smoother. They're a little bit too blocky and they don't quite
want them blacky. Now you can see They're
looking a little bit better. If you click on here, you
can see that this 0.28, that is probably the one that
we're going to turn down. So we've turned it down
from 0.867 to 0.828, and I think that is looking a lot better than what it was. All right. Now we've got that. Now, you will notice as well that this and this,
they look the same. They've got the same
kind of part here. The reason is because
if we come to this and press control all
transformed right. Origin to geometry, and there we go,
completely different now. Don't worry about
that if that happens, we just need to change
it around a little bit. Okay, I'm really
happy with that, and now it's time to
actually create these walls. What we're going to do is I'm
going to delete this one, and this is going to be used
as my stone wall template. If I press a dot, and we'll put it on stone. Okay. Let's come where it
says cube and we'll call it stone, more template. Then what we'll do is now we
will create our first wall. We want our wall to
be ran about here. I'm going to again drag
out this wall here. I'm going to press
it D. I'm going to try and make it ran about
that thickness because then it's going to make
it much easier to put doors on and things like
that. We already spoke about. Now, our wall, we can
actually move over here. I'm going to move it all the way over here just so
it's out of the way, and I'm going to
save out my file. File, save then what
I'm going to do now, I'm going to grab
this wall here. I'm going to press
it D. Bring it out. So I just duplicate
as you've saw, and then I'm going
to press S and y and just pull it out a little bit like because we
want it to be a little bit thicker than these
walls, well not too thick. Now I'm going to do is I'm
going to grab this one. I'm going to press control A or transforms, click
Sargento geometry. Now I'm going to
shift click on my e, and then we're going
to press Control L, and then we're going to link
modifiers, and there we go. Now if you press
dot on this one. You can zoom in and you can see exactly what it's
going to look like. All right, so that's
looking pretty good. Let's come in and
shadmth there we go, really really nice as you
can see. Now, sometimes, You will end up with some parts that end up a little
bit like this. What you can do is
you can actually play around and get rid of those using as we come
down this part here, so we can turn this up or down. If we put this on
0.86, for instance, you'll see that I actually
starts to get rid of a few of those making
it much, much better. All right, so I'm going
to leave it on that because I know that's
actually fixed it. Now what I'm going to do is I'm going to come to my next wall. I'm going to grab this one, S. I don't actually think
I need these anymore. I'm just going to keep
them just in case. Again, what I can do now is I'm actually thinking about I'm not going
to use that one. What I'm going to do, I
want to grab this wall. I want to press your D. Then one want to do is I'm going
to make this the right size. You can see if I press tab, let's see if I can
actually view this. Yeah, I've got no size on
because I rescaled it. I don't think I can actually
have the sizes I want. I'm just going to
come down and I can see that I've got
no size in on here. Again, these numbers are a little bit out
because we reset. I'm probably going to have to what I'll do instead
is now I've copied this. I'll make this easier on myself. I'm going to take off all of the modifiers
just on this one, So if I come down
to the bottom and just start taking
them off one by one, what that's going to do
is it's going to leave me then with the correct
actual depth. That is the part that I want. Now, if I put it
onto AutoSmooth, you can see this is
where we've got it. Now I can do is I can
bring out this one, this one and this one,
in fact, not this one. This one, this one and this one because we've already
done the four, shift pull them out into place. Then what I want to do is I
want to line them up and get them to be the same
thickness as this one. You can see I'm lining
it up with this, and then one going to do is
I'm going to press S and y s pull them out and get them to be the right thickness like so. All right. That's
looking pretty good. Now, I can delete this
one out of the way. I don't need it anymore and
pull this one over then, pull this one over, and finally, pull this one over and then
what I can do now I can grab each of these press
control or transforms, click the origins, geometry. Then what I can do is I
can shift select this one, press Control L,
and then come down, copy modifiers, and there we go. Let's shade them smooth. There's our actual walls. Let's bring in some auto
smooth as well because I've got about that,
I click on this one. Auto smooth. Click on
this one, Auto smooth. Click on this one. Auto smooth. There we go. All right. So they're looking pretty
nice. I'm happy with those. They're looking a
lot like dungeon wolves and things like that. The next thing then is
we need to actually apply these modifiers and actually get some
materials on these. I'm going to grab them all,
I'm going to come to object. Convert, and we're going
to convert to mesh. Convert mesh, so now all the modifiers
have been applied on them. We can see if we
click on one that actually they're pretty
low on the polygon count. If we open this one, we can
see it's 11,000 on this one, but all of this geometry,
that's actually pretty good. Now, let's actually figure out how we're actually
going to wrap these because we can't mark a seam on every single
rock and things like that. The easiest way to actually do it is just to grab the mole, press tab, a smart UV project. Click. Now if you head
on over to UV editing, you'll see an absolute mess. But that's fine because we're actually dealing here with rock, and for us, it's
lucky that we won't actually you'll be able to see that it actually
looks quite nice on these. Let's go back to modeling now. Now we've unwrapped those. Let's bring in material, so it'll come to
material new and we'll call it rock wall.
Let's call it that. Rock wall And then what we'll do is we'll bring
in now our materials. Control Shift T let's bring in those textures and
where are they? Stonewall, this one
here, bring them all in. So, delete the top one, like so, and let's put it on
to so there you go. You can see your
stonewall looks really, really nice,
actually. All right. Now, there is
another way as well, we can actually unwrap these
because you're not going to see these edges and
things like that. We can also see
we're struggling to see a lot of this parts
and things like that, and that's basically because we haven't yet put on our
ambient occlusion. So if we bring in
ambient occlusion, which you will have, by the way, in Unreal engine, and
we also bring on bloom ready for our actual flames
and things like that. We open this up, and then
you'll notice if I turn this up that we've actually got some ambient occlusion
appearing in there, which is really, really nice. So you can see now
we can make them darker or lighter, and
that's really good. Now, if we're not happy with
those, what we can also do. Instead of actually doing this
is I can go over the top. I press tab, I press, going to wire frame. Then I can do is I can
just grab one of these, so I'm just going
to try and grab the front of it and
leave at the middle, so I'm going to come
in, grab the front. So. I'm also going to then grab the back and leave
the center of it, so I'm going to press
one on the number pad. And then what I'm going
to do is I'm going to press U. I'm going to come down to project from view.
Project from view. And then what I'm going to
do is just put this on, and now you'll see that
actually looks better. You will see that you've
got some seams on here, but no one's actually going
to see the seam here. And now you can do is
you can go to UVtitin. We can grab these and
we can pull them out. Like, so now if you press tab, you'll see that it looks much, much nicer on our stone walls. So two ways of doing it there up to you, which
one you're doing it. So I'm just going
to go back though. And what I'm going to do
is I'm going to press A. I don't actually
want to grab walls. I'm just going to grab all this. I'm going to press. I'm
going to smart UV project. And I'm going to be
happy with that. I think I don't think I need
to do anything else with it. All right. So now
I'm going to do it. I'm going to come to my other
ones on the next lesson, Vmwrab those, and then put
those on the other side. And that is all of our
main walls actually done. All right, everyone. So I
hope you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
19. Creating the Bottom Walls: Welcome back to
everyone to Plan 31 real engine five
dngon modular kit back and this is
where we left off. Now, let's con to
these other parts. I'm going to do exactly
that same thing. So I'm going to grab this one. Smart UV project, and then
let's come to this one. Smart UV project. And finally, this one, L, smart UV project. All right. So now let's join these up. Control L, and we're going to link materials,
and there we go. There are walls, and you can see look really, really nice. Now, let's go back to modeling. And what we're going to do
is we've copied this one, so we don't need to keep
this or can just delete it. And now we'll come
to this wall first. In fact, we'll grab the Control A
transforms, right click. Sg into geometry, just in case I didn't do that. Then
I'll come to this one. Press dot. And
then we'll call it stone wall four by four, Control A, control C, enter, and then we'll
come to the next one. Same thing as what we've
done many times before, three, 53, and then two by two. And then one by one. Okay. All right.
That's those done now. Let's grab them all. I'm
going to grab them all, I'm going to right
click marks asset, and I'm going to
bring them down, put them in my parts done. Then what I'm going to
do is move them over to here and just put
them behind there. Now, I just want
to check my assets just to make sure
everything's in there. If we zoom out, we can see We've got all of
our pipes in here. We've got all of
our floors in here, so both floors, and we've got three types
of walls in here. We can see really nice now, bring them out really
easy. All right. Let's now go back to modeling, and now let's look at our next part that
we want to create. I'm thinking the next part that we want to
create realistically, should be the bottoms of
the wall and the tops of the wall because
that's then going to make it's an easy thing to do, and while we're here, we might
as well actually do that. Let's come in with our
actual References, come off to the right on side, and I'm hoping, right file let's use file from
current directory. Let's see if I can open
this now, which I can, and let's go back now to my dungeon references,
which is this one here. Then what we'll do is
we'll open up where is it? The tops of our walls, wall support and gray as you
can see here, this one here. We have some bottoms. I'm just going to look for those
where is the bottoms. Here they are pillars
and wall supports, so you can see we've
got these to do, and we've got these wall
supports and great. Let's do these ones first. Let's press one to
see we're looking at. If we're looking
here, We can see that these are the tops of our walls. You can see just
simple ones like this. Good job, I kept these
because we can use those to actually
scale these things up. We have got pillars that
will come in here as well. Just bear in mind
that they don't need to be perfect or
anything like that, very simple to create as well. Then we've got great that
we're going to create. We'll do that next as well. All right. Let's do the
tops of our walls first. I've got an idea of
what these look like. Let's come in. I'll
grab this here. I'll press shift, so selected, then press shift A and
we'll bring in a cube. I don't want to bend these
round or anything like that. All the one is just some
simple tops to our wall, S pull it out,
something like that. I'm just going to
pull it over slightly past there because I do want it to go slightly past my wall. I want to press dot
then just to zoom in. I basically want to put it in the center,
something like that. Then you can see that these are probably a little bit big. I'll make them a little
bit smaller like so. I think if I squish
them down a little bit, so and Z Yeah, I think that's going
to be absolutely fine. Now, before I actually finish, I'm just going to actually
create another one, shift D. The reason
I want to do that is because I actually want to
create this one as well. This one here, while
I've got this, I might as well do them
both at the same time. I'm going to pull it
out a little bit, so y, like so, and then I'm going to pull this one up a tiny bit. I want them just to be
relatively close to each other. I just have to be
careful that when I'm print them on top of walls, that they actually fit properly. That's that. Okay. Now,
what I'll do is I'll just move this over here for now
and we'll do this one first. So let's come to this
one. To move it over. Just so it's out there. I'm going to come in then
and array. So array. So You can see it's
a little bit over, and that's not something I want. First of all, let's
bring in a bevel, and now we can see exactly
what we're looking at. Now what I can do
is I can press one, and I can press S and X and
bring it in a little bit, so you can see now
it's really nicely. All right, so that's
looking good. I'm happy with the bevel. I might as well apply the bevel, same as we've done before. Cho, apply the bevel, and now let's come
in and actually mark some seams. So we'll grab The outside, the inner side, and the underside, right click Marin. That's that one done. Okay. Now we can basically bring this one
down so I can press it d, bring it over,
reduce the amount. 210. I'm hoping that
should fit on there, same as this one here. I'm not going to
worry again because we've got pillars
that go up there. Again, now, shift D, bring it over one, so we get a good idea where it's going to
go, produce it down. You can see it again a
little bit too much. On this one, I'm probably going to reduce it down a little bit, so I'm going to press A S and X, just a tad you won't be able to see the difference
in them anyway, and then shift, bring it over. Again, we're going to have to, I think, maybe reduce
this one down as well. S and X reduce it down. We want them we want them to basically look similar
size to what we had. Now, I'm looking at
these and I'm just wondering whether they're
going to be okay. I'm just looking, they
look around the same size, so I'm pretty happy with those. All right. That's those.
Now, let's grab them all. Let's convert convert to mesh. Then what we'll do now is
we'll come to this one, and I'm going to
pull this into place and get it to be the
right size, first of all. I'm going to grab
this part here. I'm going to pull it out to
here, something like that. Then if you look on here, we've got two parts
that actually come out. That's based of what I
want to replicate there. You can see it's a bit higher
than what we've got it. Maybe I want to pull
it up a little bit. Okay. And then what
I'm going to do isn't going to press control
to bring in an edge loop. Scroll mouse one sorry
to bring in two, left click, right click to
drop it right in the center. I'm going to use a little ponech where instead of trying
to bring these out, all you need to do is
just press control, B, hold the ship board, bring
them out a little bit, and then what you can
do is you can press enter and we don't want to
bring them out like that. Now you can see the
coming out like that at the moment. That's
not what we want. If I now press tab, press control layer transforms right clicks origins geometry, now press tab, and when
we bring them out now, you can see that
they're still coming in a really, really weird way. If I go over the top now, you can see that they
come out like this, and I really don't want that. What I'm going to do
is I'm going to press controls dead just to go back. Instead of doing
that, I'm going to press tests and bring them out. In a really, really
nice way now. It's old test just to
bring them out evenly. You can see now
how they actually look and they look really nice. Now, we need to actually
bring these over to here, but before doing that, we
might as well mark all of our seams on these just
to make it easy for us. I'm going to do is
I'm going to come in. And I'm going to mark a seam
on all of the edges on here. You can see all of the
edges like so, so like so. I'm just pressing click
marking all of those edges, and then I'm going to
right click and mark seam. Now, we do want to a seam
on the corners as well, so they're not
infinite loops again. So uro going to grab them here and I'm going to
right click and mark sam. That's one sam marked there. I'm also going to mark
another seam here also be way too
long on the UV map. Markam then what I'm going to do now is I'm
going to grab the bottom, grab the bottom and
I'm thinking that. Probably, we might as well
mark a seam on here and here. Control mark seam, and then I'll go around the back and I'll
mark a seam on these here. These corners again. I'm also going to mark a seam
on that corner. Same again on here, here, and here, plate mark. The reason I've not
marked a seam on any of these is because
they're flat anyway. So when we put on the UV map, they're not going
to be a problem. All right. So now
we've got that. The last thing I want to do
is want to press control all transforms in geometry, and modify it bevel, and now let's bring
that bevel down, bring it up one,
and there we go. Let's press table
tap the eight you can see probably a little
bit too much of a bevel. I'm going to bring it
down a little bit. I'm going to press 0.5,
and there we go now. Now they're much much better. Now, all I need to do now is bring it across and put
it on each of these. I I press first of
all, apply that, Okay. So press control a
shift, bring it over. So let's fit into
place of a press one. Bring it over, so it's
hanging over there. And then what I can do is
I can come to this bit. I'm going to select
this one here. In fact, this one here, and then I'm going to
come all the way to the bottom and I'm
going to press control click on this
bottom one here, and that's going to
select all of those. Now I'm hoping if
I pull this back, no it's n work. Instead of that, what
I'm going to do is, I'm going to press
one, and I'm going to press going into y frame. What I'm going to do now
is I'm going to press B on face select, B, face select, grab all those faces, and now I should be
able to pull those back making it really easy
to get to the right side. Now let's press shift D. And
when I pull this over now, so I'm going to pull
it into position, it should already have
all those selected, so you can see already
selected and I can pull them back like Now let's press
50 again, bring it over. Now again, we're going to
bring them back like so. There we go. Let's press Z, solid. There we go. Tops of our walls all done. I'm just going to grab these. I'm going to pull them back. Then I'm going to
grab these ones. I'm going to pull them
forward. There we go. Tops of our walls done,
really, really easily. All right, everyone, so
I hope you enjoy that on the next list and then we'll
get some materials on these, and there'll be another part of our dngon modular kit
bash out of the way. Thanks. Bye bye.
20. Creating our Small Grate: Welcome back everyone to blend the 31 real engine five dungeon and Modula kickback, and
this is where we left off. All right. Now we've got these. Let's actually go in
and unwrap them all. So if I grab them all, I should be able to press wrap, and you can see, got a problem. Let's press Control
A transforms. Right click gin geometry, and let's do the same
thing on here as well. Control click gin geometry. And now let's grab all
of these one more. Tap and on the wrap, and then they should be fine. Now, the small ones,
as you can see, they're actually the
same as these ones here, so they're the same material
as our actual blocks. Let's keep with that.
I'm going to grab one, and then one winday
is going to come and bring in my large brick walls. So it should be that one there. Let's have a look. Let's put on our material,
and there we go. And then what I can do is I
can grab each of these now, grab this one last, press Control L and link
materials, and there we go. They should look really
nice, which they do. Alright, now let's
come to these ones. And again, we'll
do the same thing. So I'm going to grab
them all, unwrap and now we'll bring in that
large brick wall material. And then what we're going
to do is going to press Control L link materials,
and there we go. All right. So do we
have any problems? I do see that we do have some
problems with some of this. Instead of using our seams, what I'm going to do
before doing that. We can see we've got
some stretching on here. I'm going to press,
Smart UV project, click Okay, and there we go. Blender has done that
for, and you can see that looks
really, really nice. Let's put it on our render, yeah, they're looking
absolutely perfect now. All right. Now we can bring in our wall tops over
here and rename them, same as we've done
with the other parts. Let's bring them
over, first of all, like so and going to
place them there. And then I'm going
to come in and call this wall top brick dot. We'll call it wall
top brick, one. I'm just going to
call it 1 meter like so and then
I'm going to press. In fact, I'm just going
to put a little like so. Press control C, and
then one I'm going to do is press enter,
come to the next one. Double click it, control V, and then just change
that for two and, and then the same with this one. Three, Control V three, and then one Control V, and then four like
This one here, we're going to now
let's control V wall tops and we'll
call it block, not bricks and we'll
call this one, me to control, control, and then pretty much
the same thing. Control V call this one, two, and then this one Okay. We'll call this 13, and
then find this one, control, and then four. All right. I'm happy with that. Again, now, I'll grab them all. And then what we're
going to do is we're going to Press dot, right click and marks assets, like so, and then drop
them into parts done. There we go. All done. All right. So now
all those are done. Let's come over and we can see that we've actually got a great. Let's actually come in
and create this great. So what we're going
to do is we're just going to bring in first of all, I'll curse to the center, curse to the origin, ship and let's bring in a plane. I'm just going to make
sure I'm a great. Remember, our guy is
going to be walking over, something like this is
absolutely huge as you can see, I'm just going to grab it, make it a little bit smaller. So something something more
like that size looks better. And then what I'm
going to do is I actually want to take
the middle bit out. First of all, then
I'm going to press tab and I'm going to
insert it this time. Once I press insert,
as you can see, we can then bring it in, like so, and that's really, really easy way of doing that. Now, let's press Shift D. Now, let's press y just
to separate this off. So if I press G now, you
can see it separated, and then can move it up. Then what I can
do is I can bring ins loops on so control two, left click, right
click and then control la two. Left click, right click. And let's just look to see. Yeah, maybe three. Maybe we
should do three instead. Let's do three instead just
so it looks a bit fair. What I'm going to do is control, control, three, left click,
right click Control. Three left click right
click. All right. So now I actually want to
create this into my mesh. I'm going to press P
selection, like so, and then I'm going to grab this and come over,
adding a modifier. If I'll press control a first, I'll transform to right click, origin, geometry, add modifier, we'll bring in a wire frame, and you can see on this occasion that this
probably going to work as well as let's say the gate that we made for the sewer or
something like that. So I think instead of
doing it that way, what I'm going to
do is I'm actually going to grab all of these, so I'm going to press
A shifting click. The ones going up, so no the
ones around the outside. I want to press control
B to pull them out. So I think they're
going to look much, much better like so and then
what I'm going to do is I'm going to pressure deep
just to duplicate them. And then I'm going to get rid of the senses of these,
get rid of these, delete and faces, and then grab everything and
then, pull it up. Now this is looking much
much better. All right. The next thing though I want
to do is I actually want to bevel all of these ones off. So I'm going to
grab all of these. So I'm going to go around the other side then
because I want them to look a little
bit different, actually. So so now for press Control B, we should be able
to pull them out. Not too far,
something like that. You can see I've missed
all of these off. I need to grab all of those.
I'm just going to come in. Shift select in each one of these Lim going around
the other side, I think, yes, I need to
select all these as well. Like so, and then press control B and let's see if we grow more now
and yes, we have. All right. So let's
hold the ship. Make sure we don't
cross them over, but now you can see that
actually looks much much better than if it was just a simple gray or
something like that. All right, let's come
in now and delete this bot bit, so
delete vertices. And now we can do is we can
bring this down like so. And then what I can do is I can bring this part up now and split them up because we don't want to actually have
them joined together. We actually want them to look as though there's a
little break there. So what I'll do is I'll grab let's say this one and this one, press y, and then they
know they're split off. Press A, bring it down now, so And then what
I tend to do with something like this is
I'll drop this part, so these parts here
just down a little bit. If I now drop them down, and you can see that gives the nice effect of looking
like it's an actual gray. Now finally, we
bring this bit down. Press the born jaws to
make it a little bit bigger so it actually goes
into where we want it, so you can see it's
fitting in there. Now finally we can come
back to this part and actually split it
off and bevel it. I'm as going to come, make sure my individual origins
press the S born. I'm making sure that I've actually got the faces in there. When I come to bevel
it now, so control, all transforms
geometry, a modifier, bevel bring it down,
bring it up one. Now let's grab them, press the S born, pull them together. Now you can see that they
probably too much bevel, uh point naught naught three. So there you go. Now
it actually looks like metalwork and that's
exactly what we're going for. All right, so I'm
happy with that. So now we need to do is
just bring in our materials for these and apply all
these modifier so control A. And that one has a god one, so now I can join them
together, Control J, Control A, A transforms, right click, origin to
geometry, and there we go. Now, let's come over to
the right hand side, new because it will
be a new material. What I want to do is
bring in one called black metal over to
our shading panel. Let's bring it in.
Control Shift T, and we're looking for
black metal. Where is it? Black there we go and grab
them all, bring them in. Like so. Then one want to do is just delete that one out
of the way as per normal. Press the do boron, you
can see we have a problem. Let's grab them all, U, Smart UV project, click
Okay, and there we go. Now, do I actually want to
level this actual grate? That's the other thing as well. I think probably, I do. Let's have a look
first. If I grab it, press LP selection,
grab it again. Control A all transforms
click origins geometry. Modifier, bring in a bevel. Let's have a look
what that looks like. If I turn it down a little bit and then just turn it on one. No 0.3. Let's try that. Yeah, I think it
just looks so much leveled off a little bit.
Let's apply that then. Let's press control a.
The last thing I probably want to do is I probably want
to put a block under here, so we've got a little bit
of room to play with. If it's going into
the actual floor, we don't want to see the edges of the floor or
anything like that. Let's do that now. What
do is I'll press shift, bring in a cube. That then we'll go over the
top of it because obviously we brought it in with
the actual cursory. Now I can shrink it. The
size that I want it. Something like that, I can bring it down then
and drop it in there. Then finally, what I
can do is I can get rid of all of the
parts except the top. I'm grab the bottom,
press control plus, press delete, faces. We should be left we just this. Now all I want to do
is bring this in. You can see that at the moment, if I pull this out,
It's right there. Press control seven
and now bring it in. So I'm going to press,
bring it in a little bit, something like that,
and then delete faces. And now you should be left
with something like that. Ok shift and click, and
then all you're going to do pull it up into
place and then press T, pull it down, and now you'll have something to
play with as you can see. So we've got this nice
bit to play with. Now all we need to do is
press A, And then, in fact, before we do that, we just
need to press Control A, A transforms right click
the origins geometry. Tab, A, to make sure
you've grabbed it all, Smart UV, project, click Okay, and now just join
this with this. So the moment we
join this together, you will see now that it's basically inherited
that material, and that is basically
what we want to. All right, every one.
That's it for that one. On the next one, what we'll do then is we'll get this named, we'll get it prover
the other side, put into our asset managers,
and then we can carry on. A what we'll do on the
next one is we'll actually create the bottom
blocks for the walls. All, everyone, hope
you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
21. Creating the Top Walls: Welcome back, everyone
to Blender three to one real engine five dungeon
Modular kit bash, and this is where
we left it off. All right. So now all I want to do is I
want to name this. But before I actually do that. I'm going to put
together, first of all. So let's join it all together. Control J, Control A, transform tricli
Sargen geometry. Let's go back to
modeling because I have made a little
bit of mistake. So let's bring it over. Put it over here
actually near our floor, these are not
actually wall tops. These are actually
the wall supports. And it does say
supports and it's just me who's thinking
they're the wall top support. Anyway, let's pull them down so I know they're the
wall supports like. Then I just need to go back
in and just rename them. You can see if I
press dot on here, we can see wall tops. The shouldn't be wall tops, should be wall bott. What I'm going to do
is, I think you can see it you can see
it's walltps block. I think with these ones, I'll just basically rename them. If I come in now and put this
wall support, like that. Instead, press control
and then enter, and then I'll come to this one. I'll just do it all and
just change then this. I'll be quick to
doing it that way. So 2 meters and then do
the same on this one. This also will change on your asset manager as well,
so don't worry about that. I will actually get updated. At least I hope it will
and we will check that before actually we
move on. There we go. Now, let's come to this one, so we can see wall tops brick, let's change it
to wall supports. Press Control A, and control C and enter and now
let's come to our next one. This one is the two meter
one, and then this one. 32. Then finally,
this one, 4 meters. There we go. All
right. They're done. Now let's come in and
rename this as well, so we'll name it as for great Press right click
Marks asset and in fact, and then just pull it down into or where is it there it is. Just try to be careful with
this and drop it in there. Put al make it easier. Now fin, let's go to our assets and just make sure
they're named correctly. So wall pus you can see they've all been updated,
so that's really, really. Again, let's save it
out and we're done. All right. So now let's
go back to modeling. Now let's make a
start by press tab, double tap the A on Now, let's bring in our tops instead of the wall
bottoms. All right. If we come to our reference, we'll click the open button
and we should have one that says wall tops here we
go. Let's bring that in. You can see they
look a little bit different from our wall bottoms. Let's create these now. First of all, we'll use
again our actual wall. I'm going to bring this in. And then we're going to do is
I'm going to press shift A, and we'll bring in
cube bring it up. I think I'll make
the long ones first, actually. I'll do those first. I'll bring it to the right size, press seven and press S. We can see that this
isn't in the middle. So it's putting this one
out a little bit press, bring it in a little bit more. I think, I'll be happy
with that soft size, now let's press S
and X, pull it out. So we can see we're not
in the right place here. So what I'm going to do is
I'm just going to press shift, aster to selected. Grab this one. Shift S
selection to s keep offset, and now I'm going
to pull it off. Now I have a good idea of what
that's going to look like. We can see though still
not in the right place. You can see that the curse is on the front of here, so I'm
going to press control. A transforms right click origin to geometry, shift selected. And finally, now, shift, this should be in the right
place now. There we go. Now we can see we're
in the right place, and let's make it a little bit bigger than our actual wall. We're going to pull it
out a little bit like so. All right. Now we
should be able to. You can see one, one, two, three, and
five on this one. Let's I think so we'll
have three, five. I've made them a little bit
different from each other, so you can see
they're quite nice. What we'll do is we'll
bring the others over and I'll measure them all and then I'll try and replicate that. I'll grab this one,
sift bring it to here. I don't think unfortunately, can I actually change
the scale on this? I don't think I can because
I press control layer, think, that's what the problem is. I'm going to pull it in. S pull it out, press one. I can see that one's
lines up quite nice. Let's get them all
lined up first. I put that one in. S then
bring this one shift DX So now we can actually start thinking about bringing in these parts. We'll
do this one first. We can see three together, and then one on its own and I think the middle one will
be quite big as well. So what I'll do is I'll
press Control R one, two, three, like so, and then I'll bring these in together
with medium points. So put this on medium point. We can see now press SN we
can bring them in like so. Now I can do is press
Control, click, right click Control,
left click, right click. Grab them both, SN, bring them out. All right. So now we can see
they're quite even, and now I can press shift
and click on all of these. I can press Control B. Okay, so you can see how now I can bring
those blocks out. Now, I'm not going to
bring those blocks out yet because I want them all
to be the same size. Basically, I want
to come to my next one now and do pretty much the same thing as
what we've done this one. I'm going to grab
this one, Control, three, left click, right click. I'm going to come
to the next one. Control, three, left
click, right click. And then finally,
this one, we're just going to have
one on this one. Tab Control left
click, right click. Finally, now let's
grab them all. Okay. Let's press tab, like so. Now let's bring them
out. Control B, bring them out, like so. Now, the one thing we can
see is that these and these, they're a little bit
further away from these, so you can see that
they're a little bit thinner on some of
these as you can see. Now, that's fine. But the reason why
that happened is because I need to actually press control all transforms
right geometry. Now when I pull them out, I should get a lot more
even as you can see, so they're a lot more even
now and they're better. Now, what I do want to do is I want to bring these
closer in now. So I just want to
fine tune these ones. So I'm going to bring let's
have a log. This one. I'm just trying
to work out which there's the middle one, I think, and this is the middle.
These are these sides. These ones here, I'm going
to bring in a little bit. S and X, bring them
in a little bit. So, leave in those ones,
and then this one here. I think I'll make this
one a little bit bigger. S and X, like so, and then the I think should be absolutely
fine. So these two here. All right. So now,
Let's come in. Grab the ones or one with
old shifting click, like so. And there we go. And then
we're going to press it er ln, pull them out. There you go. You can see how easy
they are to bring out, and how nice they actually look. Now, what I want to do
is on some of these. So this one, this one, and I think probably this one. I want to pull them
out a little bit. So if I now press S and X, you can see not pulling
out individually, so let's put it
on individual SN, pull them out, and
now you can see, they look pretty nice. All right. So those ones
pretty much done by now. We just need to level them off. So let's pull them back and now let's start work
on the other ones. Again, we've got a
cursor in the center. Shift A, let's bring in a cube. Let's say up to where we
actually want it and I want them to be blockier than
the ones we just created. Of course, we want
them to be more of a cube. Not so thin. Now, something like that because these are
the tops of walls. Something like that I think
will be absolutely fine. They're quite big though, so I think I'll make them
a little bit smaller. Yeah, I think that's
probably going to be much, much
better. All right. So now I'll do is
we'll bring in, we'll put it on
material off there, so we can actually
see what we're doing. We'll bring in an array. And then what we'll
do is we'll press controllll transform, x sargento um try and
bring in a bevel. Bring the bevel down
and just bring it one, and I think that should be fine. And then let's just see
where we're going to end up on here so we can
see a little bit. Out. It's up to us
how we do this. I think we're probably
going to have to make them a little bit
smaller overall. So if I make them smaller, so you can see we've still
got quite a gap there. They should still go over
our wall quite nicely, and I think that's
looking good. All right. So let's press one
and let's press D, bring it to the
other side, like so. And then let's bring it down. We can see we are going to have a bit of a problem on this one. What we'll do is
we'll bring the count down, something like that. Now, do we want to make
them smaller or bigger, probably a little bit
bigger on this one. We don't want to though,
so it's too obvious. So what we want to do is
we want to bring it up a little bit and then
out a little bit. Next, and you can see then that it does make it
easier to do it that way. Now you can't see any real
variation between them, and that's basically
what we're looking for. All right, shift's
bring it over. Let's press one. There we go. We can see minus two off, and then we're going to this
time, we're going to make it a little bit smaller. S x. I'm just going to bring it in. And finally, on the last one, shifty bring it over
and this one is going to have a fair bit of distance
to go. Bring it down. We're going to make
it a little bit smaller and then bring it in. All right, that looks
absolutely fine. Okay, what we'll do then
on the next lesson is, we'll get these named, we'll get leveled off. We'll get the materials on them, and then we'll be moving
on to the next part. All right, everyone, so
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye. A.
22. Starting our Dungeon Doors: Welcome back every
one to Blender three to one real engine five dungeon modular ash
this is where we left off. Now, we've done our rays, we've done our bevel. On this one at Lists
grab all of these, and we'll go to object and
convert and convert to mesh. Then what we need to do on these is we'll come in, grab them. Press control A all transforms. Click ogen geometry. Let's bring in a bevel, and we need to apply that
bevel to a mole of course. Let's bring it down to zero. Put it up to one. That
looks absolutely fine. Press control, copy
modifiers to all of these. I think basically
we've got them all. Object convert to mesh. And now we basically can
do is we can come in and bring in our
actual materials. So again, they're going to be the same material,
which is the block. So let's come in, click the down arrow and
we're looking for. Where is it large brick
material, this one here. Let's put it on material, so we can see what we're
doing and there we go. Now, let's grab all of these, and what we'll do is we'll grab this one we've already
linked the material last. So this one here,
press Control L. You're going to link
materials then, and then you're
going to press tab, A to grab everything. Smart UV, project,
click, and there we go. All done, easy as that. Now, let's bring them over, and then we can
rename them. Like so. I'm going to put
the more wall bots, but they're actually
the wall tops, as you can see now, so
they're in the right place. Now what we'll do is
we just check and you can see there's a difference
between these ones, and that's exactly what
we're looking for. All right. These are wall tops blocks.
Let's call them that. I press dot, I'll call them
wall tops blocks like so, and this is going to
be 1 meter like so, and I'll come to the next one. Actually, I'll come
to this one and copy it because I did
forget to copy it. Dot contrast and then
come to this one. And adopt control V 2 meters. Control V, and then 3 meters. Then finally, this one.
Control V 4 meters. Now, this one, we can call it
ate or something like that, we'll grab it,
control V. Wall tops, and we'll just call it all by four 4 meters control control, and there we go. Control V. This one is the three meter one. Pretty much, we're going
to be doing this a lot. It's rinse and repeat It does get a bit tedious when you're doing so many in a row. But we need to actually get
these dorms, so control V, and it's better to do everything now rather than leaving it to the end because then it
will be a huge job. All right. So now let's grab them all. So I want to press dot. And then what I'm going to do is mark as asset, and
then of course, bring them down and drop
them in my parts done, double tap the A
and there we go. All right. So now
probably is a good time to start moving on something a little bit more interesting, which will be something like
the doors, for instance. Let's just pull
these to the side. Let's come to our reference. And then what we can do now is come over to the
right hand side, and let's open up our doors. Here's our doors
here. By the way, if your actual references
are not showing, Just come over to
your reference, click it off and
just open it again. Go back to your
dngent references, and then you can
click on your doors. Ignore the actual green
in between these. It's basically just to give you an idea of what these
doors look like. They're not going
to be so much gap in between here. All right. So the basic thing that
we want to do is we want to get the right
size for our doors. Now remember, they've got
to fit an archway over the top of them and it needs to be able to have a
guy walk through them. The best way to do it is
to grab one of your walls, probably the three meter one because they're the
ones that we're going to use for our doors, presi, and you're going
to bring it over. And you're going to put
it where it needs to be. Something like this. Now what you want to do is
you want to grab a guy, press shift desks to selected, and let's bring in now cylinder. Now, if we bring in a
cyner we can see one, two, three, four, four on there, so we can see it's
probably 16 on this one. We can make them both 16 on our actual doors and
make three actual doors, and then all we're going
to do is change out these parts here. All
right. Let's do that. First of all, let's
bring in a mesh. Let's bring in a cylinder. What I'm going to do is
I'm going to put this on 16, spin it around. Y, 90, Z, 90, to make sure it's faced
in the correct way. What I'm going to
do is I'm going to get rid of the
bottom part of it. I'm going to come in,
grab both the faces on here and here, Pstlete faces, and now I'm going to do is going to grab it going all the way around to basically the
halfway point. Here, Here, and then here, delete faces, like so. Now I want to do is I just want to grab the front of this. Alt Shift and click, grab just the front shift, pull it out, like so, and now we can get rid
of the back of here. L delete vertices, like so, and now grab your door. L one going in front. Now what we want to do
is we want to make this so it's the right size, so
you can see at the moment. First of all, it
needs to be higher. Second of all, also, remember we have an arch over the top of this,
something like that. Second of all, they also
needs to be much thinner. S and X, pull it in like so. That then makes sure that when we take this through to
one real engine five, that we can actually get our guide through the door.
That's pretty important. Now we want to do is you want
to pull down all of this. You want to make sure you
ch grab all of these. Press one again, and
then what you're going to do is you're
going to press E and Z and you're going to pull it
down two base of the floor. Now we're going to
do is we're going to cut away this bottom part of it. I'm going to press
A, come up to mesh, come down to where
it says bisect, and then we're going to cut away this part where our actual guy. If I pull it across there, you'll see nothing
really happens apart from it puts
the line there, and actually it's probably
not level as well. To get a level, look for the one over here,
if it's not open, just open up your
bicect menu that says 004 or something like
that. That'll be the one that. If I for instance, move this now you can see,
that moves that line. So if I put this on zero, you know then that that
is perfectly aligned. Now what you want to do is
you want to clear either the inner or the outer depending
on which one it is. I'm going to clear my inner and now I can finally do is I can pull this up to make sure it's
level with his actual fee. Now, I would say that make it a little bit longer
probably than his feet just so you've got a little
bit of wiggle room to actually play with.
Something like that. Now what you want
to do is you want to actually split your door actually off between each
of these plan spaces. What we're going to do
is I'm going to grab each one of these, like so. I'm going to right click,
I'm going to mark. You can see that
these are going to represent our actual plans. Now, before we carry
on, we might as well actually create
our other door as well. I'm going to grab the
whole of this thing, press shift, curse
its selected like so. Then what I'm going to
do is I'm going to bring in now a plane, so shift A, bring in a plane,
spin it around, so our 90, like so. I'm going to pull it up so I'm going to grab the
top of that, pull it up. Grab the sides. S
and X, pull them in. You can't pull them in, make
sure you're on medium point. So SN x, bring them in, like, L, and let's pull it to
the side now because we know that is the
right actual size. All right. So now let's
put some planks in here. If you look on this
one, we've got one, two, three, four,
five, five planks. I think That will translate
to four, I think it is. Left click, right click, right click marks
in. There we go now. You've got two doors
actually set out for which we can use for
these three here, and then this one
for this one here. R really fast way of
actually doing it. All right Let's actually
make these planks now. So what we'll do is,
you might want to put some bend and things
like that in your doors, but I don't think
we're going to do it. If you do want to do
that, just press control. I'll show you
actually on this one, and we'll do it on this one. Then if you want to, you can actually do
on this one as well. Control, left click right click, now you've got some H loops
which you're able to move. Now what we'll do is we'll
just split these off. Some doors going to come in. L, L, L and L, y, G, they're all split off now. Now I need to do is I need to shrink them in
against each other. In other words on
individual origin, I'm going to press S
and x, bring them in. Individual origins, so S and X, so there you go. You've got your makings
of the actual door. Now, I did say I'd show you how to actually
bend these in. So what I'm going to do
is I'm going to come in. I'm going to put
this onto random, proportional it's in on random. Now if I move these
over very slowly, you'll see that I can actually get some randomness on those, making them a little bit uneven. All right, so that's
looking pretty nice. Now the last thing I'd like to do before I finish on these, is just come in,
turn this off and basically bring up to
sent just a few of these, make them a little bit uneven
so you can press army, make them a little bit
even like so pull them all and it just adds a little
bit of flavor to them, especially when you're
actually in your actual game. Something like that. So like so. Now, the other thing
to remember about doors is they are
going to actually have to have an origin based on where the hinge is because that is where the door
will be open from. Being as in this actual
layout in real engine five, we do want to be able to have our character presser board and the door actually opens
in the correct way. So we need to actually
take that into account. All right. The last thing we
want to do then before we finish in is press tab, A, grab everything, and you can see that they're pulling
back in different ways, and we don't really want that. The reason that's happening is because the normals are
facing different ways. If I come and go to
face orientation, and then what I'll
do is I'll press Shift N. You can see
it's turned some round. I told you that might
happen. Grab these two. Shift N. Come down, put it on the
inside. There we go. All right. Now we should
be able to pull these out. If I grab them all, press, I should be able to pull
them back the correct way. Adding some thickness to them. Now the last thing I want
to do is I don't quite want my doors actually being
able to see through them. I'm just going to turn
my face orientation off. Then what I'm going
to do is press tab, SX, and then just pull them out. Just making them a
little bit closer. Now you can see they
look at the back. All right on the next
we'll do is we'll actually start creating these hinges
and things like that, and then we'll be able
to get the handles in, and then the doors will be done another part to
our actual assets. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
23. Working with Proportional Editing: Welcome back everyone
to Blender three to real engine five Dungeon
modular kit pash this is where we left
it off. All right. So we need actually three doors, and then we need I think three
different actual hinges. Let's start that
now. So what I'll do is I'll grab my doors. I want to split these off,
so they're not all the same. Let's come in edge select and
grab all of this door here. And then what I'm going to
do is I'm going to press P selection grab my door shift. And then we need
one more door now, so shift D. All right. So one of the doors actually has a hole in it, as
you can see here. So let's actually
make that as well. So what I'll do is, I'll grab this end, we'll put
it in that one there. I'll press shift,
curse selector, shift, bring in a cube. Now, I want to grab my cube
and make it small enough, so it's actually going
to fit that actual hole. So let's bring it up. Okay. And what we want to do is you want to fit
it in place so that you can see here that
it's probably going to be right across here. So I I make it,
let's say, smaller, it actually probably better
off fitting inside the wood. In other words, not
right on the edge here. So something like
that looks good. Let's press sensed, just make
it a little bit smaller. Now what I tend to do
is just bring my man, bring him over and
just have a lot what that would look
like as a p pole. You can see my man's
a bit high up there, so let's put him
down and you can see probably ones going up
Jost tad like that. So now he's actually
going to be able to look through the
actual do. All right. So let's move him out the way. Let's come back
then to our block, and we're going to press SNX and just put out a little bit, as I say, past those
actual parts there. I'm going to have it so it's actually poking
through the door. And then what I want to do now is actually boolean this door. Boolean basically means that we're going to cut a hole in it. So what I'm going to do is I'm going to grab my cube first, press control all transforms, right, click origins geometry. Back to my door, I'll do
the same thing as well, just to make sure that we're not going to have any problems. And then we'll come to our door, since that's the one that we
actually want to boolean. Click on the little spanner, add modify and you'll see an operation here
called Boolean. So click on Boolean. Next of all you want to
actually click on an object. Or you can use this pipette. So if you click on this pipette, come over and click on it, and you can see basically that it started to actually
cut a hole out there. Sometimes, if it doesn't work, just put it on fast, it
will do the same thing, but it'll just make sure
that with complex shapes, you can still cut
a hole in there. Now all you need to
do is just hover over the boolean. Press control. Come back to your cube,
you're not going to need that no more,
and there you go. You've got your actual boolean. Now, you could actually
use if I press control. Use this, thinking about it as the outside of that metal work. Let's
actually do that. I'll make it a
little bit easier. So I'll do is I'll come in, grab the back of my cube,
press control plus, delete faces, and now
I can actually use this as my actual metal part. If I press S and just make
it a little bit bigger, press, go into y frame. Now you can see this is
the size difference. You can see it's a
little bit of difference in the bottom and the
top to the sides. And pull it up, like so, and then I pull it in. And what I want to
do when I press is, I want to make sure that it
actually goes past that cut. We don't want to see those
pieces of wood poking through. Press delete faces. And now we can
actually press dead. Go back in solid. And then all we want
to do is we want to grab this part and
actually separate it. So if I come in and separate
both of these parts, press the wide button, press A, press, pull it out. And there we go. Now, let's grab all of these parts now, like so. And then what I want to
do is I want to pull it back so it pokes
through each side. You can say maybe maybe we need to pull it
out a little bit more. I'm just looking at that.
Maybe actually, that's okay. So what we'll do
now is we'll grab the center of each
of these, like so. And then I'm going to pull these out a
little bit as well. So if I press S and y, Jo pulled them out, just to give us that nice bend like so. Okay, so all that's left for this bit is just to
bevel these parts off. So if I press control A, I transform and dr
click origins geometry, and modify it and
bring in a bevel. Bring the bevel right down, bring it up one, and let's see what
we're looking at there. It's way way too
high as you can see. So let's put it on point, three, something like that. And now you can see that's
looking really, really nice. Albeit, I think still it needs to pull it
out a little bit more. So I'm going to press S and
y pull it out a little bit, and there we go. I think I'm happy with that. Alright, let's press
control A on that, and then let's put our
cursor into the center. So Shift S, curse to select. And then what we'll do
is we'll press shift A, bring in a cylinder. Make sure your sun is on 16. We don't want it on
something too high, and then let's bring it
down a little bit like so, sens and pull it up. Now the thing is
you wouldn't have actually any bends
on these ones, and the reason is because
they're so small and the smaller they are the harder
it is to actually bend. I'm just going to leave
them all this way. I think I can get
one in each side. If I put one on this side like so and then
one the other side. I think that actually
looks good. All right. So let's grab all of these press Control J to join
them all together. Press shift H to hide everything but these
out of the way. And then all I'm going
to do is press tab, grab each one of these and then delete and faces
just to get rid of those. Now I'm going to
press tab again. I'm going to press the,
bring everything back, and now I'm going
to grab them again, right click shades move, and just bring on to move. The reason I want
to bring that on is because I'm going to join
them up to the door. All right. So now that's done, we can join all of
these up to my door. Control J and you'll notice that we've not inherited
the actual smoothing, so I'm going to
click shades move. Autos move on and there we go. Just make sure you're happy
with what you've got there. Now what we need to do
is we need to actually create these actual handles. If I grab my actual reference, and then I can zoom
into it and I can get a good idea for press one of what these
actually look like. You can see it's
just really easy to actually probably copy these, even though we can't
see them that well. I'm actually looking
up at the top and see if you ever
I can copy them a little bit easier
and probably Yeah, I can get a good
idea from these of how they actually look, so
that's what we're going to do. Let's first of all, press s
d. We'll bring in a plane. I'm going to bring my plane up. I'm going to spin it around,
so Ry 90 R 90, like so. I'm going to put my plane
into place like so. And then what I'm going
to do is going to press Send and just bring it down, make it a little bit smaller. And I think from
here, I can actually create this first actual hinge. Then what I'm going
to do is I'm going to actually press tab, I'm going to press shift
D, bring it over then to the next one and then bring
it over to the next one. And then finally, bring
it over to the last one. And this is just going
to make it really, really super quick
for us to actually create these actual hinges, or the bars that go across them. All right. So now let's press Z, and let's go into y frame. And what I'm going to do is
I'm going to press control. And you can see, I'm not
going to get this exactly, but I just want a point where I can actually
bring it around. So you can see this one, it's probably a little bit
easier to follow. Let's press control, bring
in a few edge loops. And then what we'll
do is we'll bring on proportion dits in and
we'll put it on smooth. And then one I'm
going to do is I'm going to grab.
Let's say this one. I'm going to press S and Z and start bringing
it in then, like so. And you can see this
one as it goes out, it gets fatter, and then on the end, it gets much smaller. EsnsED bring it in, like so, and then
let's bring it back. So it's just past there. All right. So you can see
it's not quite looking right. So what I'm going to
do now is take this off and do this manually now. So SN then S and Z it
slowly takes back out. N. Okay. Now, the one thing I'm not happy with is actually the
thickness of it. So I'm going to press L and we press N D on the whole thing. And now you can see
that looks much, much better, of
course. All right. So that's that bit. Now,
let's pull this bit back, even though when we bring
it to our actual door, we might actually need
to mess around that. Right. Let's come to
the next one then. And again, we're going
to do the same thing. First of all, I'm
going to grab it. I'm going to press N's just
to bring it in a little bit. To get kind of the right scale. And then what I'm
going to do now. Again, I'm going
to press control, bring in some edge loops. I'm going to bring in a few more this time, so slightly more. And then what I want to do
is keep this part here. I'm going to grab this
part and move it over, press control, move
that one over, and then I've got this
little chunky piece here. Now, I'm going to do this
manually without proportions. Sons, bring it down. Es, bring it down, and then S, bring it down
and pull it in slightly. Now, you can see, it's got
a slight bend on there. I'm also going to put that in, so control then Sons
And there we go. Now we can see we've
got that slide bend. And now let's start
working on this part here. So again, you can either use
proportional editing or you can actually create these
kind of yourself. So and. Okay. And Z. And there we go. You can see that one's
looking pretty nice. So that's really easy. Let's pull it back, so it's
just going to fit our door, and I think I'm
happy with that one. All right, so let's move
on to the next one. Now the next one is actually
a copy of this one, so it's up to you
whether you keep it or whether you just
try and meet your own. I think I'm just going
to make another one. I'm going to grab
both of these then. I'm going to press
S, pull it together. You can see there
for some reason. We these points together. Let's have another go.
And pull together. So, There we go. Let's
pull this one in. Let's bring in some H loops. So left click click. And now let's bring this one in, SD And then on S I might make this one just a little bit
different from the others. So I think I'll
pull this one over. You can see it's really easy to actually make these things. Something like that, I
think actually looks quite nice and then S and bring it in and then have it a
little bit chunky on this end. I think that one's
going to look. Again, really nice. All right. So now we're on to the last one, which is a little bit
th bring it down, and now we'll bring it in. S and X and now start messing
around with these edges. So the first one, we'll
bring right down, and we'll bring it so it's
actually much, much sooner. So what I'll do is
I'll bring this one, I'll press control, click, right click to bring
in another one. Then I'll bend that out,
and then said bring it in. Then let's come to this one. Control, click click. Bring it in. Said
so bring it over. Something like that. You can
see I'm actually trying to make it fit this
door. Control a lot. Left click, right click and's. Bring it down, and then let's now bring this
one down as well. Said then what I'm
going to do finally is I'm just going
to try and make these look kind of nice
now because at the moment, they're not looking too great. So if I press, bring it down, and then S
and bring this one down. And now you can see it probably too sharp a point on here. Let's try to put another
edge loop in here. Said Yeah, something like that, I think it's going
to look better. Now let's bring this one down. So S then finally bring this
one down. And there we go. All right. I think that
one's going to look good. Alright, so we've
run out of time. So what we'll do on
the next lesson is, we'll give the some
actual thickness. We'll bring in the
actual hinges. We'll bring in the bolts
and things like that. And finally, then we should be on to actually creating
our door handles. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
24. Adding Realism to Our Models: Welcome back every one to
Blender three to engine five Dungeon modular kpash and this is where
we left it off. All right. If I press one now, you can see exactly
what we've got. We've got two, two,
two, and three. Let's now bring these
to at the front of our door and actually create some thickness. Let's
try and bring these in. What I'm going to do is
I'll grab this one first and you can see they're a
bit too big at the moment. So I'm going to make
this one smaller. I'm going to bring it in then
try and fit it into place. I'm just going to put
it there for now, and then I'm going to grab
this one, bring it over. Press the S buttons bring it in. Probably. Yeah. It needs
to be a little bit chunky, so I'm looking for
something around there. Then let's come to the
next one's other ones there it is hidden behind
there. Let's press. Let's put it actually
on object mode. Now, I don't think we
need it on the other one. Let's bring it in. I'm looking. You can see it's another two on this one, so I'm going
to do the same thing. I'm going to press
one. Press the button. Let's bring it so it's a little bit different
to this one. So something like that. I'm going to pull it
out a little bit. Because of course, I need my hinges to actually fit there. And if we look, you can't have a hinge on actual
corner like that, so you've just got to think
about that a little bit. I think also, I'm
just going to grab this edge, grab portion edits. Maybe pull it out a little bit, so it goes a little
bit closer to there. Also, when you're doing
this, you've got to think about where your handles
are going to go as well. So just bear that
in mind as well. So L, let's grab this
one, bring it over. And this one because
it is a square door, it's pretty easy to
do because we can actually put this
wherever we want to. Just add proportion
editing on there. I don't want to actually
move it with that, so I'm going to
bring it over it. Bring it out, press one, and now let's try and
put it into place. So something like that,
And then you can see one, two, and maybe three. Let's put it a little
bit higher, something, and we can also get a
handle in here as well. Okay, so I'm happy
with each of these. Now, the next thing
you want to do is just make them a little
bit ornate if you want. So if I press,
pull this one out. So delete the back of it, you're not going to
need the back of it, so no one's going to see
that, so delete faces. These hinges, by the
way, they would only be on one side of the door. Normally, the back of
the door would have some sort of wood that holds them in place or
something like that. So just bear that
in mind. All right. So on this one, let's make
it a little bit more ornate. So what I'm going to do is
I'm going to bring out this. So I'm going to grab it all press Control A all transforms, right, click the
origin geometry. And now, actually, I'm going to split this one off
so P, selection, grab it now, and now I can reset the transforms like that, make it a little
bit easier for me. All right, let's grab
all of these and all of these. Press one. And then what I'm going to do is I'm going to press the insert, so I, I'm going to insert them. And then what I'm
going to do is, I'm just going to pull them out. So if I press now, I can pull them out a little
bit, and there you go, creating it a little bit of
a kind of ornate part of it. I don't want to actually
mess around with that one. And now onto the next one. I'm going to put some
bolts in there as well. So let's come to the next one, and we'll do pretty
much the same thing. I don't want to pull
this out because of the fact that my bolts
are going to go there. So what I want to do on this
one is pretty much the same. I'm going to split
it off first again, so I'll split it off
control layer transforms, right click, Origins geometry. And now I'll grab them all, probably going down to there
and leave the end of it. So if I press now, can bring them down, and
then I'm going to press. Like, so, something like that, I think is going to work fine. And now I just want to bring out the back of it
because I did forget. So shift and click instead,
I'm going to go this way. Shift click each one, and then and y and pull
it out that way. Then we're not going to
end up with a back on it anyway as you can
see, so that's good. Alright, so that's
that one. Now, let's move to the next one. So did I actually delete
those? I'm hoping I didn't. So I think you did delete those. Let's have a look if
they're behind here. Yeah, there. One's behind here. So let's just pull
that one back. Let's hope this
ones there as well. Yes, it is. I thought I'd delete to them for a second bot. No, we're not delete to them,
so that's one good thing. Alright, so let's split
both of these off. So LP selection, and
then LP selection. Grab them both. Control A, transforms, right click
origin to geometry. All right. So let's
come to this one first. I'm going to press A,
pull it back, like so. And then I'm definitely going to pull all of this
one out this time, so I'm going to grab all
of it going down to here. Press the ibt to bring it in and then finally
bring it out with, something like that,
and there we go, that's looking pretty nice. This one, why not bring
it in a little bit, make it a little bit different. I'm going to press A, grab
it all, pull it back. And then let's pull it let's
say from here to here. I'm going to press, bring it in. So. And then on this
one, to here to here, I'm going to press I, bring
it much, much more in. I don't want to going too far in though where it actually
bends that as you can see, so we need to be
careful of that. So probably something
to like there. And then what we'll do
is we'll bring it out, and then we'll press again. Yeah, you're not going
to get away with that. So I think I'm going
to bring that one out, and this one, I
think I'll bring in. Instead, just make it a
little bit easier on myself. So all I want to do then is just bring it back,
so just press, pull it back a
little bit, like so, and I think yeah that looks
a little bit different. I think I'm happy
with that. All right. So now let's think
about our actual bot. So we'll have two taps of
bolts in here, some rounded. And some in a kind
of diamond shape. So what I'll do is I'll
come to this one, Shift S, cursta selected, and then
we'll press shift A mesh. Come down to as UV sphere. And I'm going to turn
this down to something like 12 and something
like eight. Because if we don't do that,
it's going to have way way too many polygons as they are. We don't really want
that. So I'm going to do now is going to press
tab. I'm going to come in. Shift and click, so we grab all of that go
around the bottom, press delete and faces, and now you can come grab the
bottom, delete and verts. And the reason I press delete and verts when it's
not actually touching anything is just
to make sure I get rid of all of the mesh. You will find at the
end of most bills, you will have some
empties in the scene, and basically just empty points. So it's something we go through when we check when we've
actually finished the scene, but just to stop a lot
of that happening, that's why I do it that way. All right. So now let's
press S. Bring it down, and then r x, 90, bring it into place. And now let's put
these bolts in place, so I'm going to press S. I'm going to pull it out just to make sure that
the right size. So that looks about
the right size. I'm going to click shade smooth. And then I'm going to start
putting them into place. You can see here, it's
a little bit out, so I need to bring it
to something like that. Don't be afraid of making
them smaller as well. So as you can see, we need
to pull this out more. And Whatml going to do is I'm going to squezh
this up a little bit. So if I press and I'm going
to pull that in a little bit, and then I'm going to
make it a little bit smaller. And
something like that. Maybe I've got a
little bit too far, so let's pull it
out a little bit. Yeah, like that. That
looks absolutely fine. Now let's come and put
one probably on here. At the moment, I'm
struggling to see, what I'm going to
do is I'm going to press I think actually, let's see if we've got
covered, we've got covets on. It's just making it hard to see. Let's go into y frame
and then I'm going to press shift and drop
that one right on there, and then shift drop
this one over here. Then finally, shift, bring it over here and
then just make it a bit smaller Z going
to solid. Here we go. Just make sure they actually
all fit into place and yeah, that looks absolutely
fine now. All right. Before we join all those, let's actually
come in though and actually put them
on here as well. So I'll grab this one. I'll press Shift D. Shift D.
And then we'll bring it out. I'm going to press
one. Just make sure it's in place like so, and I'm probably going to have some diamond shaped
bolts on here. So I'm going to put
this onto here. I'm going to press one again. You can see it's
joining in there. So I'm going to want another
one on the center up here, so Shift D, like so, and then I'll diamonds on here. Now, let's think about this one. Again, I think I'll put three on here and then some
diamond ones in here. Shift D. So I'm
going to press one. I'm going to press
as well to go into it framed or so I can
see what I'm doing. I'm going to make
these a little bit smaller. I'm going
to bring it up. So. I'm going to press
D then, going in solid, and then I'm going
to pump against this part in here
as you can see. And then I'm going to press
one again and then shift, bring it down to
the bottom and then shift into the middle. So. All right, that's
looking pretty nice. Again, do we need
somewhere over here? Probably so I think actually
that'll look there. So shift Let's make it bigger. Like, and then shift
D. Like so. All right. So now the last one, let's
press Shift D. Ring it over. And this one probably
because it is a jail cell will probably just
be completely bolts. So we'll make sure that happens. I'm going to press
dot to zoom in. I'm going to pull it out, so I'm going to press one just to make sure they're going
in the right place. You can see it's not quite
in the middle there. Shift D. Shift D and shift. And I think on this one, actually, we will grab them all. We'll make sure that we're
on individual origins, and then what we'll do
is we'll make them all bigger at the same time like
that because after all, it is actually a jail cell. The other thing is, I
just want to make sure before I finish that these, you can see, they're
a little bit out, so they need just pulling down a little tiny bit said back
in solid and there we go. All right, so what
we'll do then on the next lesson is
we'll actually get in the actual diamond shaped bolts and then once
we've got those in, we can join all these
create our hinges for these and then get them actually on the doors and finally
create the handle. So I've been a bit of a long
one to create these doors, but we want to make sure as they are one of the central
points of the dungeon, and you will be walking
up to a lot of doors and opening them that they're
actually done correctly. All right, everyone, so
I hope you enjoyed that, and I'll see on the
next one. Thanks a lot.
25. Finishing our Dungeon door Meshes: Welcome back to
everyone to blend three tonal engine five
dungeon modular kit bash, and this is where
we left it off. All right. So now, let's
create our little diamond one. So what I'm going to do is
I'm going to grab this one. Press Shift S, cursor
selected shift eight. Let's bring in a actual, let's bring in a
plane that should make it a little
bit easier for us. Let's press R and x
and 90. Spin it round. Let's press the S
button to bring it in. So and we'll put one. I think right in
the center here, I'll make it a
little bit smaller. Then all I'm going to do
is I'm going to press y, 45 degrees, and there we go, let's have our diamond shape. Then what I'm going to do
is I'm going to come in. I'm actually going to
pull it out if I can. I'm going to press, pull it out, like so, and then
we're going to press, bring it in, and then, pull it out, and then S bring
it in together like so. There we go. That's the easiest
way to actually do that. Now, let's make it a little bit smaller because it
is a little bit big. Let's make sure it's
in the right place. I think it just needs
to touch that door. Something like that, and then
it looks absolutely fine. I think I need one
more in place as well. So I'm going to press 50,
bring in another one. I'm just making sure it's
not going over those parts. So yeah, I think I'm happy
with how that looks. Now, let's bring
it over. So shift. Bring it over to this
one. So. Let's bring it into place like so. Let's press one, Z
going to wireframe. Just make sure that
it's in the middle. So in the middle of this
plank, and then shift D, bring it over and make
it a little bit smaller, like so, and then shift D, bring it over and we'll keep the same size actually,
something like that. All right, let's press
Z back in solid, and now let's pull both
of these ones out. So. Now finally, we don't actually need, do we
need one on there? I don't actually think
we need one on there. So I think these are
pretty much done now. So all I'm going to
do is I'm going to go in, grab them all. Press Control J, join
them all together. I'm not going to reset
the transforms yet because they're actually
going to in fact, yeah, I don't need
to do that yet because I actually need to put
them back and create some. So I'm going to press Control J, and there's no
point in doing that yet until we actually
create a hinge. So we're just going to
join them all together, like so. Control J. Okay. And you can see there that the ambient
occlusion effect, you can see as soon
as I join them up. You can see we've got
that darkish line behind them, which
is quite nice. Let's do the same on this
one, then Control J. Join them. All right. So now what I'm going to do
is I'll con to this one. And I'll create my
first in. All I'm going to do is create a hinge. I want to grab the back of
Shift S to selected and then shift a bring in a e and you might be thinking it's a weird shape to start with, but I'm going to show
you why we do that. Let's bring it in.
What I want to do is I want to basically
put this first of all, so it's actually
back on the door. If I pull this back now, two here, then I've got a good idea of where
this needs to be. You can see it needs
to come down a little bit because my hinge is probably going to
start from around the bow here
somewhere like that. What I want to do now
is I want to make sure that this hinge is actually going to be enough into the wall to
actually look realistic. So what I'm going to do
is I'm just going to grab the back up here and
pull it out a little bit. And then what that
means is I can pull my hinge out now a
little bit as well. So let's pull it
back a little bit. And the hinges, by the way, there wouldn't be covering the
hole of the door normally. You could actually do
that if you wanted to. But normally a
hinge will just be on one part of the door. So just bear that in mind. The other parts normally hidden. Let's pull it back a little bit. Let's actually now
pull it up and down. So and pull it up and down. Let's press one and we can see now what
we're working with. And finally, now, Let's
actually create this hinge. So we're going to press control. Let's on this one,
bring in four. So left click, right click
Control B, bring them out. And then all you're going to
do is you're going to press enter Alterns and then just push the mouse down or up to
bring them in like so. Now all you're
going to do is grab the top. Grab the bottom. I'm going to press Control B. And pull them out, like so, and now finally we just need to make them a little
bit more rounded. So all I'm going
to do to make them more rounded is, I'm
going to come in. Old shift click, l shift
click Shift click. And if you can't see it,
just going into it frame, and then you will be
able to see it that one. Not that one either.
I'm going to come and take that
one off in a minute. It's a little bit fiddle, but I'm going to zoom
in and actually take it off like that makes it easier. Alright, so Z solid and now going to do is just
got to press control B, and just bevel
those off slightly, and you will end up with
something like that. And you can see how
easy that is to do. Now, finally, let's just
split this off away from it. So I'm going to grab
this P selection, grab it again, Control eight. All transforms are right
click to origin to geometry. And why I'm doing
that is because I just want I've already
leveled this off, so I don't need to
level it off again, but I do need to level this off. So for coming now,
bring it and bevel, bring it all the way
down, and bring it all maybe to Not 0.3. Something like that. And now you can see
we've got a really, really nice bevel on there
and it looks really cool. All right, let's
apply that control. Let's grab this now, press
Control J, press one, and now we're going to do is
just bring these down now another one face into
place, bring that down. There we go. All right. That's the first door
actually completed, and you can see it looks
really, really nice. Now, let's do the second door. Again, we're going
to do pretty much the same thing. So
I'm going to come in. Grab this in the center. Shift, curse to selected,
bring in a cube. I'm actually going to split off straight away on this one. Mesh cube make it smaller. I'm thinking I'll probably make this one a little bit different. I'm also going to
grab everything and pull it back so it's
actually on the door. Like so, and then I'm going
to come back to my cube. I'm going to pull it
this way a little bit. I'm going to make it
a little bit bigger, and I want it probably just to the top
of there on this one. Then we make this one
a little bit thinner, and then I'm going to press
S and something like that, I think it's going to
suit this door much more. I'm going to pull it a
little bit this way then. I think I'm going to
be happy with that. All right. Let's give this 13. I'm going to press
tab control one, two, three, and then control B's make them a little bit
bigger than the other one. Enter altern bring them in. A little bit further than
the other one as well. And then pretty much
the same thing. So one thing you could do is
you could press Control A, all transforms, right
click origins geometry. It's just going to
make them bevel a little bit better
if you need it. Then going to press control B. You can see that bevel now
works a little bit better, and now pretty much the same
as what we did last time. So let's actually
bevel this off. Shift click Shift click and can I grab it from
there. No, I can't. I'm going to s going
in to wire frame, zoom in a little bit,
and there we go. Solid, and then
control Bevel it off. There you go. You
can see it looks completely different
from that door, really, really easy
to do. All right. So now we know that we
need to just come in, split this off again. Press control le transforms, right click the origin geometry, and now finally,
bring in a bevel again and we'll bring this
bevel down like we did before. To 0.3, like so,
and there we go. Control A, join it all up. Control J, one, and then
we'll bring it down. This one again is going
to have two on it, so bring it down like so. Okay. And now we're
on to the next one. It'd be a good idea if we
could get three in here, but because of the
shape of the door, we're not going to
actually do that. So the only one
we're going to have three in is this one here. So I think on this one as well. Shall we make, we'll
just make another hinge. They don't take
long to do it all, so let's just make
another hinge. So I'm going to do is I'll make this one a little bit
different from the other one. So what I'll do is I'll grab
this Shift S because just selected then what I'll do
is I'll bring in a cube, and I'll split that cube off, so I'm going to
press tab, shift A, bring in a cube, press
S, make it smaller. So you can seem a little
bit out on this one. I do need it up
to there. So what I'll do is I'll
just pull that out. I'll grab this then
and pull that out into place then all I'll do
is I'll grab this now. I'm going to split
this one into two. I'm going to grab it up til
there, something like that, and then I'm going
to grab the bottom, pull it down to the midpoint, something, maybe
something like this. Then what we'll do is
we'll put in maybe one. Let's try one. Left click, right click Control B. And then enter
Alterns bring it in. Grab just the top on this one. Grab the control B,
and bevel it off. Then what we'll do is we'll use this now to actually
create the second one. All I'm going to do
is press control all transforms,
origin to geometry, before I do that, what I
should have done is actually level these off before.
I'm going to come in. Grab the edges like we
did before. Wire frame. Zoom in and then Z
solid Control B. Now we can actually mirror. Again, control, right click
to the origins geometry. We don't actually
want it to geometry, we want it to the three
D cursor, of course, add modify it mirror and it's going to be on the Z
and take off the x and y, and there we go,
something like that. And make sure you're
actually happy with that. I think it looks different,
so I think actually, I am happy with how that looks. All right. So now we
can actually come in. Grab this part LP selection. Control A or transforms
right lexorgenGeometry, and now finally,
let's level this off. Again, naught point un three. And you can see everything is pretty much rinse and repeat, so Control A, join it all lot. Control J, you can see
have gone mirror on there, so I just need to apply
that. Don't forget that. Now you can do it
you can press one, 50, bring it down. There you go. Third door done. We've got basically just this
last door to do, which, of course,
we're going to be doing on the next lesson. I'm just making sure that I'm happy with all of the hinges, making sure that
they're going to open in the actual right
place and they are. It's all about
illusion basically, illusion and smoke screens, that's what creating games is really. That's what
we're trying to do. As long as they're opening
from this point here, the doors shove absolutely fine. Alright, so on the next lesson, we'll get this one finished. Then we'll get the handles done. And finally, then
we can bring in our materials and get
these doors finished. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
26. Creating Hinges & Handles the Easy Way: Welcome back everyone to blend the three to one real
engine five dungeon modular ibas and this
is where we left off. All right. Let's come to
this one now, the final one. Let's pull it back into place. And then one I'm going
to do is I'm going to come in now, grab this edge. So pull it out a little bit. Shift S cursed to selected. And we're going to
have some pretty standard hinges on
this one, I think. So I'm going to
press tab, shift, bring in a cube, press the S born, bring it down. And then let's press
Essend just bring it up. Something like this.
And I think on this, I'll love it a
little bit thinner. And then Ess d. Yeah,
something like that. I think on this one as well. What I'll do is I'll
do the tops first, so I'm going to grab
the top and the bottom. I want to also
press dot just so I can actually rotate around this. Press control B. Bring it in, so now I'll put my actual
hinges on. So Control. Let's bring in four,
something like that. Left click, right click Control B. I don't actually want
them that big on this one. So just something very small and then enter and then alternate, bring them in very,
very slightly, then, something,
something like this. Yeah, I think that's actually
looking much much better. I'm wondering as well, if I want to have these much much chunk here and only rounded on
the back, I think I do, what I'll do is
instead we'll press shift and click on
the back of it, press control B and then
just bevel those off. I think that's actually
looking pretty nice like that. Yeah, that's looking like that. It's a little bit different
to the other ones. All right. Let's come to this main
part, LP selection. Control transforms clicks
at origin geometry, and now it's bring in
our bevel modifier again and bring
it down to three. Press Control A to apply it, and now finally we
can join all of this together with Control
J. Press one. And now I'm going to
do is I'm going to bring the one down
to the bottom first, so down to the bottom,
something like that, and then shifty and bring
it up to the middle now. So something like that.
And there you go. You can see as easy as that to create these actual
doors. All right. So now we need to just
create some handles, which are really,
really easy to do. You can see though that this
one is you have different, so you can see this one
is like a bolting thing. This one is like a main
locking mechanism. So they do look a
little bit different, so we might as well try and
actually replicate that. This one, I would say,
needs a big bolt on it. So let's actually sort that out. So what we'll do is we'll
bring in first of all, let's bring in a cylinder,
that'll make it easy. We'll leave it on 16. I
think that should be fine. Let's spin it around.
So our win 90. Let's make it smaller. So we do want this pretty chunky because it's actually
a prison door. So we're going to bring it down. I'm going to make it
not quite that chunky, but it needs to actually go into the wall, into the wall here. I'm going to bring
it back as well. I'm going to press dot and make sure that
it's actually into place even that might be a
little bit still too chunky. So I'm going to bring it. It's going to poke
into the wall. Yeah, like that, something halfway between
something like that. And then what we'll do
is we'll press tab. Okay we'll pull this bit out. So I'm going to pull this bit
across to maybe two here. And then what I'm going
to do is I'm going to grab now one part of it. So I'm going to
press control, left plate and bring it to
something like that. Press control B, bring it out. Then what I'll do is I'll
bring out these two here. So you'll see what I'm
trying to do in a minute. If I grab one, two, and three. I press the button
and pull them out, and now you can see
it's got a handle on which is going
to stop people. It's actually basically there to lift up and lock it into place. All right. So now, how do we
make the other part of this? Well, what we need to do
is we probably need to move this a little bit
more to the right. I'm going to try and
move it and see that I'm not going to able to
move it like that, so I'm going to grab it. We have Shift click. Then
control click to get the end. Shift click Control click, and now I should be able to
move it a little bit over. Now I should be able to create the actual bands
that go around here. All I'm going to do
to create those is, I'm going to press Control. Left click, right
click, Control B. Make them probably around this
size, something like that. Then what we can do is we can
actually create those bands by simply pressing Yeah, I'm thinking whether I
split these off or not, probably better if
I actually don't. I'm going to press enter, and then altern bring them out. Then what I want to do is
bring those back, of course. I'm going to actually
press control plus though and split it off, even though I didn't
think I would because I actually want one
over this side as well, and now it's going to make it easier to put it over that side. I'm going to do is
I'm going to press and bring it over like so, and then make this one
a little bit smaller. S and X, make it a
little bit smaller. Like so. All right, so
I'm happy with that. Let's grab the back of
this while we're here, and let's press control B and just round that
off a little bit. Let's also do the same
on this control B, just a tiny bit on that one. Let's hide the door out
the way, so press H, and now we can get
around the back and what we're going to do is we're actually going to
pull these out. I'm going to grab
one, two, three, four, two each side
of the middle, same on this one, like so, and then we're going
to pull them out, and then just flatter them off. So to flatten them off, all we need to do is press S and y, and there you go, you can
flatten them off like so. And now let's bring back our door and see what
those look like. Obviously, one other
thing is we don't actually need these parts here, so we might as well
get rid of those, delete faces, like so. I also think that maybe I should pull these
out a little bit more, so I'm just going
to grab this one. Control click this one. I'm hoping if I put
this onto normal, you can see that now we can actually pull them out
in the right direction, and that's exactly
what I want to do. I'm also thinking that I should probably make these a
little bit thinner as well. So I'm going to bring
in an edge loop, so control our left click, drag it down a little bit,
so something like that. Come back in then with the
face slip and grab this face, Control click this face, and now you can press S and y, and just bring it
in a little bit. So it looks a little bit
better as you can see. All right, let's bring
back our door then. So Old tag bring back our door. And there is our first
actual bolt into place. So that's looking pretty nice. All right. I'm happy with that. Now, let's think about
our next handle. The other thing, of course, is we need to smooth this off, but we'll do that when we
join the whole door together. To make the next one, one,
I'm going to do is I'm going to grab this basis. I'm going to come in, Shift
S, cyst selected tab. And now let's bring
in an actual curve because curve is the easiest way to actually make a handle. Y X 90 spin it around. Let's bring it into the place
where we want to put it, something something
like here, like that. I think that'll make
a good actual start. And what I'll do
is, first of all, is I'll mess around with
these options over here. So you can see here if I come down to where it says geometry. I can use the depth to
bring it out, like so. And now we can see
where it needs to go. You can see straightaway you don't want to be
poking out past here, so I'm just going
to leave it there. That's the kind of
thickness that I want. If I look past here,
you can see it's about the right thickness,
so that's good. The one thing, though, is
the actual resolution. So what is that?
That's the amount of polygons that are
going around this way. And the other one, which
is a resolution on here is the amount of
polygons going this way. When I turn this down, you can see that we end up
with something like that. I don't actually want
to that low polycs. What I want to do is turning it up to something like four. That then we'll keep it
low enough and probably round it off still sorry, high enough work, and
probably round it off, but low enough where
it's not going to create a ton of polygons and
things like that. Next of all, I normally
turn this down to three and then that reduces
that polygon count. Because remember, every single time there's another
band going around, it's actually doubling up
all of these polygons. So that's why we're actually
doing that. All right. So now once I've
got that in place, what I'm going to do is I'm
going to press shift D, bring it over, and then just
shift D, bring it over. And now I'll put
that one up there, something like that. All right. So now let's come
to this one first. So the way we shape our
doors is quite easy. We can come in now and we can grab let's say the
bottom off here, put proportional editing on press shift space bar,
bring in the move tool. Now you'll see that if I
bring this down a little bit, you can see now
that I can actually shape this to how I want it. S and y, you can
see I'm on normal, so make sure you're on global. The other thing is as well, you can see that we've only got four points to actually
do anything with that. I'm going to grab all
four of those right click and I'm just going
to subdivide them. Now you'll see that I
can grab both of these. Press S and X and now I can actually
start to bring them in. I'm looking for where my
proportional editing is, so let's press S and
X. Let's bring it out. I'm looking where
that actually is. Yes, it is. Why is it? Why is it disappearing when I bring it in
on the S. I'm just wondering why that is
and I'm just looking to make sure that I am
on medium point. There we go. It's because I was on individual origins
why it wasn't coming. All right. Let's press S
and X and bring it in. And now you can see J how easy
it is to shape that door. All right. I'm happy with that. Let's bring this one down. Let's bring it down
and bring my mouse in I think I'm wondering if I just want to turn
that bit turn it down. Yeah, something like
that. Once we've got an actual handle on
there, it's going to. It's going to actually
look quite nice, I think. I think one thing I do need
to do is just bring them out, maybe a little bit more. All right, a little
bit too ordinate from my liking. That looks good. What we'll do that is
on the next lesson is, we'll actually create
these other door handles, and then we should
be able to get our materials on the
doors actually finished. All right, everyone, so I hope
you enjoyed that and I'll see on the next one.
Thanks. Bye bye.
27. Finishing our Dungeeon Doors: Welcome back everyone
to Blender three to one gone five dungeon
modular kit bash, and this is where we left
it off. All right, then. So on this one, I
think all we'll do is just make it a
little bit thicker. So I'm just going to come round down and increase
maturalthickness. And then on this
one, all I'm going to do is probably
make it a little bit ther I'm going to
grab them S and X. Let's pull it in, like
so and let's also move this one over and maybe make it a little
bit longer as well. So something like that. Now, we need to put some
handles on them, and luckily, they're quite
actually easy to do. So all we'll do to
actually do that is basically convert them
all. I'm happy with them. And if I need to change them, I can change them anyway, even though they're
not actually curve. So let's go to object, come down to convert, go to mesh, and there they
are, they're all converted. So let's come to this one first, and you can see now we haven't
got much measure at all. What I want to do though
is bring this one in just to show you that if
you do need to alter them, you can still alter them just by grabbing these edge loops
and then bringing them in, and there you go,
you can see you can alter it in that way. All right. We'll
also show you I can make this one a little
bit more or neat. So I can grab both
of these, press. And then what we're going to
do is we're going to press alternS without
proportion editing on. So Alt S, bring it
out. And there we go. We've got a little
band on there. Now, let's make the handle
before we do anything else. So Alt Shift and click. And then all we're going to do pretty much the same thing, enter lt and S, pull it out, like so, and then all you're going to do then is you're
going to pull it back. So it's pretty much
the same what we did with the actual prison door. I'm going to grab this, this, this, this and this all the way to that, and then
we're going to press, pull it back, and then
S and y plan it off, and then delete
pass there you go. Now you'll see the ones
I've got that in place, so if I shade smooth, and then put on an auto smooth, bring it up a little bit. You can see now just how
nice that actually looks. Now, the other thing is that you can see that I had
to bring this up quite high. With
the auto smooth. That tells me that probably they're not quite leveled
off enough, maybe. Because at 30, you can see, we've still got a little
bit of hard edges on there. If you do end up with that, what you can do is you can come in and grab all
of these on here. Basically we don't actually want them going
all around there. I'm just going to
come in and grab them all going around here, then what I'm going
to do is I'm going to take them off of this part here, which is actually going to make it harder to
do it that way. So what I'm going
to do is shift and click Shift click same on these, then I'm just going to
press control plus. Hide them out the way and
then just hide this one then. Shift click Shift click, hide it out of the way, and now we should be able to grab those. If I come in now, shift
click on each of these, same on this one, we'll
also do the top as well. This is what you need to do if they're not actually
shading and smooth. Now you can see that
I've gone like this, and then all I do is press
Control B and I can just level them off and then you can see it's nice
and smooth out. All right, let's press Tate
bring everything back. I just want to make sure that
mesh is okay, which it is. And now you can see
that they look much, much better than what
they did before. Albeit, they need
to be turned up a little bit probably
on this part of here. So we turned them
up like All right. So there you can see it
looks much much better. Now, let's move on
to our next one. And what we want to do is again, we want to put our handle on it, so I'm going to come
in and press face select and then shift and click
going all the way around. I'm going to press eat
altern bring it out, and then come round to the back. Hide the door out of the way. So I'll come to the
back now and grab. Probably coming
from here to here. So shift clicking,
control clicking, and then, bring it out, and then S&Xorr S and y, plan it off, delete and
faces, and there we go. Now, let's press Alt H,
bring everything back. And what we'll do now
is also we'll actually put this one a little
bit better in place. So something
something like that. And then what we'll do is
we'll pan our auto smooth, turn it up a little bit, so there we go. All right. So that's that one done I
think I just need to turn up the automo a little bit
on this one as well. Tad now let's come
to our final door, which is this one here,
and I think we'll bring in the handle from probably
let's try from here. So I'll shift and click
enter ln bring it out. Yeah, something
like that, I think. Now we'll come around the back, so I'll just hide the door. And then we'll come
around the back and I'll grab it from here to here, like so, and then I'll press, pull it back, and see that
it's coming up there. Maybe actually that
looks actually. Yeah, I think, actually,
that's going to look better. So that's a bit lucky for us. And then S and y,
pull it back, delete. Faces tab, age, bring
everything back, and then let's just pull
it back into place. So. Then finally, right
click shapes move. At move on. Turn it
all yours to tab so. Where can we get away
with? Maybe there. Something 38.2. All right. That's all the handles
actually done. Now what we need to
do is we need to join all of these
doors together. If I grab this,
grab all of these, grab my door, press Control J. Once you've joined
them, just press G and just make sure that you've
actually got the mole, right click shapes move, and then Auto move
is automatically. Alright, next one,
let's conto this door, join them all
together. Control J. Right click Shades Move, and then Altos move
is actually on, and you can see that look
really, really nice now. And now let's conto this one. Control J. Again, G, just to make sure
I've gone, right click shades move.
Autos move on. I'm going to do the same
on this one as well, just make sure I've great all and then finally, this one here. Control J, right click
shades move, Autos moves on. G, and there we go. They are pretty much
done. All right. So now we need to think about is actually bringing
them material. Now, we've not brought one of the materials in,
which is the wood. So we'll come to our
materials panel, click plus w, and
that's nameless wood. So I think we've only
got one type of wood, so we should be okay there.
Let's go to shading. Let's load it up. There we go. Then what we'll do now is
I'll come to my principle, Control Shift T, exactly
the same as we did before. Let's search for our wood now. I'm looking for main
wood, here it is. There's only one
wood. Grab them all. Click the principle, delete
the actual ambient occlusion, delete that out of the
way, and there we go. Now we can see, first of all, that we've not unwrapped
each of these. We also need to reset
all of the transforms, and we can see the
going in the wrong way. Let's grab the all first. Let's press control
layer transforms. Let's click origin geometry. Wrong wrong one, set
origin to geometry, and then let's come in and
grab the walls with edge slip. I'm going to basically
grab all of these, I'm going to press
U, and I'm going to basically smart UV project
because they are wood, and all I need to do then
is come to UV editing, press A on it, and then 90, spin them round because
they are seams texture, so it doesn't matter if
they actually go over here, and now you'll see that
they look really cool. Except the metal work.
Let's actually come in and give the metal w
some color as well. What I'm going to do is
I'm going to grab all of this And then this one
should be this finished. Let's click the plus down arrow and we want the black metal. Let's click a sign, and
let's also the press. Smart UV project, click, and there you go.
There is your door. Actually finish.
Don't tap the A. And yeah, I'm really, really happy with how
that actual doors. Now, let's come to this one. We'll do the same thing then. L L. In fact, we might as well grab it all. Click the down
arrow, black metal, Smart UV project, click, and then click the down arrow. And then bring in wood, and then grab just
this because it's going to be quick because
it's not as many parts. Now we can click a sign, and then we can press A, 90, spin it round, and that's probably the quickest way of actually doing it. All right, so let's
come to this one. Same thing again. In fact, we just need to grab
it all, press U, Smart UV project, down arrow, flat metal, grab the wood. A, 90, spin it round plus
down arrow and wood, click a sign. All
right. There we go. Now, the final one,
we're going to come in, grab it all, Smart UV project, click, black metal plus wood, and then just grab
this last one. I click sine A 90,
spin it around. The doors pretty much done. All right, so we
finally got there, one of the hardest parts
of the actual course, just creating those doors. The next one, what we'll do is we'll get these doors all named. And then what we need to do
is we might actually look at creating something else or we might actually start
with the door archers. I'm not actually sure yet, but we'll actually do something I think a little bit different. All right, everyone,
so I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye. Okay.
28. Creating Ornate Pillars: Welcome back everyone
to blend three to real engine five dungeon
modular kit bash, and this is where we left off. Now, let's hop in over to our modeling section
just to name these, so we'll come and we'll call this one door and I'll
call it prison like so. Then what I'll do is I'll just
copy that, so control sat, and then I'll come to the
next one and' going to call this one door we can see that we've got
an ornate handle, so we'll call it that. Ate handle then we'll
come to the next one, and we'll call this
one door round handle. Okay. And of course, you're free to go away and create as many
doors as you want. Let's call this one a
square door, so control V, and we'll call it rectangle. All right. So now we
can grab them all. We can right click and we
can mark as some assets. And I just want to
make sure that we've got our center of
origin in the center. And the other thing is we don't actually want that
center of origin center. What we want it on is
actually the side. So all I'm going
to do, I'm going to I think I'll come
to this one first, and we'll just change our
center of origin to Ry. So I'm going to grab
the top of this one. I'm going to control click here. I'm going to grab the top of this one, control click here. And then what I'm going
to do is press Shift S, cursor to selected, and now can right click Set
origin to three D cursor. And now going to
move this door by press ASD you'll see that
it moves out on the hinge. All right, that's what we
actually want before moving them then into our
actual parts done. So let's now come to this one. And the same thing
on this one as well. So all I'm going to do
is I'm going to move around. Let me move around. So I'm Jo going to grab this
one, press the dot board. Then we go. We can move around
and then grab this one. Control click Shift
click Control click, right click Shift S
cursor to selected. Right click Set origin to
three D cursor. Test it. So make sure it
works Z perfectly. And now let's come
to the next one, and just the same thing again. So Shift click Control click. That actually works.
No, it doesn't because these ones are
actually split up, so I'm just going to shift
click control shift control. Same thing down to
the bottom as well. Shift Control Shift curse to selected tab right clicks the origin to three
D cursor. All right. And finally now on
to the last one. So what we're going to do is we're going to come to the top, click Control click
Shift click Control. And you should now be really fast actually selecting
these things. So shifts to select tab right click the origin
to three D cursor. Let's test this one,
OZ, and then Zed. And by the way, if you
actually move it out, so let's press SD. If you actually want
to put it into place, press lt and r and you'll
see it goes back into place, and that's because we've reset our actual
transformations. So we can also press S and press old S and put
it back into place. We can press G and press old G and put it into
the center of the wheel. It'll always go in the
center of the world when you press G. Just so
you're aware of that. You won't actually go to
where it is in the location, but it will go to the
center of the wheel, just in case you want
to put it there. All right, so that's that done Now what I can do
is I can grab all four of my doors and I can
move them over into my d list, and I think, no, I didn't I didn't
actually miss one, and we'll put them
over there, like so, and I will also split them all because that will
then make it a little easier for me to grab them when I can to create this
actual dungeon. All right, so I've moved them. No I've not, so I need
to grab them all. Let's move them into
the duple, like so. Now you'll see that
we've got some planes, and I don't know what
these planes are, so let's have a look. Oh, they're just those. I'm just looking at the
stonewall template, which should be my
cube over there. I've got one of these here. Which I'm probably going to leave there because
the reason is, I'm going to actually
create some arches soon. But I think for now,
what we'll do is we'll move to our
actual pillars. So what I'm going to do
is I'm going to come in to my actual
reference, come down, open, and let's find
our actual pillars, which are these ones here. So you can see that
only if we got pillars, but we've also got some
actual wall supports. Now, these wall supports, if I can zoom in, you might
be able to just see them. They actually go on here
next to an actual staircase, which goes up is a
very small staircase, so we want them for that reason. Now the thing is they
should be a meter high. So let's make sure we
create them a meter high. Now, you can see that we've got three types of pillars.
It's up to you. You can make more
if you want to. So let's make our first pillow. All I'm going to do
to create a pillow. I'm going to use this
one and this one. So I'll do this one first. What I'll do is I'll press shift this cursor to world origin. Shift A. Let's bring in a cube, The first one will be
very, very easy to create. So I'm just going to
move it over to here, press the S button, and
I'm going to press one. I'm going to pull it up then. So I want it just
to be below there, and I want it to be just
above there as well. So I'm going to
grab the top of it, bring it up, like so. Now if I press tab control a transforms, click
origins geometry. And now I'm going
to do is join it. Two, this cube, so
I'm going to press control, and then I'm
going to come in. I'm going to grab it
with L. Grab it all, P selection, split it off. Grab it again, press the
dot board, and there we go. That is exactly what
I'm looking for. Now, if I press control
A all transforms, right click the
origins geometry, and now I'm just going to move it to the side, and there we go. That's our first
actual stone block. Now, it might be
a little bit big. If it is, just press
tab, A, bring it in. Pull it to the side, and then let's let's
grab the top of it. Press tab button, press control all transforms right click, SgenGeometry, and there we go, I think that's actually
looking a little bit better than
what it did before. All right. That's that one. Now, let's create the other one, so we can see we've
got a pillar here. Let's create a nice pillow. So I'm going to move this here. I'm going to press shift A, bring in a cube. Let's bring it over,
make it smaller. Now remember, that this pillar, it needs to go in
between these walls, it needs to be big enough to actually cover
all these walls. Just take that into account when you're
actually doing this. Let's press send to bring
our plinth in like so, and then you could make
this pillar in one go, or you can make it separate. We'll probably we might
make it actually in one go. So I think we'll do
that because it'll make it a little
bit more stylized. The way I'm going to do that is I'm going to grab the top. I'm going to press I
just to bring it in, like so, and then I'm going
to press, bring it up. And then I'm going
to put a top on it. If I press enter, pull it out, make it a little tiny bit
bigger than the bottom and then press and pull it
up something like that. I think that's going
to look pretty nice. Now, let's put it into
place so it's actually in the center so we
can see how much of this wall it's
actually covering up. I would say that this might need to be a little bit higher. If it does, grab it
go it all the way around with shift
click Control plus, and then you can actually
bring it up like so. Now, we need to create our
actual pils like a pillar. All I'm going to do
is I'm going to come and grab each of the edges here. I'm going to press control B, and I'm going to bring
them in like so, and you can see already,
that is looking pretty nice. Now, the one thing is, do I want the front to actually be a little bit
different? I think I do. What I'm going to do
is I'm going to come and grab the front and the back. I'm going to pull them out
then SN x pulled them out. The reason I did that is
because I actually want to create a bit of a ornate
part in this part. What we do is going
to press control. Two, left click right click, and then I'm going to do
the same on this one. So control, two, left click, right click, and then come back round and grab each of these. And then what you're
going to do is you're going to pull them out now. So if you press S and X, you should be able to pull
them out a little bit, and then you can
press Control B. And bring them in, like so. Then what we want to do is we just want to bring
these downs out. If I press and Zthogh you can see that that's
not going to work. So what you want
to do instead is, you want to press tab
control all transforms, clicks the origins
geometry, tab again, and now you can press the button and bring them in like so. Now we just want to bring these in so it actually
creates that ornate pop. If I press enter S and
y, I can bring them in. So. There you go.
Now, the last thing is I tend to pull these up. In other words, you can see the quite flat down at the bottom. What I tend to do is
ten to press sens head and just pull them up like that because you'll
notice on pillars, normally they have
this kind of look. That's exactly what
I'm going for. All right. I'm really
happy with that. And now we need to do
is if we look here, we can see that these are the same colors, these blocks here. First of all, though before doing that, what
I want to do is, I know that these pillars, they're not going to be really
used on these stone ones. What they are going to be
used on is these ones here. If we grab both of
these pressure deep, bring them over and what they now will be able
to do is test them out. If I pull these over here, so I grab my pillar then. And I can actually test it out. If I pull it into place, like so and then press dot and then just make sure
that it's in both sides, as you can see, and that is how the actual
pillar is going to look and you can see how
easy that actually was to do. It looks really, really
nice on that one. If I press shift D
and I grab it again and pull it to this
one. We can see there. Again, it's looking really nice. All right. That's
the pillar done. I'm just going to leave
that one out the way, and then what we'll do
when the next one is we'll use some of these to
create our next pillar. At the moment, you
can see, we've pretty much got two pillars, and these are basically
going to help us to join our walls into place
because you'll see on the actual dungeon, we've got all of
these little joints here and that's why we're
actually using these pillars. You can see some
of them are a bit thinner and the
reason they're a bit thinner is because actually when you create in your
actual dungeon, you can actually mess around
with the scale a little bit. There is that. All
right, everyone, so I hope you enjoyed that, and I'll see you
in the next one. Thanks a lot. Bye bye.
29. Creating the Ornate Wall Supports: Welcome back to everyone
to Blender three tonal engine five dngon
modular kit bash, and this is where
we left it off. Now, let's create this pillar. So what I'm going to
do is I'm going to just pull this one into place. And the reason I'm going
to do that is because I can use it to actually
create this one. So if I grab my wall, I'll grab it with this here, and what that allows me to do also is it allows me to actually
use these seams as well. If I press it D, bring
it over, press P, selection, split it off, control a transforms
origins geometry. Spin it round, so RX 90, so going over the top. And now we might need to make it a little bit
smaller because it is Probably a little bit
too big so I press S and just bring it
down a little tiny bit. Like so, and then
press shift and bring it over next
to each other. Let's press dot,
and there we go. We can see there. Not
quite close enough, so let's bring it a
little bit closer so. Then what we'll do is we'll
bring these down now. So I'm going to bring them down to about where this pillar is. And then what I'm going
to do is I'm going to join these together
so I'm going to press Control J and then
press In fact, what I might as well do is, I might as well bring I'm thinking of bringing one
up and spinning it around. I'll do that actually.
Shift, bring it up. We could use an array. 90, but actually probably
going to be easier if I don't. If I press Control Z, now I need to put this
right in the middle. Control le transforms
right click origins, geometry, zed, 90,
spin it round. Now, bearing in
mind, because these are a little bit different
from each other, what do I mean by that is that they've been
slightly moved. With the randomized,
as you can see, so they don't quite actually have the
center of origin there. It's good enough though to you. Now what I can do is
I can grab them both. Control or transforms
origins geometry. Now I should be able
to bring them up. I'm going to actually join them together
and then do that. Control A transforms origins geometry. Now let's
bring them up. Shift D, bring them
up and then shift D, bring them up and then just keep bringing them up until you're actually happy with the height of them, so let's bring them up. I'm thinking, maybe I want to pull pull those
out a little bit. I'm going to join
them all up now. I'm going to press Control
J. Join them all up. Press pull them up just to get them to the top and be more of
that sort of size. Let's pull them into
place. And yet, I think I'm actually happy
with how those look. All right. There
the three pillars. One here as well,
bring it into place. Let's give these then
some actual materials. We'll come to this one first. I need to apply all
of my modifier. But instead of doing it
by the modifier tab, it'll just be object,
convert and mesh. And then what I'll do
is I'll go in now, A, Smart UV project, and then we'll come two material press tab. Let's put it on material. Okay. Let it load up. There we go, and
let's come down, and what we're looking for
is, of course, the rock. I'm looking for rock wall
and there's that one. This one's already
got the material on, but you can see that it's all the same and we
don't want that, for press A, smart UV actually, we don't need to use Smart UV. We can use unwrap you can see that non maniform scale.
We know what to do there. Control A, all transform
origin is geometry, and now A wrap there we go. You can see the atom better
now, not all the same. Now finally, this one. Might
use actual let's even get away with the smart U
V. Smart UV project. And then let's bring in
the same one as here. I'm just going to
link this and this. I'm going to press
control link materials, and there we go. I think that looks
absolutely fine. All right. So there the
actual pillar is done. So we'll come to
this one, and we'll call it pillar stone. Then the next one, press dot, and we'll call this
pillar blocks. You can see what happened
there. I actually already put them in my actual parts
done for some reason. Now we'll call this
one pillar or Night. Dot pillar or. All right, let's grab each of these. Let's click and we'll
mark as assets, and then we'll drag
these down and drop them in two are parts done, if I can find them.
There we are. Parts done. Close that up
because I don't want them coming back in here and now
they are actually done. Now, let's keep these
here because I'm going to need them for
the arches anyway. Somos going to put
them in place. Now let's think about working
on these actual step parts. We can see here that SSA,
they are a meter high. What I'm going to do is I've got my cursor in the
center. Shift A. Let's actually bring in a cube, mesh, bring in a cube. And at the moment, this cube, as we know, will be 2 meters high, and we don't
really want that. So let's go turn down the
actual height of this. So if I come over to
the right hand side, go to item, we want
the height, two B, 1 meter, and we probably want the depth
as well to be 1 meter. So let's think I think it's y. So, look, yes, it is. So that's the depth of meter
and the height, 1 meter. So you can see now that
that will fit in place for some little steps that are going to go down
there. All right. I think I'm happy with
that. I'm thinking Yeah, probably 1 meter
two meter 3 meters. That'll be absolutely fine. Now, we're going to
need two of them, so I'm just going
to put one there. I'm going to shift then, just to duplicate
it, put one there. Let's do this first one. If I press one, I can
see quite clearly, it's got a big bit
on the bottom, a smaller bit probably
underneath and then a big bit on there.
Let's do that then. So all there is press
control, bring it down. One quite a thick piece on here. I'm going to come
around now, shift and click enter Altern
and pull it out. Make sure you use
alternS just to pull that out and it should come out. Relatively even as you can see. And if you need it
out a bit further, just press all tests. And what I'm looking
for at the moment, as you can see, it's not coming out that well
for me, actually. Because of the fact that these are actually it's
not been reset basically. The other thing is, if
I bring it out like that and I want to put
this next to another one, they're not exactly going
to line up very well. I don't actually
want that either. So what I want to do
instead is press control, Then before I've
actually extrude it. Again, if you're not sure if
you deleted that extrude, then you're going
to come to mesh, clean up, merge by distance. You can see naught
verses removed, and all I'm going to pull out on mine is actually this part here. I'm just going to
pull this front out. I'm also going to reset
the transformation. Control A, reset
transformations, click the origins geometry, tab now, and let's
pull them out. Enter and then S, and y, and now we should be able
to pull them out, like so. Now we can put these
together and now they pull out absolutely
perfectly. All right. So now let's make the next part that's going
to go in there. Again, and we want to
just bring it in a part. So what do I mean by that? I need to fill it in once I
brought in so it can actually put these next to each
other. All right. Let's do that.
Control. Left click Control B, bring in a bevel. Now let's bring them in, and you can see that I
need to bring it in all the way first to actually create this part so I
can fill this part in. If I press enter, AlternS, bring it in like so, and now you can
see that this part here really needs
to be filled in, or we pull these out so they actually go
next to each other. Pulling them out is probably
going to be easier way. If I press S and X, and then I can pull them out, so they're relatively
flat and now they'll go next to each other
and look quite nice. And that just easier
than trying to do it the other way where I'm actually just going
to fill it in. You can see there's a little
line that I've left there. That's where the
extrude is, of course. Now, let's do the top one exactly the same way, so
I'm going to press control. Left click right
click Control B. Bring it, I'm going
to make it probably a little bit bigger
than the bottom one. I'm going to press. In fact, I'm going to do it
the same way as what I've done this one, actually,
that will be better. I'm going to press
control before I press, I'm going to grab the
front and the back. So I'm going to press then, and then S and y, pull them out, like so. I'm probably going to bring
these down a little bit. So end pull them down
just a little bit, just to make them
look a little bit different from the
bottom. And there we go. That is the first actual
support actually done. So I'm happy with that one. Now, moving on to the next one, we can see that it's
got the bottom of it that comes out like so, and it's also got
these three kind of ornate pieces on there. So let's do that one
now. So we'll come in. We'll press control. Left click right, click, bring it down. Then again, straightaway,
I'm going to actually bring it out on
these bottom pieces. Now the thing is, if you
want to put these together, just make sure that they're
the same height on this part. I don't want to
put them together. I don't think it'll
look right, so I'm just going to
do it this way. I'm going to grab the
front and by S and y, pull them out like so. What I'm going to do on
this one is I'm going to pull down the actual top. I grab these tops here, I'm just going to pull them
down slightly like so. All right. So now on, to
these three parts here. Easy way to make
those if I press tab, control, two, left click, right click and now we've got
three blocks in the center, and now what we can do, you might want to do
both sides, by the way, so I would come in
and grab all of them. Now, you can use insert here. If you press, you'll see
the insert like this, but if you press again, you'll actually see
that we insert actually correctly to make those
actual panels. There we go. There's our panels.
Let's press enter, S and y and bring them in. Okay. And now let's press again and you want this
just to be very slight, so be very careful
with it, like so. So there's a little
sliver around there. Now you can see we do have a
problem and the problem is because by of course,
let's go back. Let's redo, edit, redo that we've not reset our transformation.
Let's press tab. Control ale transforms,
click origins geometry. Now come in and insert, and now you'll see the
insert absolutely fine. Now finally, press S, and y, and you can
pull them out. Then finally, what
you want to do is you want to pull them out
just very slightly, so then you want to
extrude them again. S y, bring them out
a little bit more. Now finally, you want to bring them in on individual origin. If I press S now, I
want to bring them in, so there you go,
you've got that really nice ornate look that we're
actually looking for. All right, then,
so that's both of the supports actually
done now as you can see. And then on the next lesson, what we'll do is we'll get
the material on and we'll get them actually as
part of our collection. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
30. Basic Sculpting Setup in Blender: Welcome back every one
to blend the three to real Engine five dungeon
modular Kit ash, and this is where we left off. All right, so we've
got our support. So what we want to do
now is actually bring in some textures, of course. So let's first of
all reset them. So Control A, right click Origins geometry,
same on this one. Like so, and then let's
come back to this one tab. And I think we'll just
try Smart UV project, first of all, and let's come
in and bring in In fact, what we might as well do is
instead of searching for it, I'll just press tabs, I'll grab both for these, grab this Control link
materials, and there we go. Now I'll come to this
one, A, Smart UV project. Okay, and there you
go, you can see. They'll look really nice,
really, really easy to do. All right. Let's come in. We've
named these ones already. So these ones are
all named in there. So now we need wall support,
and I'll call this one. So let's call it wall support. And block. And then we'll go to
this one and we'll call this one wall support ornate. I'm not sure if I've got one that's already
called ornate, so I just need to
check that if I click on enter
let's have a look. No, we've not got anything that's called that, that's good. Let's drop them
into our parts done then There we go. All right. So now let's actually drag
these out of the way. We'll put these over here. Like so, and there are
pillars and wall supports. Now, let's do something
a little bit different. So what I'm going to do is I'm going to come to my
actual reference, and I'm going to
come over it and change it over and the
one I'm going to bring in is something a
little bit different they should really
learn to actually do. You can see for some reason, I don't know why, but
it's called sewer pipes. Shouldn't be called sewer pipes. It's actually the cliff, so
we can see here this cliff. Let's actually start
making this actual cliff. Something a little
bit different, and it's a bit of sculpting. And if you really want
to get to know blender, you should learn at least how
to actually do sculpting, so it's actually
available to you. So that is what I'm
going to teach you now, as well as actually importing your own brushes or some brushes that you've actually downloaded. So these brushes have
actually got are free to use on any license, so you're free and
available to use them in any projects and
download them as well. So the first thing we want to do is you want to
bring in a cube. So five press shift, a
mesh, bring in a cube. And then what I
want to do is make this cube a little bit bigger. So something like that. You can see it's a fair size. Don't worry too much about the actual scale because
you're actually going to scale it a lot when you actually bring it into
your dungeon anyway. So I bring it to
this sort of scale. Let's squish in a little bit, so it's actually
going to fit between our walls and actually
look like a cliff. And now we want to do
is we want to bring in a multi resolution. The reason I'm bringing
in multi resolution over a subdivision is
because actually it makes the mesh topology, a little bit better and a little bit easier to
actually work with. Let's come over to add modifier. We're going to bring
in a multi resolution. Then we're going to
divide this up into something like five or
six, something like that. You can see at the moment
it's very, very rounded, but don't worry about
that because we're going to move this out a little
bit and things like that. Next of all, what you
want to do is you want to press control eight
just to apply that. Now you'll see
that we've got all of this topology to
mess around with, which is really, really great. Now, the next thing
I want to do is I just want to move these
out a little bit. I want to basically copy this three times,
I've got three clips. Let's press shift D. Let's press shift D
again. There we go. And now let's come
to our first one. And what I'm going to
do is I'm going to grab any point. It
doesn't really matter. I'm going to press the G
and I'm going to bring out this s to start moving
these round a little bit. Maybe I've got that out
a little bit too much so I'm going to bring
it in a little bit like Basically want to make this a little bit more square and a little bit different
from each other. I'm going to bring
them out like so. Let's bring maybe the
back of it out as well. So don't worry too
much about, you know, getting them to be
the right shape or anything like
that at the moment. We really don't need
to worry about that. All right, let's
come to this one. Do the same thing. So make
them a little bit more square. Because working with a square
object is much easier than working with a roundish
object, even if it's cliffs. So that's why we're
actually doing this. So like so and bring this out. Pass that one. Then let's
move to the final one. Let's actually save the ho well because we're dealing with
a lot of polygons here. So I don't want my blends crash, so let's bring it out. Making it square, so. All right, so that one, I think is looking Really nice. All right.
So we've done that now. So now we want to do. Now,
we've got those pulled out is head on over to
our sculpting panel. Now, when you go to
your sculpting panel, it will get rid of all of these floors and
things like that, which will make it much easier
to see what you're doing. Now, before you're
heading over there, the best thing to do
is grab them all, what you'll be able to do now is probably work on two of them. Let's say work on three of them. Well, let's head over now
to our sculpting panel. Let's make sure that we're
actually on this one here, it says, plate strips,
and then what you should be able to do is probably
on this one, yes. The one that's not selected, it would be the one
that's not selected. So basically selecting it basically brings it so that you can't
actually draw on it. All I'm doing here
is just using this. Now you could use a
graphics tablet for this. But I'm just showing you
how easy it is to do, and you can also hold shift
as well to smooth it off. Now, you could smooth
this off as well because we're going to actually
bring in our own brushes. Just get it nice and lumpy
just for now by using those place strips then going
to come to this one now. I need to go back to model it and I need to make sure
that I slick this one. Let's see if I can actually
do it doing that. Yes, I can. There we go. We've
got that one slit Let's make this march lumpier. I'm going to do this pretty
fast, but it's up to you, you probably want
to take a little bit more time with your own. Make them look as
nice as possible. All I'm doing is just sculpting where you can see,
I've got way too much there. I'm s going to hold
the shift button down and go over it and
bring it down. You can see just how easy though it is to
actually sculpt these. Like so, and I'll just get rid of these
and now you can see. That's looking pretty
nice, like so. All right, now back to modeling. Let's this one final
one. Let's do. Little bit of
sculpting on this one. I think for some reason,
this one isn't going right. So what I'm going to do
is I'm actually going to come I've got my dynamo too and that's the reason
why if that happens, click this off, and
then it should be fine. So basically, it's it actually
seems to be reducing them. So I'm not sure if I click
this on and then draw, it actually just
reduces the topology. So I want that off. So
just be careful there. You can actually remesh as well, also, if you want to do that,
so you can see if you do, though, it's going to bring down the topology because it's
based on the voxor size. So if I turn this up or down, it's then going to
read apologize that. If you do need to
read apologize it, just use that actual button. All right, so let's
bring it down. Make it lumpy, I mean, like so, and finally,
then let's move it off. You shouldn't need to
read apologize if you careful with this because this
is not a sculpting course. I'm just showing you how we're going to
create our cliffs. The easiest way to do it. You could take in Z brush or
something like that as well, but of course we want this
to be a blended course, so I am showing you how to do that. All right. There we go. We've got our three
basic cliffs. The main parts of them done. And in the next lesson, then, what I'll do is I'll show you how to bring in some
brushes and how to actually change these to look more like these cliffs that
you see on the reference. All right, everyone, so
hope you enjoyed that, and I'll see on the next
one. Thanks, lot. Bye bye.
31. Importing Custom Brushes to Blender: Welcome back if you want
to Blender three to one red and five Dungeon
modular kit bash, and this is where
we left it off. Now what we need to do
is we need to actually bring in some new brushes. But the first thing we're
going to do is make sure that I've got them
actually selected, so we can see here that I wonder if I deselect everything. Can I actually go in now? No, you can't actually
draw on them that way. I'm just wondering,
If I grab them all together and then press tab
and then go to sculpting. Now, it's only just let me
do it on that one again. So I'm just wondering if
I join them all together and then select them, maybe
I can do it that way. So I'm going to press Control
J, join them all together, and now let's try sculpting, and now you can see that
I can draw on each one. So probably going to
do it that way that will make it a little
bit easier for us. Now, let's bring in our brushes. Now, to bring in your brushes, what you want to
do is you want to come over to this one here, which says, draw, That's the one we're going to use bases
to bring the brushes in. And what you want to do is
you want to come over here to where this little spanner
is and screwdriver, click on that and you'll see this is where
your brushes are. Now, you'll see that I've
already brought my brushes in. Well, to bring your brushes in, all you need to do is
you need to go to file. You're going to go to
Append basically you want your brushes to be in
a blend file already. So because that then makes
it much much easier. So once you've
actually got them in a blend file or you've
created them in a blend file, they're very easy to bring in. Now, what we're going to do
is we're first of all going to find our blend file
with our brushes. Within your download pack, you're going to have one
that says rock brushes. If you double click that,
you'll see we've got a preview, and we've got one which
is actually a blend file. We want to click on
this blend file. And what we want to do then, you can see we've
got all of these, which are actually
inside that blend file. We want to click on the
one that says brushes, and now you'll see we've got
all of these brushes here. They see all of these brushes
are the cliff brushes. If I shift select this one, shift, select the N one, and then append that then we'll bring in all of my
brushes which are here. Now come over to the
side. Click on this. I'll take a little bit
of time to load up. But then you'll see once they've loaded up, you're going
to have all of these. Now, I'm not going to use a lot of these different brushes. All I'm going to do
is just pick one, see what it looks like
and use that for my clip. You can see here this is what my clip is
going to look like. You can see how easy it is to do and how good it's
actually going to look. Now, I would say that
for me, at least, I need to go back
and probably bring in one more actual subdivision. And the reason is because
you can see it's a bit blurry at the moment, and
I really don't want that. So I'm going to do is I'm
going to go to modeling. I'm going to come in and
I'm going to press tab. Grab them, press control, they all transforms, click the origin geometry,
add modify it. This time, I will bring
in a subdivision surface. Bring in a subdivision surface. It will take a little
bit of time because obviously we're dealing with
a lot of points on here. Now, if your computer
is a little bit slower or something, as I say, make sure you've saved out
your file for the first thing, and let's just have a look
how many actual polygons. You can see here
that we've got 100, I think, if I press tab, or if I actually apply that, let's apply that and then we'll see exactly
how many polygons. It's probably going to
be in the millions. And this is why you have to be very careful of using this. This is another
reason why also I use a multi resolution because actually it does it on the fly. Now you can see at
the moment, we've got 876,000 polygons now, which is a lot of
polygons to work with. If you do have problems, use the multi resolution instead of the
subdivision. All right. So now we're going to
do is we're going to go back to sculpting now, and now I'm going
to bring it out, as you can see, it
looks a to better. Now you can see I
can really start to actually get my cliff walls
to actually come out. I'm going to just
press controls head. I'm going to grab
a different one, so I'm going to grab
something like this. And grab the bottom of there just to make them look
a little bit different. Now, the goal here is to
go over every single part of the actual clip wall because then you'll
actually have a really, really nice mesh to actually wit with, when you bring it in. All I'm going to do
is I'm going to pick a different one and go over and just make them
really, really nice. I don't want to actually
want that one a few times. I want to mix it up a little
bit, something like that. Something like that
is really nice. Maybe even going to
do underneath just in case I want to turn
it around as well. You can see now, that is looking really nice as a
actual cliff in our dungeon. All right, so let's move
on to the next one now. Again, if you go too big,
it's not going to look right. I'm actually bringing
in this part, you can see it's messing
around with that one as well, so just be careful of that. There we go. There we go. I'm going to make the
blocks parts first and then I'll bring it out
with the other one, smooth that off a little bit, and then let's come in
and let's try this one. Not try this one yet. That one's pretty nice as well. Really really nice brushes
these, by the way. Let's come in on
this one. We just want it to look very
different from the other one. Now the thing is,
remember, the lines aren't going to be like this.
That's not realistic. They're going to be
down because cliffs are formed obviously
from erosion. So just take that
into account and don't do anything too crazy. Now, let's bring in this one to even that
out a little bit like so And I think we're pretty much near enough
done on that one. Yeah. I think I'll smooth
that off a little bit and then bring it out and then it looks very different
from that one. All right. So now let's come
in and do our final one. I'm going to grab
this one. So Okay. That's probably too much there. I'm going to actually
fill this in. I want to just fill it in. Smooth it off a little bit, and then go back to my brushes and now let's bring it out. There you go it looks.
Tomball like that. All right. Let's bring this one
out, Smoove it off. We'll do the same on the
back then, Smoove it off, and then smooth this be off
a brush, grab this one. There we go. I'm not going
to use that one actually. I'll grab a different one.
They look too similar again, so let's grab a different one. That's looking different. Basically, we want them to look different all the way over them. Be careful of that,
you can see we're gaining a lot of
stretching on there, which we want to
be careful about. If you are getting stretching, you can also use the
one that's inflate. That will then help inflate
that area rather than just putting extra mesh
on there because that sometimes doesn't wear
it back to our brushes. Let's not that one. Let's grab this one. So I'm not actually going
to rematch that. I'm going to actually leave
that and I think pretty much pretty much I'm
done except that bit. That's looking a
little bit too smooth. Yeah, so. All right, that's looking really good. Okay, now we've done that. What we want to do now
is go back to modeling. And we know that
these are really, really dense measure
at the moment. So what we really want to do is bring down this mesh
because obviously, we can't work with this
amount of measures, this amount of polygons.
So let's bring them down. What I'm going to do is I'm
going to go to add modifier. I'm going to come to decimate. And when I open up the
decimate, you can see here, it's 350,000 polygons, and
that's not something we want. Let's bring it down to not 0.1, something like that,
and then you'll see you lose a fair bit of detail. But what you will see is that you don't lose as much
as you think you would. Basically, now we can
actually smooth this off. Let's cop to smooth.
It's going to take a little bit of time and there we go. Now,
let's apply that. Control A, I'll take a little bit of time
and now we've got it down to 65,000 polygons, and now you can see that
they're actually usable. Now, let's split all of
these off, grab them all. Come to mesh, separate by
loose parts, and there we go. And finally, now let's press control A, all
transforms rightly. Origin to geometry. And now I'm going to
do is I'm going to actually bring in well, I'm going to actually
unwrap them first. I'll press A, Smart project. Next one, A. Then
finally, the last one, exactly the same And then what we'll do with this one is we'll bring in the material, which will be the stone, stone, where is it? I think it's rock
wall. There we go. And then let's bring in the
rock wall on the second one. So we just basically
grab this one, this one, this one,
press Control L, and you're going
to bring in copy, where is it link
materials. All right. There we go. Now,
let's check those out. In our rendered
view, you can see, they look really, really
nice and they really, really go and look as
though this actual rock has been taken out of
this clip basically. All right. I'm just going
to have a look at mind what actually create
because I think these actually look better
than those ones. Yeah, I think actually I've done a better job on these ones, so I'm happy with
that. All right. So now we need to do is just need to go in and
call this clip one. And you can see they've
got my caps on Let's turn that off. Let's
press control. Control C, er, let's go
to the next one clip two. Okay. And then cliff three. Now let's grab all of these. Let's drop them in
our parts done. Also, I need to open that up
because I need to grab them all and I need to right click
and mark them as assets. Now I can close that back up. Now, let's put the cliffs
over near the back. I'm also going to put
this on material. I'm going to grab one
of these press B, and then I'm going to
move these four jaws make them a little
bit more t together. Like so. All right. There are those done. Now,
I'm really happy with those. All I need to do now is actually think about
creating our next part. Let's go to our
references and we're going to bring in a new
reference, let's open it up. Pretty much, you can see
we've got the cliffs, the doors, all the floors
done, the pillars done. All of the sewer pipes
done, the walls done. The one thing, so
we've got basically this one left and this one left. I'm just going to go down them, large stairs, small stairs. And I think that's it. Four parts left to do. The ones, I think we
should start doing next is going to be the actual stairs because that then is a little
bit different. I'll make it easy for us then to actually create the stairs, which are these ones
here, the rounded stairs. So I think what we'll do is
we'll create the stairs, go back to the arches and then finally
the rounded stairs, and then finally onto
the hardest part, which is going to be
the actual flames. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
32. Creating our First Stairs: Welcome back to
everyone to blend the three to real engine five dng modular
kit bash and lift it actually on which actual
reference so we choose. I'm glad to tune into fine now. Which one we'll do
is the actual stairs or double click that and
there is our stairs. All right. The thing is
about the stairs is, we need to make them
tall enough, basically. So they have to account
for the fact that they're going to
start the bomb and they need to go up
to the next floor. That's basically what
we're trying to do. I can actually use one
of these to actually get a good gauge of the actual height
because you can see that this is on
the ground plane, and this is where they're
going to go up to, bearing in mind that
you're probably going to have some floor on here. So you're better off with
the last actual step, slightly over hanging
a little bit. So just to take
that into account. Now, how long you make them
is really up to you, but, of course, you don't
want them too long, you want them to look realistic. And the other thing that
you have to think about is when you're taking these
intonal engine five, we're going to actually
use a collision because the guy needs to
actually walk up the stairs. So there needs to be a
collision going up here, so you really don't
want it really, really too steep or
anything like that, and you don't want
it too shallow either where the stairs
are going to be really, really long and really
hard to wait with. So got to balance all that out. Now, what we're going to do
is we're going to grab this. We're going to press Shift
A, cursors selected. I'm going to bring in
a que bring in a que. I'm going to make my cube
smaller, so bring it down. And then what I'm going to
do is I'm going to press S and Z and I want
to bring it down, first of all, to check out
the size of the stairs. Basically, I want to
get this to be level with this actual ground plane here, which is this red line. And then I also
want to make sure that the stairs
aren't too massive. I need to bring it
in, as you can see, I need to make it smaller
because at the moment, you can see that these
are pretty high stairs. I mean, this guy is going
to be doing a workout every single time he walks up the stairs, and we
really don't want that. So SD, let's bring it down, and let's again balance it with our ground plane,
let's bring it down. And now you can see
they look a lot more even and easy to use. So if I press SD now, I'm going to bring
it down a little bit more like so, and there we go. Now, the next thing we need
to work out is how wide? Now, there's a reason that
we make them the whip we do. We want to be able to
when we bring this into a real engine that the
guy can walk down them. If they're too thin, then it'll mean that I
won't be able to walk down them because the walls will actually stop going
in between them. So we need to make them wide up. So if we press SNX, we can make them slightly wide them what you
think stairs would, and then you're going to
have no problems with the collisions or anything
like that. All right. The next thing we want to do now is actually create these stairs, so they look correct. So in other words, let's
pull them out a little bit. So. Let's take cop
proportional editing. Then what we want to do is I
want to take the top part. I want to press shift D, and I want to keep that part there. Then on the bottom
part, I want to press control and
I want to bring in a few edge loops
because I want to turn these basically
into blocks. So while I've brought
those edge loops in, I'm going to right
click, mark seam. And then what I'm
going to do is I'm you're going to get
rid of the backs of these delete bases. And
now I'm going to do this. I'm going to split
these off. So every other one to split them off. You're going to press y, g, split them off, like so. And then what you want
to do is you want to split this off now away
from everything else. And the reason for that
because we're going to actually level these out
independent of this one. Let's press P selection. So grab the bottom parts again. And now I want to do is fill in the faces and
bring them together. So if I press S and X, you'll see I can
bring them together. If they don't come together, just make sure you're
on individual origins. And then what you
want to do is mesh, clean up, calm down
and fill holes. And now you'll see we've got
an edge on each of these. And now I want to
do is press control A all transforms right click. Set origin geometry,
bring in your spanner, bring in bevel,
bring it down and probably bring it up
just one like so. Now what we can do
is we can bring these closer together again with SN so they are basically going to be the
start of our actual steps. Now what we want to do is we
want to actually apply that. And then what I
want to do is now create these actual steps. Now the thing is about
stairs, they want to overhang these
parts a little bit. What I'm going to do
is I'm going to go in, grab my edge select, bring it down, and then grab each of these sides
and bring them out. Now probably not going to
be able to bring them out, as you can see, because I
need to be on medium point. Now I can bring them
out like so. All right. So now we want to do is make
some actual steps on here. So if I press control, two, left click, right click, right plate, mark sin. Grab the center one, y, and that then is split the map. A, make sure you're on
individual origins again. S and X, bring them together, and then, bring
them up, like so. A to grow everything
and then just sit them on top of those
stone slabs like so. Finally, bring them
closer together now, so SN X, and then we can
bring in a modifier. Control A transforms, right click the origin
geometry, add modifier, bring in a bevel, bring it down, bring it up one, and
let's also put it onto. Object motor, we can really see what stairs
are looking like. You can see already they
look really, really nice. Now, let's join everything
together, so control A. Join them with the
blocks, Control J. And then control all transforms, right click origins,
geometry, and there we go. There are our stone steps. Now, mind me asking they're not really adjoined to
the wall or anything. That's because we just need to come in now and use an array. So I'm going to
put this on zero. And then what I'm going to do is I'm going to lift them up. Normally, if you
lift them up to one, they will sit right
on top of them. Then what you can do is
you can pull them back now using the shift born. Normally, if you pull
them back to one, they will be right up there, but I want to pull them back so they're actually
slightly over there, so they actually look as though they're actually all
joined together. And now you've done that. What you can do is you can
bring them all the way up. So if I bring them
going all the way up. Like so now we can
see we can actually get them to the top
of our actual wall. Bearing in mind, as I said, that the tops off here, they need to be level with it. In other words, if I remove
one and then pull this back, you can see now they
needs to go up very, very slightly, so
it matches with the actual wall that we're
going to put on there. Basically, how do we do that? Well, we could lift it up with these d. If I lift this up, you can see we can
do it that way. And then that will lift it up so our floor will come along
here at the top of this wall. But the problem you've got
there is then you're going to actually end up with a
little gap down here, which is not actually ideal. We're going to actually
put that back. I'm going to press controls. Instead of doing that, what we can actually do is
we can actually come in and actually make these actual steps just
a tiny bit bigger. If I press A and
grab everything, and then what I'll
do is I press S and, I can actually pull
them out look and make them fit the top of here. Now, I want to pull
them up a little bit more than that as
well, because remember, the actual floor
needs to go over the top and these stairs need to sit either right on the top or right on the edge
of the actual wall. It's completely up to
you how you do it. I tend though to put
them up a little bit higher and then put my
floor underneath those. Fire process, my floor then
should fit right up to here, and that's basically
what I'm looking for. So you can see these are our
actual steps now. All right. I'm really happy with that. Okay. Now, the other
thing I want to do is I want to make sure that I do have some steps for my
actual support. In other words, I
need some steps that are a meter high as well. Let's come in and I'm
going to bring this down and just make sure that
they actually fit as well. So first of all, I'm just
going to pull this back, see where this top step. You can see here actually they are fitting
really, really nice. You can see If I put that there, my floor will go there
and then these steps will come up to here,
they're really cool. What I can do now.
Now I've got them in place is I can just
move that other the way. I'm just checking now
to make sure that I'm happy with the
actual size of them. So how far they are,
and I think I am. The one thing I'm not happy with though is how wide they are. I'm going to pull them closer
together with S and X. Pull them a little bit closer
together because they seem a little bit too wide,
like something like that. Bear in mind that you want to do this before you've
actually applied to modify it because then
it's going to make it much easier in the future to actually do everything
you want to do. All right, then I'm
happy with that. Now, next of all
what I want to do is apply my modifier, so control. Then what I want
to do now is work out how I create this stone that's going
to go underneath them. I'm just going to move
that out of the way, and what I'm going to come
into the bottom one first. This one and one up,
so this one here. I'm going to press Shift
S because it's selected. And then what I want to do is now I want to bring in a cube. So I want to press shift A, bring in a cube. I want to make this cube
a little bit smaller. So a little bit smaller like so. I'm going to press
one. Sorry, three, because this needs to
be quite accurate. So what I'm going to do because it needs to be so accurate. I'm actually going to grab
my stairs and my cube. I'm going to press sift H to hide everything
else out of the way. And then I press
three, now I can really actually see what
I'm actually doing. So what I'm going to do
is I'm going to pull this cube back a little bit, like so, and then I'm going to make it the
right width now. So S and y, sorry, S and X, pull it out. And you want it to be probably just a little bit before
this lip on here. That's basically
what I'm going for. Then what I'm going to
do now is I'm going to pull it out all the way
to the edge of here. If I grab this, you can see also it's sticking out the top and
I really don't want that, so I want it coming down two below there,
something like that. Then what I want to do is
I'm actually thinking, do I want it basically
to come here so you can see round here
so that it goes up. What I'm going to do now
is going to press three, and I'm going to basically pull it all the way out to here. To where this one is, so you can see it's roundabout there. Then what I want to do now is I want to actually put
in an edge loop. Control, left click,
bring it over to here. Then what I want to do
now is bring this up. So it's going to be a
little bit tedious, but we're going to bring it
up now to just under here, and then another edge loop
control Let's go back. Let's bring it over to
there, grab the top of it. So then, you're extruding
it up. Same thing. Control, left click, drag it
over to the edge of here. Three, on your number
pad to grab the top, pull it up, like so, control law, left click. Drag it over three
again to grab the top, and then you're
just going to keep repeating this process. And the reason we're doing this for is because we're actually going to bring in that stone
wall on our actual steps. So we're actually
just trying to get the actual shape we're going to need for that actual stone wall, and that's why we're
doing this way, because it's actually the
easiest way to do it. You could try rain it
and things like that. But, trust me, I've tried
this a few times now, and I think that this is the quickest way
to actually do it. Control law, bring it
over, and then three. Click the top and
then, bring it up. Control and just keep
working your way along, just keep pressing three, extrude, bringing
in an edge loop, try and get relatively close and then control, bring it over, and then three and then and then I think
two or three more. Don't worry about being
absolutely perfect. It doesn't need to be, then
we can pull it up and then control and then three. Grab the top and then
and then we're on the last one, so control. Left click, right click and
then three and then extrude it all into place like so. All right. There we go. There we've got our
ex stone stairs. There we've got the
makings of this part. Now we need to do is
on the next lesson. If a presage, we need to get some stone steps
that are actually going to fit this part as well. And then we should be able
to bring in our stone. All right, you want, so
I hope you enjoyed that. I hope you enjoyed the course, and I'll see on the next
one. Thanks a lot. Bye bye.
33. Finishing our Straight Stairs: Welcome back everyone to blend
the three to real engine five dungeon modular kit bash and this is where we
left off. All right. Now, let's first of all, before we do anything, let's
get these stairs right. So where are they
going to come up to. If I bring this and
put this into place, you can see that it's going
to be the stairs here. So what I'm going to do
is I'm going to come to my stairs and I'm going
to grab all of these. I'm going to go in with edge just making sure
I grab them all. Just this one here. Then
I'm going to press seven to go. To go over the top. I want to press the
head, wire frame, D. Then I'm actually
going to go into face selector thing
and I'm going to grab all of them
going down there. Control plus to make
sure I've got them all, shift and then pull it over, and there we go. That's that one. Now what we need though is these parts here. Let's come in and also
grab those parts. These parts should be
easier to grab those, so we'll come in to this part. We're looking at
these ones here. If I come in with shift click, shift click in all the
way along like so, and then we'll do it
now is press shift D, bring it over, and
there we go. All right. There we go. We can see
we've got those as well. Now we need to do is we
need to fill in this back, so I'm going to fill it
in by shifting click. What I'm going to do is
just minus these off. Like so, right click, and I'm going to actually
bridge edge loops like so. Now, let's think about filling the faces before
we go any further. So if I hide this
out of the way, we can see on this one here, especially, I've got
a load of gaps and even gaps here,
let's fill those in. If I grab this one, F, just work your way down, fill in the faces, making sure it's right
before we carry on. F and F and finally, the bottom one. F. Like so. All right. So that's looking pretty good. Now all I want is
to press al tag, get my stairs back in, make sure they actually fit into
place, which they do. And now what you can do is you can bring in your actual rock. So if I grab, you can actually do them both
at the same time, probably. Let's press control or transforms, plates
origin geometry. And now I'm going to do is
I'm going to grab these, select my actual cube
press control L, and we're going to link
actual copy modifiers. Let it load up. It's a bit of work to actually
load this one up because it's got a few steps
in it, so let it load up. And remember that we have
subdivided this six times, we might have to actually take the subdivision down
for these actual steps. You can see here that
if I zoom into it, Now, we do have some actual
problems with it, and you're going to
actually have this. So first of all, I'm going to
take down the subdivisions, so it makes it a
little bit easier to work with on this one. So you can see that I I took down both
subdivisions though. No, not, so I think
that's done six. Yes, it is. Let's
move to this one now. Let's press the dot
one. And what I'm going to do is I'm going to
take it down another one. So let's take it down one more. Now what I can do is
I can actually work with this by
bringing these down. So if I come in, grab them, press SN and bring them down, so pull it down. Back to where they need to be, and then press tab,
and now you can see, we're actually
getting somewhere. They actually look like the
stone in the actual floor. Now what we need to
do is we need to actually apply this because
it's going to make it much, much easier for us to wait with. So if I come over and I instead of applying
them one by one, come to object, come
down to convert, click on mesh, and there we go. Now we've applied it. Now it's
much easier to wait with. Now we can come in
proportional editing G, and then we can just
start pulling these back now just to make
them nice and neat. So one bit of time. You can see now just
how easy that is to do. You're going to see those steps
really starting to appear now we've spent a
lot of actually creating them when we actually didn't do a
lot of work at all. So you can see here that
we're going to have to pull some of these
up a little bit. So just pull it down, pull it up, just
work way around. Remember this bottom step is
going to be in the floor, so don't worry too
much about that one. Just work your way
round, just making sure that they
actually look nice. Don't worry about little parts that creeping out like that. We can go over those ones
who've actually gome in place. All right. So that's
the little steps done. So Jo going to pull these back, J tiny bit. Like so. Just get those in
and there we go. Okay. I think I'm really,
really happy with those. It looks as though the
steps have been kind of placed on top of these rocks
or built into the rocks, and that's exactly
look we're going for. Just going to fiddle around
with them a little bit more getting them to the way
I want them. Like so. Okay. I think near
enough, that side. Let's bring these
out a little bit. G. You can see I'm turning my angle just
to get them in place. Like so. Now, let's come to this one. This one is a little bit harder. I'm thinking that I'll
probably start on here. I'm going to make
this a little bit bigger probably just
to pull them back. Then we'll go in and do some smaller refining
once we've done this. If we need to, we'll see. G G. And I think that pretty much
the other ones are done. Now let's do some
smaller refining. So we'll bring it
in a little bit. G L I can see that this one's probably
stuck out a little bit. So I'm going to do even smaller
refining as you can see, can bring those in L then I'm Jo Work my
way along. Like so. All right to the bottom. You can see if you're
following along like this, then you'll see that it's
actually really easy to actually create these steps in the long run. All right. I'm just looking now
what I've actually got, and I think I'm done. What I'm going to
do is I'm going to delete this out of the
way. I don't need that. Then what I'm going to do
is I'm probably going to come over and join
these together. So first of all, I want
to split these off so L and split them off from these ones here,
so T selection. And now what I can do is I
can join these and these, so. In fact, before I join them, I'm just thinking that the actual steps are a
different material. So I'm probably better
off not join them quiet. So what I'll do is, I'll just
grab all of these first. I'm going to press
712 of the top. Z going to wireframe B, just grab all of these P
selection, split them off. Z again it is going solid, and now I should be able to give them some actual materials. Let's come in and we'll give
it the block. Where is it? The small stone slab? Nos not that one,
which one is it? This one here, large brick wall. Let's just grab both of these. Press control, and then just
link the materials like. That's an easy way of doing it. Let's load material panel. Let's now grab all of these. You can see I've
grabbed that one there. I don't really want to do
that, so just these ones. A, Smart UV project, click Okay, and there
we go. All right. Just make sure they look
good, and I think they do. Now finally, let's come in and actually give these
some materials as well. I'm going to grab everything.
Smart UV project. Okay. Let's do the
save on this one then. A, Smart UV project. Now what I'll do is tab,
grab both of these, grab this wall, control L link materials.
And there you go. Simple as that, you can see
how easy that was to do now. And you can see also how
nice they actually look. Very demand that
most of the time, part of this will be
actually in the wall, so you'll only actually
have this part showing. All right. So let's
move these out the way now. So this here. And then what I'll do is
I'll join this with this, press Control J, and then join this with this,
press Control J. Grab them both now, Control A, all transforms, right,
clicks origins, geometry. And now what I'll do is
we'll come and name them. So Large stairs, Okay. And you can see that I messed up because I've got
my cap stock on so large stairs and
then small stairs. So small stairs. All right. Now we need to do is need to
grab both of these again. I'm going to right
click, Mark as asset, and then let's drop those into our parts
done. There we go. Now, let's move them over
to where we need them, which would be probably round about there.
Double tap the A. Now, actually, let's take
a look at our layout because if I open
layout our assets, if I open our assets now, you can see that just
how many assets you've got ready to help you
create your dungeon. Of course, we can use this
to just drop parts in and you'll see that because
we put them where we did, that they mainly come in near
enough on the actual floor. That's actually really good because it's going
to help us when we actually come in and
create our dungeon. As you can see, we can bring
them in like this like this. Let's bring in a pillow, so we can bring in a
pillar right there. We can shift D. You can just see how quickly and easily
it's going to be to actually create these walls and pillars and things
like that. All right. Let's actually spin
that round though. I just want to see what that actual pillar is
going to look like. I think actually that pillar
is a little bit too thin. Let me just have a
look at my pillows. So we can see here. Oh,
that's the small stone. Well, that's why I'm using that. I need to find my pillar, which is this one
here. I'm thinking. That's a little bit too thin. So if I press one and
just bring in my pillar. Let's put it in, and let's
put it next to it now, and you should be able
to see it looks really, really nice as you can see. Alright. So let's now
get rid of all these. Now, we've seen that and messed around and enjoyed
that a little bit. Let's delete them.
Let's save that file. And now on the next one, we're down to the
last three parts. So I'll think on the
next one we'll start with our actual door arches. All, everyone, so hope you enjoyed that, and I'll
see you on the next one. Thanks a lot. Bye bye. M.
34. Working with Boolean Modifier: Okay. Welcome back everyone to Blenatnal engine five
dungeon modular kit bash and this is where we left off. Now, I think the next
one we should do is actually put the boons in the actual wall so
that then will give us something to actually
place our archers whip. If we come first and change our reference,
if we come down, click on this ptern and
let's change it to, we have one here.
This is wall doorway. So if we click on that, then we can bring in
our wall doorways. Now, you will
notice that most of these are probably going
to be easy to make. The ones that are difficult are going to be these
actual walls here. Where it's actually probably a better idea to make
actual new ones. So first of all, though,
what I want to check, we can see that if we bring
in our door for instance, so let's bring it over
here, for instance, and put it against
this two meter one. You can see you're probably not going to have enough room to actually make an archway on there and still have some wall. So it's probably not a
good idea to use that one. So what we'll do first is,
we'll just put that back. And then what we'll
do is we'll grab 23. So I'm going to grab
this one and this one. I'm going to press shift
D and bring them over because I actually
want to create new piece of mesh, of course. Let's pull that
over there. And I think we'll do these ones first because these ones are going to be much easier than
this actual wall. So let's pull them over here. And then what I'll do is I'll
also grab one of my doors. In fact, I'll grab
the round door and square door because
then I can make them both. Okay. Seem as I've
got them both. So let's bring them over.
Let's bring this one here. Now, what I want
to do is I want to make a doorway and an arch. So I've got to take
both into account. So when I make my
actual if I press one, when I make my actual arch or the boolean that's
going to go over here. I need to make sure that it's
enough that first of all, my dogs going to fit in there, there's going to be
a hole in there, but also so that
this actual arch, which goes around here will
have enough room as well. So we just need to take
those into account. So first of all,
what I'm going to do is I'm going to come
to my actual door. I'm going to actually
grab the center of it. So let's say here,
something like that. Shift S goes to
the selected tab, and now let's bring in
an actual cylinder. I'm going to bring
in a cylinder. I'm going to put my cylinder
on something like 20 because I want a few actual edges
to actually work with. And then what I'm going to do
is going to spin it around. So y 90, 90, let's
spin it around. And then what I need to do
is I need to get rid of everything below
the halfway point as we do when we
actually create a door. Let's create a select
the first one. Press the dot, come
around the back. Press delete and faces. And now let's work on the
actual pass the wave point, which will be this one here. So we can see this
one and this one. Delete both of
those, delete faces, then press L and delete
vertices. All right. Now, it doesn't matter
how long it is. That's not what's important. What matters is where
it's actually placed. You can see at the moment, it's probably a little bit too big. If I bring this down without proportional editing,
bring it down. I'm probably going to
want it around there, which means that
there's a big gap for actual door to go in, but there's still enough room for an actual pillar and
things like that to go. What I'm going to do is, first
of all, I'm going to press S and X and bring it in. Just to try and get the same even kind of distance
going all the way around. And then finally, what I'm going to do is, I'm going
to bring this down. So I'm going to grab
both of these edges, and then going to press E
and Z and pull it down. You can pull it down
as far as you want. It doesn't really matter. It needs to make a complete
hole through the wall anyway. So something like that, then press the F button,
and there we go. This is our actual polian now. We just need to fill it in. So if I come in now, grab
the edges around here, press alter, fill that
one in. Same on this one. Alter, fill it in, like so. All right. So now what we need
to do is we need to actually put this in the
center of our walls. If I press one now, you can see what that's
actually going to look like. And you can also see I'm just making sure that
my doors on there, that we've got a
bit of room now, and the archway is probably as going to poke over
the top of there, which is absolutely
fine. All right. So let's create this one first. So the first thing
though I want to do is I want to grab
this and I want to make sure that it's
the same height as this door once
it's in the center. So if I press shift
cursor selected, then grab my Boolean
press shift S, cursor to selection curse keep
offset and then press one, and I want to make sure
now that my door is at the same height
because you can see my doors right at
the bottom of here. Yet Mbolean is not. So if I bring this door forward, and then bring it more in the center it doesn't have to be exact or anything like that. Something like that. And then
what I can do is now bring Mbolian up and have a good
idea where it should go. So you can see that that Mabolian will be absolutely
fine going around here. Now, here's the time to make any last adjustments
if you need to. So make sure you do that, and then I'm going
to move up my door. Over here now. All right. So now it's time to
actually cut this away. So if we grab our wall, if we come over to our little
spanner, add modifier, and let's come to Boolean
and leave it on difference, and then all you want to
do is grab your pipette, grab your boolean, and most
of the time go like that. Just put it on fast and
then that we fix that. And there you go. That's
actual boolean done. And now you can do
this press control, and now you'll see
it's actually done. All right. So now
we've done one, let's move to the other then and see if we can get this
one done as well. So first of all, grab
my wall, Shift S, curse to selected,
then grab my boolean, Shift S and selections cursor. Press one, and let's
put it into place again so I'm going to pull it up into place, something like that. That looks absolutely fine. And then, again, the same procedure is
what we did before. Boolean. And the reason I'm not saying my transformations and orientations is
because we know these have already been
reset ages ago. So now let's click on our
Boolean. Same problem. Let's go to fast,
and there we go. Let's press control
A, and here we go. So if I pull this away now, you'll see that we
have our actual wall. Now, we don't need
to worry actually about this part here
because that is going to be actually sorted out by our actual archway, but
it's going to go in there. Another reason why
we're actually going to keep this actual Polian as well, is because we can
make our archway from it, exactly the right size. Now, the most difficult one, so we can see here,
that we do have one, but we do have a
problem in that. They don't have an
actual modifier on them. So we can see that we've got all of these and they don't
have any modifiers. The best thing to do in this situation is just
create a new one. What I'm going to do is
I'm going to grab all of these walls and
going to delete them because I don't need
them right now. Then what I'm going to
do is grab this one, which is a three
meter one, press shift D. I'm going
to pull it out. Pull it along, then what I'm going to do
now is make a new wall. I'm going to basically
copy again, the cube. I'm going to grab my
cube, press control, and then we're going to link copy modifiers, and there we go. All right. Now you can see we
do have a problem in that. It's a little bit too thin. Let's come in and pull it out first of all, for bring it in, pull it out to this
thickness that looks like, and that's looking much
better as you can see. Now, the archway on
here is going to be still relatively thicker
habit like that. So what I'm going
to do is, I'm just going to make sure I've
got the right size, so I'm going to grab
this wall here, shift, bring it over. I'm
going to press seven. And what I'm going
to do is I'm just going to check the width of my actual wall because I do want it to be round
about the same width. You can see, it's a little
bit tiny bit, too big. So let's come in and make
it a little bit smaller, so I'm going to grab this
one and I'll pull it back. J a tiny bit like so. Let's have a look at the front
and the front looks fine. It's just the back, I think is still a little bit
too far forward. Let's pull it back a tiny bit. And maybe maybe maybe
maybe, that should be fine. I think that's going to be okay. All right, so I'm
happy with that. Let's press shift right click smooth and let's
bring in or to smooth, just to move it off properly. Okay. Now what we want to do is we actually
want to boli in this. So first of all, I'm
going to press shift Sura selected grab shift
and selections Cursor, like we did before,
bring my door forward so we can measure
it up, press one. I get my door more in the middle and then
bring it up into place. Something like that
as you can see. Now, why I've done it when
I've got my modifiers on is because of the fact
once I cut this out, I want to have my actual brick actually go around this
and still be there. Because if not, it will
just literally cut it away and it doesn't look as good as if you do when you've
got your modifier on. Let's now bring in a
modifier. Add modifier. Let's in fact, put it onto j so we can really see
what we're doing here. Let's also press
control all transforms, right click Set
origin to geometry. That then's going to make it
better look better anyway. Add modify it, and
what we're going to do is going to
do close that up, bring in a modifier, and
it's going to be a boolean. And the first thing
I'm going to do is move my boolean right up to the top because I
don't want it to come in after all these things. I want it to come in
before, so I'm going to move it right to
the top like so. And then I'm going to do is
click on my actual cylinder. And there we go. Now, you
can see it's cut around. Albeit, we do have
some problems. And this time, even if
you click on a fast, you will notice that it's not actually going
to fix the problems. You can see we still
have those problems. But luckily for us, we
can actually fix that. So the way we're going to fix it is first of all, we're
going to come in, press control a and you
can see there you go. Now what we're going to do
is just move this out of the way and now we can move
the door out of the way, and now we can actually go in and see what the problem is. The problem, as you'll see, is the mesh is not
done properly. All we need to do now
is come in with face select and you need
to grab this face. If I come in and grab, if you'll let me, let's see
if I can actually grab this. Yes, I can. What I want to do
is I want to grab this one. And this one, hide
them out of the way. And then hopefully, yes, it should, so it is that
one as you can see. So what I need to do is I
need to delete these faces. So delete and faces should
leave me just that. And then all I need to
do now is fill this in. Now, the problem with
filling this in is, if I fill it with Altep, you'll see that it looks
kind of a real mess here. There's a lot of, you know, kind of points going
into one point here. So basically, these edges
are going into one verte. And I don't really want that because one of the things
you should know about modeling is you don't want to many edges going
converging on one vertice. Normally, the maximum
should be three. So let's try and sort that out. So before we do that, let's actually bring in
some edge loops so Control bring in some edge loops like five,
something like that. Left click, right click. And now let's do
the same on here. So Control. Five, left
click, right click. And what that's going to do
is then enable us so control. Five left clip right clip, and now you'll see exactly
what it's going to do. So shift click Alt fill it in, and there you go.
Much much prettier. All right. Let's do
the same on this side. So TFFill them in, press tab, and hopefully, let it load up. Hey, press stop. There we go. A
beautiful arch with the actual stoneware coming through exactly what
we actually wanted. All right, so that's
that arch done. Now what I can do is I can
actually come to object, go down to convert and convert
mesh, and let it load up. A lot of actual
modifiers to actually convert plus it's a
weed shape. All right. There we go. Now,
on the next one, what we'll do, then is
we'll actually name these. We'll actually bring in
some material on this one, and then we can actually
make a start on our arches. After that, actually,
we've not got a lot to do. We've still got our flames
and things like that, which is what I'm going
to leave to last. And we've also got
our staircase, that tall sloping staircase. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
35. Modeling the Modular Door Walls: Welcome back everyone to blend the three tonal engine five
dungeon modular kit bash, and this is where
we left it off. Now what we can do
is we can actually delete this actual wall.
I don't think we need it. I'm just going to make
sure that we've not grow over there,
which we haven't. And then what I can
do is I can put it all these other
three with them. And you can see at the moment,
I've not got my gizmo, so shifts space bar, bring
them in Gizmo, right, set origin to geometry, and I don't know actually
where my Gizmo is, and I think it's because I
have a animation playing. If you ever have that problem, it's basically just space
bar to stop the animation, and then you'll get the
gizmo back. All right. So now we've got
these. Let's actually check which ones need
actual materials on, and I think it'll only
be this wall here. So I can actually
come in, grab it all, Smart UV project, click Okay, and then I'll just assign it the same material
as the other ones. So let it wrap, and
then I can grab it. Grab my wall,
something like this, press control L, and let's
link materials like so. All right. There we go, and
they're looking pretty nice. Now what we need to do is you
can see, we need one more, which is this one here, which
I actually forgot to make. So let's bring in another three. So what I'll do is old press D, and this one will be
relatively simple. And we're only going
to make one of these. So let's bring it over. Let's bring the
square door over. And the reason we're making
it on this one, actually, is because the square
door is more than likely going to be in
the part of the dungeon, which is more or less the prison or something around there. And the reason it's
going to be there is obviously they're not
going to have an or door, except maybe this one
might be leading to there, and then this door
might be leading to the torture chamber
or something like that. All right. So let's grab this. Let's pressure Susser to
selected. Let's grab my door. We can't put it straight in
the middle, I don't think. So yeah, I think I'll place it somewhere in the
middle. So let's have a look. So somewhere like here. In fact, I'm just going to check and make sure that this door, yeah, we've already used it,
so I can actually come in. And what I'll do is instead. I'll grab the center of it, Shift S, Costa selected. And then what I'll do is I'll press control, all transforms, right click at
Origins three D cosa, and now I can come back
to my actual wall. Grab my wall, press
Shift S to grab it. And now what I can do is I
can move the door that shift, selection cursor, and now my door is going to be
right back in the center. Now all I need to
do is just drag it down into the center and then I know where
it's going to be. All right, something like that. Now, while I've got
my cursor that, I might as well bring in a cube, so if I bring in a cube, then what I'll do is I'll
bring my cube back first, so I can actually see
this sort of scale that it's going to be,
something like that. Press one. Now what I can
do is I can bring it all. First of all, bring
it in, S and X. Like so, and then come underneath it and
actually bring it down. So for grab, press
three, grab the bottom, press one, bring it down, pass there, like so. All right. So now we need to do
is we need to actually create this wall first before we actually cut it to a weight. So all I'm going
to do is, I'm just going to hide my
cube out the way. I'm going to grab
my actual wall now, I'm going to do the same
thing as what I did before. So I'm going to pull it
out very, very slightly. And the first thing
I'm going to do is attach it to this cube. So I I grab this cube,
I'm going to press control copy bodifis and now let's go in
because it's square, it's actually a little
bit easier to do, or it will be a little
bit easier to do. You can see that I need to
reset the transformations now. Control or transforms, clicks the origin to geometry.
And there we go. Now, let's press late
bring in our cube again, and now I'm going
to move my cubes. I'm going to pull
it out like so, and now I'm going to cut it
away from this actual dot. So if I grab my wall, I'm going to again come in, put my subdivision up, add modifier, Golian,
move it to the top. So, click on my cube then. You can sit really, really
fast to actually do this now. Click on fast. Let it update
and then apply Boolean. Control, apply the Boolean. Hopefully, we get rid of this, we should have I move
this out the way, something that we can
actually wear it. Again, it's going
to be a little bit of a mess as it always is. All you need to do is
the same thing again. Delete the faces, delete faces, and then you want
to join these up. Now the thing is
about these ones, they're not actually
going to cause a problem because we've not actually
got that roundness there, so we haven't got
all those edges, so it can simply come in hot
just to fill it in like so, and then the same on this side. Fill it in like so. Now when you press tab, you
should have a wall like that, which is really, really nice. Now, on this wall, there's
actually going to be some wood actually that goes around the sides
and things like that, so you can see it's going to
fit in there pretty nice. Now, you can also see that
I do have a problem where this actual rock is kind of
going in to the actual door, and I'm kind of not
happy with that. So I probably I am going to
have to bring these out. So if I press tab before
applying my actual modifies, I can actually come in then, press S x and pull
it out slightly. Now, if it's not going
to come out, obviously, you need to go in and
put it on medium point, SNX pull it out. Like, so, press the table and have another
look and just make sure that your door
can actually fit in there without actually
being too close to there. Again, with the top part,
you can see as well, I've got a problem there, and I really don't want it
to actually come there. Now, the top part might be
a little bit of an issue, so let's see if we can actually
pull it up a little bit. So Let's press tab, and there we go that now
should be absolutely fine. Now you can see there is some
stretch on here and might need to make this wall actually
a little tiny bit bigger. Let's pull it up a little
bit and there we go. All right. I think I'm going
to be happy with that. I'm going to put it
onto object mode right click shapes Move. Then let's put this onto tomo. There we go. That's
looking pretty nice. Now that's reset
all the transform. Control Reset transforms, right click Set
origin to geometry, and there we go, now you
can see it's looking. Really, really nice. Exactly
what we want. All right. So now let's bring in some actual material
for this one as well? Let's put it on material.
Let's apply as well, all of those actual modifiers. The other thing is, I've
got a little bit of stretching here
and might come in and just bring down
the subdivision just down to five,
something like that. I'm just having a look see if
that will actually fix it. It kind of has fixed it, so I might actually
leave it like that. I'm just going to check
if I bring in a material, which I can't actually do yet. I'm just checking if I
actually want to do that. Is it such a big deal? Is what I'm actually looking at? Um, I think what I'll
do is I'll apply this. I'm going to come
over to object, come down to convert,
apply the mesh, and then what I'll do
is now, I'll go in, so I can grab all of these with C. So as you see and this one. We'll do it on this and this and maybe on this one, as
well. We'll do it on that. And then all you need to do is you need to come to vertex, and you're going to come down
to it says smooth vertices. You're going to just
turn this up then, and you'll see it really starts to actually
smooth it off like so. Now we can actually get rid of some of those
issues that we had. Again, I'll do it on
this side as well, so I'm going to come in, see, grab it all on this one, and pretty much on this one, and then mesh vertex, sorry, and smooth vertices and you can also turn it
up with this as well, that'll actually smooth
it off a bit more. Press taboard and just
see what it looks like. I think I'm happy with
that now. All right. So now let's bring in the actual materials
we're going to need. So all I'm going to do
is I'm going to grab it a smart UV project, click Okay, and then I'm going to join it now
to the material here. So if I press control,
L link materials. And there we go. There is
our actual door all done. All right. So that's
looking good. So now all we need
to do is we need to bring this one over to here. Okay. And then we'll just move our door over here because we will need
the doors next, and they will be
for our orchards. What I need to do
now is name these. These are going to
be door entrances and we will name them so square, round and stone and
things like that. Let's come to the first
one, press dot and we'll call this one door entrance. And it'll be small brick round then I'm going to
press Control A, I'm going to press Well
I'll try that again. Control A, Control C,
enter There we go. Now let's grab this
one and press the dot, and I'm going to
double click it, press Control V, and this
one will be large brick. Larri it is round of.
Now this one here. I'll press dot to find it Control V and we'll
call this one rock. It will be square, not round. So rock and then not
to leave this and we'll call it square, like so. All right, let's
come to the next one. Then we'll click it. And again, we'll call
this one rock and round. So rock round and there we go. Now, let's find all of
these, so grab them all, press the dot button,
and I just want to make sure that they're actually, and I think they already are. I'm just going to put them
in or you can see some are. So let's put them in parts done. And then let's go to them, right click and marks assets. Finally, then, just make sure
that they're in our assets. So I'm actually going to move my assets all
the way over here. What I'm going to
do is right click, reorder and now my
asset is there, and I can already see them
actually in place here. So you can see we have a lot of assets in here. All right. So now let's go
back to modeling. Let's press tab and
let's move these over now to where I'm actually going
to be grabbing them from. So I'm going to put them, I think round there,
something like that. Okay, so they're pretty
much all of those done. Now, what I need to do now is I need
to create the archer, so I'll grab some of these on the next lesson and
bring them over. And we also go to file
save out my blend file, and I'll see you on the
next one. Thanks, veryon.
36. Outlining our Door Arches: Welcome back everyone
to blend the three to real engine five
dungeon modular kitbah and this is where
we're left off now. Let's bring these doors a
little bit closer together. Let's make sure that the
right height as well, and now what I want to do
is I basic want to change this reference for the
actual door archers. So if I click on our reference, let's come over and
do what I've done many times before
and just swap this over and find one that says do archers, which
is this one here. Again, you can see we've got many variations of
the door archers. None of these are
actually that complex, let's start with the
most simple one, which is just the wooden one. If I bring over, let's say, we'll bring over this one, and let's bring over
the large block one. We'll use both of these, that'll make it easier then for us. Or I'm actually thinking,
because the arches, they actually
probably need to go through probably better
off using these two because we have to make
sure that they go through the entire part of the
stone. So let's press site. Let's bring them
over. And then what we'll do is we'll make a
start on the wooden one. Now, with my wooden one
on the initial one, I actually made two
actual blocks of wood. So let's see if I
can actually do it. So what I'm going to do is
I'm going to put my door. Roughly where it's going to go. It should be near enough
that right height. I'm going to put it
into place then like so I'm going to build my actual
ward around this now. If I come in, press shift S, cura selected, shift
A, bring in a cube. Shift A, bring in a que. Let's make it smaller. Let's bring it into
place then and let's look at how big
this actual cube is. You can see here, if I put it that way, it's not
going to be big enough, and this is why
actually I doubled up with my actual wood. I'm going to make it really
large probably on the y, S and y bring it out
and you can see that would be a big block of
wood and then I can have two blocks of wood,
probably on top of it. Let's see if I can actually
get away with that. If I bring this down, below my actual do because it will
be actually in the floor. Then I press tab, and
what I'll do is I'll bring this up fence,
so let's bring it up. And then what I want is a
piece of wood or two pieces of wood that I'm going to sit on top of this piece of wood here. So as well, is it too
thick at the moment? I think it is, so I'm going
to bring it in a little bit. So something like that
looks absolutely fine. Can I bring it back anyway, so I can bring it back
a tiny bit that way. Can I bring it back this way? Maybe a tiny bit that way. I'm thinking, I'm thinking that should be absolutely fine. Maybe I do want to
split into two. Well, I looking in the ones who've got the top
on. All right. So let's press shift eight. Let's bring in another cube, and then I'll string this down. And then I'll bring it up to the top what'll do is then I'll make it
a little bit thinner. Something like that. I'll
pull it over to this side. Then what I'll do is I'll pull
it over onto here like so. Then let's grab it and
pull it over to this side. Like I said, on my initial one, I actually use this twice, so I'm going to
actually try that. So I'm going to grab it
with Li bring it over then and put it over here like so now you can see we've got a little bit of a gap in then. I think that's a bit
more realistic actually, I'm going to put it a
little bit further over. Then having one big massive
piece of ward like this. We're okay with the side
ones, but the top ones, I think would be more
realistic like that. All right. So now let's grab this piece press P
selection to split it off. And now we're going to do is press control all transforms, right click Origin 23d cursor, and now it's just
bring in a mirror just so it can mirror
on the other side. So I'm going to bring in a
mirror, and there you go, you can see Just how nice
that door actually looks. Now, bearing in mind, when you actually
bring in the door, you're going to move it forward. So this is going to be in the
back here, as you can see, because a door on something like this would only
open from a certain dle. In other words, once
I rotate this out, I need to make sure
it's pulled far enough that it's not going
to catch on anything. For instance, with
the actual rounds, this is more of an issue with square doors, it's a lot easier. So we just need to take that into account
when we do this. Now, let's come in and
apply it art mirror. Control A. Let's apply it. I'm just making sure
I'm happy with it. Control ply mirror, there we go. And now let's join
it all together with Control J. Control A now. Reset all it transforms, right, clicks origins geometry, and now finally
bring in a bevel, and let's bring the bevel
just up a tad like so. I'm just making sure
I'm happy with that. Yeah. I think I'm going to
actually be happy with that. You might want to put
a bend or something, or make it a little
bit different. But the thing is,
I think when it's something like this chunky. So this massive
chunky piece of wood, I really don't
think it's actually going to be bending that much. So yeah, I think that's absolutely fine,
actually. All right. So now let's come
over, press Control A, and then what I can do
now is I can again press control or transforms right,
clicks origins geometry. Let's shade it smooth, and
let's also put on auto smooth. And now I can go in with tab, press A to grab everything, and then Smart UV
project, click Okay. And now what we can do
is we can just actually attach that to hopefully
this one here. So I have a press Control
L link materials, and it would be the wrong one. But what we'll do is we'll
just go into our materials and just minus off this
one, and we should. Nope, that's the wrong pain. So I need to grab this one, minus off that, and then we
should be left with that. All right, so now all we
need to do is UV map, as we've done many times before, A 90 spin it round tab dot Zoom in and there is our
wooden archway. Well, not really an archway, but you'd get where
I mean. All right. So I'm happy with
that. I need to put this back on modeling because
that was the wrong one. So now we've done that one. Let's move on to the other one. And luckily for us,
what have we got? We've got our actual archway already actually built for us. So what I want to do now is
bring this to the center. So if I press S and Y,
I want to bring it in. I want to press seven to
12 at the top and just make sure that it's actually going to be
in the right place. Now you can see that I'm
a little bit out on here. What I'm going to
do instead is I'm going to grab my actual wall, Shift S cursor to selected, and then grab this one, Shift
S and selection to cursor, and that's going to put it
right in the center there. Now I want to do is I
want to bring it up and see where this
actually comes to. If I press one and I
press Z, wire frame. I can see that my archway
is going to be this big. Now, is that too big? Because remember,
it needs to come on the inside and it also
needs to go on the outside. In other words, it
needs to basically hide this part here. That's what we've actually
got our door for. Our door fits there and our archway needs
to come in there. Let's actually have a look at our door before we
actually continue. Go back to solid,
bringing your door. Pull your door over and
you can see that we've not got a lot of room to actually
work with on the inside. A very tiny amount is what we need to
actually work with here. Just take that into account. If I come in another words, I've got a very small amount. If I press S, bring it down. My arch realistically
needs to come from here, and I also need to pull it
out a little bit as well. You can see I need
to get going into there and coming out
from the side here. If I press S and X and just
pull it out a little bit, and you can see, now we're losing some
of that definition. So we don't want
to do it that way. What we want to do instead is come to each of these sides. So let's grab, we'll
do this one first. So now I can press S and X
and pull it out a little bit. And there we go, O archway
can start from then, you can see it will
fit pretty nicely. And I think actually that there is going to
look pretty nice. One thing is, I need to,
of course, pull this down. So what I'm going to do is grab the whole thing
with L, press one. Okay. Let's pull it down a
bit and get it into place. Now you can see, I
might need to bring it out just to Tad more
as you can see. Now if I press grab
these two again. Press one and then press
S and X and pull it out, as a little bit like so. I would also at this point, as well like to make
these a little bit more rounded than what
they are because we've lost some of
that definition. So I come in and
grab each of these, press one again, and then S and X and pull them out
just a little bit. And now you can see we're
starting to get that shape. Now you can still see that we're still losing a
little bit of this. It needs to be down
really below this door. Yeah, it needs to be a little
bit lower than what it is, so let's bring it
down. So one again. And bring it down. My
arch then can start from roughly this shape and I think I'll be about
with that. All right. Now we've got that, how do we convert this to our actual arch? Well, first of all,
let's bring it out. Let's then come in and
we'll grab it from here. Control click going all the
way around and then shifty, split it off from
everything else because we simply not
going to need this. Delete and faces. Now, let's give it. If
we look at our stone, we can see we've got three
different types of stone here. They're all pretty much
based on the same theme. You can see realistically, they are actually the same. We'll create probably
this one first. This one is just a simple one. Let's do this one
first. What I am going to do though, is I'm
going to grab this. I'm going to press Shift D, and I'm going to put it
to the back of here, press P, selection, and then I've got my arch
former next one. I'm also then going
to press control a all transforms right click. Set origins geometry, and I'm also going to
duplicate it again. So I've got actually
two doubles ready for my other two archers
that I need to create. Then what I'm going
to do is I'm going to come to this one, and I'm going to bring in
some edge loops on control. Let's bring in three, I think should be maybe
four left click right click Control four,
left click right click. What I'm trying to
do is balance these out to make sure realistically, they're the same sort size. All right. Now we've
got our width, I hope we have anyway because I need to press control
he transforms, right click sage in geometry
because you can see, I'm going to have to
actually duplicate this again because I'm
a little bit out there, so I need to pull it
out a little bit. SY didn't think
of that actually. And I think that should
be the right whip. So what I'll need
to do is delete these because they're
not actually big enough, grab this one, shift, bring it out, and then
shift, bring it out. And the good thing
is now done that actually is 'cause I've
got these in as well, so got those clips in.
Alright, everyone. So I hope you enjoyed that
on the next one, then. What we'll do is we'll actually create these archers
for the stone, and we should
actually get all that done in the next lesson.
Alright, everyone. So I hope you enjoyed
that. Se on the next one. Thanks a lot. Bye bye.
37. Creating the Door Arches: Welcome back everyone to
Blender three T real engine five dungeon modular kitbash
this is where we left off. Now, let's come to
this one first, and we're going to
create that simple arch, what we can see here, so
we'll do that one now. And the way actually I'll do that is I'll think
I'll just bring in a an actual modifier. So if I come in, you can see as well that I
need to bring it in just to Tad because it's
not actually fit in properly. You can see there's some stone there and that's not
actually fit in. It will be hidden by the door, but I think what I'll do is I'll just bring it in
just very slightly. And then what I'll
do is I'll just make sure my doors still going to fit so I can see
If I grab my door, I'm just going to press S, so I can see whereabouts that is. And actually, I can't see that, so I'm going to press a head. Going to wire frame,
and there we go. We can see it's actually
just fit in each side, which is absolutely fine
let's press a head. Go to solid, and
we're going to get a much better idea
once we solidify this. So I'm going to do is
I'm going to come in, add modify it and
bring in a solidify. I'm going to put an
even thickness and then bring it out into place, and it needs to be a pretty
small large, and we can see. We do have some problems with the top that I
actually need to fix. So again, I think I'll
duplicate it and keep this and use this to actually
create your arches once this is actually sorted. I'm also going to
pull this in to my actual door where my door is, and you can see, it's a really, really nice fit now. It's actually fitting really, really snugly, which
is way it should. We can move it over slightly, and then it will
fit really nice. I can actually also bring
it back a little bit, like so now when I open this up, so i preslz you can
see it opens really, really nicely, and that's
exactly what we're going for here. All
right, so that's that. Now the thing is,
I need to bring down The top of these
just a little bit. If I press tab and I come
in and I grab this one, I put this on proportion
editing and then I should be able to bring it
down just very slightly, and I'm going to actually bring all of it out and
then bring it down very slightly so you can see we're still a little
bit out on these. Let's bring these down
as well. There we go. That is really nice. That is good enough
for me. All right. So now, I can actually turn
this into my actual arch. I can also delete these once more and actually
duplicate this. Shift D, let's
duplicate it and shift, let's duplicate it again because we know it's
a perfect size. Now. Now, the other
thing before I carry on what I want
to do is I want to actually grab one of
the other archers here. Let's grab this
one, for instance, and just make sure it's fit. Shift, bring it over. It is a modular Paco after all, so we need to make sure that
everything is going to fit. What I'm going to do is
I'll just duplicate this. Shift bring it over grab this one and then
let's press Shift S, cursor selector grab this one, Shift S selection
cursor press one, and then just pull it down and make sure that it
fits into place, which in all honesty
on these ones, it should fit
absolutely perfectly. All right. I'm happy with that. You could make it a
little bit thinner. Once you're actually on real, even in Blender if you want to if you're not happy
with the thickness, but I think for me, I'm pretty
happy with it. All right. Let's We could also make
three types of these. Yeah, I think we'll
do that actually. What I'll do with
this one instead is, we'll bring that one in like so, and then we've got an arch
for our stone and arch for each of these because
the ornate arches, they're probably not going
to be for the stone. So it's up to you which way
you actually go with this. All right. I'm going
to delete these. I don't need them anymore, and
then I can come in now and actually turn this into
an actual mesh finally. What I'm going to
do is I'm going to actually apply my solidify. I'm going to then
split these up. I'm going to come
down, first of all, delete the bottom
faces, delete faces. Then what I'm going to do
is I'm going to come round. Shift click all of these
going around, like so. Then I'm just going to press G, just to make sure this split. Just take off proportions and you're not going to need it. A. Then what you're going
to do is you're going to shrink them down on
individual origin, press the S born to
shrink them down. Now we just need to fill
in all these spaces. Like we've done
many times before, it comes to mesh, cleanup, and then fill holes. Now we can do finally,
we can press Control A, A transforms clipgin geometry, add modify and we can bring in a bevel modifier. Turn
it all the way down. Turn it up one,
and there you go, there is the actual
stonework of this one. Now, can just press control
A, and that's that one done. Now, let's move to the next one so we can see this one here. It's a little bit thicker, a little bit more ornate, so we can make
sure that happens. If I grab this one, I'm going to what I'll do is I'll just make it a little bit different
from this one. I don't think I actually
want it any thicker. I think I'm happy with the
thickness on this one. First of all, what I'm going to do is I'm just going to press d and just bring it over there so I can actually work with this. All right. Now what
we can do is let's actually probably keep the
three joined together. What do I mean
that I'll come in, I'll press control A, and
then I'll come to this one. I'll press control A. Then what I'll do is now,
I'll come and split it up. First of all, again, grab your bottoms, press
delete faces. Then what you're going to do
is you're going to want to keep the let's say one, two, three, four.
We'll keep those four. Shift and click and
then just work your way around And then what you're
going to do is press y, G, split them up, and then you're going to
press A, shrink them in. And now, finally, let's
fill in the faces first. So mesh, clean up, fill holes, tab control A all transforms, right click origin to
geometry, add modifier, Bevel, turn it all the way down, turn it up one, and there we go. Now, I want to make
something on here. So all I'm going to do is
I'm going to just come in. Grab this face. Control
click this face, press the eye button
to bring it in. And you can see, it's bringing them in
all at the same time. I don't want that, so
I'm just going to press the eye button
again, bring it in. So. Then finally, I should actually do it
on this side as well. So we'll do them both together, so I'm going to
come to this side. Shift Control click. And now we can work on this one, press the yb, bring it in. And then all I'm going
to do is press key. Right click and then S and y, and we should be able
to pull them back as long as we're
on medium point. S and bring them
back, press tab, and there we go, you
could actually put something a symbol or
something like that on there. One thing I'm thinking
is, am I happy with that? Probably, I need to make it a little bit smaller, I think, so what I'm going to do
is press control plus, and then I'm going to press S and bring it in
just a little bit. All right. Yeah, I'm
happier now it's a little bit thicker than
what I had it before. So I'm thinking I
might actually go in. I'm just going to go
back. And what I'm going to do instead
is I'm going to press control that again. I'm going to press, and I'm
going to bring it in much further just to make
it a lot chunkier than where it was because
it wasn't chunky enough. S y, pull it in. And now I'm much happier
with how that looks. All right. That
looks a ton better. Now, let's finish this
so I can actually press control lay on the
level and move it over. That's that one done.
Okay, so the final one. Let's put it into place. Let's look at our reference, so we can see we've got it
jutting out here and then the center bit comes up and
it's a little bit ornate. First of all, to actually
get that effect, what we need to do is
first of all, split it up. We need to split it up though, as you can see the two top ones. Need to be split,
and then the rest of it can be split on its own,
and we can work from there. All right. So let's do that. So we'll come in, and
we'll grab both of these. So we'll shift click and
then work your way down, grabbing each one.
Same on this one. And then you're going to
do is you're going to press y, G, split them up. A, grab everything, S, bring them in, and
you can see that I'm not on individual
gins anymore. So I'm going to press
S, bring them in. Then what I'm going to do
is fill in those holes, so mesh, clean up fill holes. So now I can actually
bring in my solidify. Control or transforms, right. So origin geometry,
bring in sorry, not my solidify my actual bevel, bring it down, bring it
up one, and there we go. Now, let's create
these actual pots. So we can see we've
got some pots that are actually bigger
than the other ones. So they're quite easy to
create because if I come in now and I grab let's say this, this, and then every other one, I would like it probably, I would like it to
start from the bottom. So I'm going to grab them,
probably up to there. I think that will
actually be there. Now, the problem is actually
instead of doing that, I can't actually do
that and the reason is, I need to pull them out here. I can't actually pull them
inward because if we do that, we're going to mess
around with the door. I'm just going to grab all of these come in from
this one here. Then what I'm going to do
is I'm going to press. As long as you're in
actual individual origins, you should end up
with a load of arrows which are following
this line like so. Now you can just press
tab and you can see, wow, that looks pretty nice. Now, let's do this top one. We want to basically
do the same thing, but on here, we need a
top one here as well. All I'm going to do is I'm
going to grab over these, I'm going to press and
pull it up like so, and then I want to grab a
middle part on each of these. What I'm going to do is I'm
going to press control, left click right click Control, left click right click. And then I'm going to use that to actually
create this top. So if I come in, grab this, control, click this one, and then just work
my way around. So Shift click, control click, and just make sure grab
them all, like so. And then what I'm going
to do is going to press, enter, and then alterns and
I'm going to bring them out. And probably fit it
to the top of there. I'm actually sure if I want
to fit to the top or not. You can see as well that I do
need to squish them all in. But yeah, you can see that
looks really, really nice. Let's put it in a
little bit now. S and y, bring it in, like so and make it
fit much, much better. Double tap the e,
and there you go, I think I'm really
happy with that except. I need one more thing on here. First of all, I
need to pull this out a little bit
on each of these. Second of all, I want to just put an inlay on there as well. So I'm going to come in.
I'm going to grab the top of here and we'll do the
pulling section out first. Make sure we're on medium point, and then what we're going
to do is press S and y, pull it out, like so, and now we can do that in late. So I I come in, grab
each of these, like so. Come round and then
press and bring them in. Now it's up to you whether you bring them inwards or outwards. Let's try bringing them outwards
a little bit different. Enter and y, pull them out, and let's see what that
actually looks like. Let's actually smooth it off so we can actually
get a good idea. I'm going to grab
it, shape smooth. To move on, and there we go. Now, I'm happy with that. It looks a little bit jagged. What I need to check is to
make sure that the mesh, it doesn't actually
look like it's going to be okay on that mesh. So there is a way to fix that. What we'll do, first
of all, though, is apply the actual
bevel modifier, and then we'll fix that actually on the actual next lesson. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
38. Adding Materials to our Door Arches: Welcome back, everyone to blend the three tonal engine five
dungeon modular kit bash. And this is not where we left it off, because unfortunately, I actually deleted one of the actual lessons
that I actually recorded. So you will notice
in this actual one, there's nothing else
here except all of the parts which you will
create in the future. But what I'm going to
do is instead of that, we're going to go back to these, and these are the actual
doors we created, mine have already
got materials on, but we're just going
to go through and pretend that we're actually
this is where we were. So once we've done this, we're
actually going to create that spiral staircase
or start to create it, and hopefully, I should be able to tie it all
back together. But I'd soon be honest and say, Hey, if this doesn't look right, it's because of the fact I have actually deleted one of the
lessons, unfortunately. So let's get started. So let's go in what we left it on is a problem
with this actual mesh. So the best thing to do with something like that
is to come in, shifting click or control click and grab it going
all the way around, like so and then come
to the other side. Control click Control click just going all the way around. What I'm going to
do is instead is, I'm actually going
to rebuild that. I'm going to press
right click, come in, mark s Come to it now with
face let L and L delete faces. Then what I'm going to do
is going to press Shift click on this edge
and this edge. Making sure I'm on medium point. Then what I'm going
to do is going to press enter S and y, pull it out without
proportion leads. S and y because I've
already extrude it. Let's have a look
and see if we can actually get away with that
and I don't think we can. Instead of that, I'm just
going to go back a minute and I can see that because I've
not deleted this face, or this phase for some reason, and then the same
on the other side. I'm just going to delete
those delete faces. Then what I'm going
to do is now, I'm just going to make sure
that if I pull this out, you can see now it's all coming together and that's
exactly what I want. Now, you should be
able to grab this one as well, which I can. Now we should be ready
to rock and roll. All right. Let's grab it all. Let's press S and y and we should be
able to pull them out like the S and y,
pull it out again. Then let's press
S. If you press S with medium point on it'll
pull it to the middle. Let's press S with
individual origins on. Finally, just press TF and that's not going to w.
We'll do it the other way, and what we're doing is instead,
we'll do them separate. Grab it all, te fill it in. Okay. And t and fill it in, and we should end up with
something like that. Now, let's shade it smooth and that then should be perfectly, good to go. All right. The next thing we're
going to do is We should have already
put material on this. I think I'm not
sure, but if I go, we're going to put this
one on our wood material. You're simply going
to grab it all, press on wrap and we put
it onto material mode now. We've unwrapped
that one. Just make sure the woods actually
going the right way. If it isn't, then
you're going to go in and spin it round on UV map. Now, with these three, so we'll do this one first. Control trans on right click,
clicks origins geometry. Let's do these two as well. Control all transforms.
And you can see that. It's trying to find it
because it's actually part of another part,
don't worry about that. Yours won't say that. Right
click origins geometry. Now let's come in,
and what we'll do is we'll grab it all, A, unwrap and just make sure that you've got
large brick wall. Basically, you make sure that
you've got that material. We should have already
used this material anyway. The rest of this is basically
grabbing them, unwrapped. Mine, you can see here have got a lot of problems
with my islands. So The reason for that is again, because I've got other parts. These are D basically instead of shift D. Don't
worry about that. You just want to basically
go into this one. A, grab it wrap. Then what you want to do
is if you having problems, you can see here, we've
got some problems with this one,
this part on here. I just need to make sure that this is not
unwrapping correctly. The reason they didn't
wrap correctly, of course, is because I need to press
U and smart UV project, like so. There we go. Now let's do the same thing with this one. And with this one. Smart reproject. Okay. All right. That is our arch
has actually done. Now, what I'd like you to do is come up and
actually name them. We can see that this one here is called Darch Rundstone plane. And then we'll move
to the next one, which will be called
Darch roundstone ornate because it's got this
ornate piece on. Then finally, this
one is ornate block. I've called this one ornate, as you can see here,
ornate this one Or eight blocks. This one is just art
square wood. All right. Once you've named
them, just make sure you grab them
all right click and just mark them as asset and then you're actually
done with those. All right. Now I'm going
to try and tie all in. I'm going to do is,
I'm going to pull these over to my pots. Now, if I come up and
my pots are done, I want to press altage bring back everything, so
they're over here, look. I'll have to pull them
over the other way. What I'm going to do to get us back to the stage
where we are is, first of all, going to
bring in my human again, I'm going to go to
file import OBJ. Go to my dungeon pack and I'll have one, which
is a human scale. I'm going to bring him back in is back in again
and there we go. Now, let's write clicks
the origins geometry. Then what we're going
to do is we're going to bring two of these walls in. I'm going to press Shift
D and bring two of these. What we're going to do is
put them next to each other. OSD 90, like so, press one, pull it out, and then shift, pull it again. Now these should
be four by four, but I think it's
picked the wrong one. I'm just going to
let those. What I'm going to grab instead
is the three by three. Si pull it over properly, Oz 97 square over the top. Now let's put it back into
place like so and then shift. Now the reason I'm doing
that is because we want our actual stairs to come
up to round about here. Now the way we're
going to do that is by again a six by six piece and making the stairs
start from here and go all the way round to here. Because we don't
want our stairs, basically being higher
than this because we want everything to fit together
in a modular pack. What I want to do now
is I basically want to press shift Sura selected, bring it to your actual
man Shift A and then we're going to
bring in is a plane and then I'm going
to make this plane. So if I open this up again, we'll do actually what we did
before, which is on item, and we're going to make
this six by six like so, and then we're going to put this into place, drop it down. And the reason I'm
doing that, of course, is because then I have
something to actually base my actual stairs on. All right. So there's my guy. And the last thing
that I want to do is actually create a floor. Well, first of all,
let's put this on the ground so it can actually
see what we're doing. And then what we'll do now
is we'll press shift again. Cursor selected just
to bring that to the center shift date and
let's bring in a cube. And then what I'm going to do is I'm going to bring my cube in. Pressing the S b, like so. What I want to do is
basically want to create some stairs that he's
going to actually get on. N bring them out like so, and then sensed bring them down. Something, maybe a
little bit thinners because these are only
part of the top step. Something like that,
and I'm going to put it right there and
then drop it down a bit. I think actually I can
probably work with that. All right. So that
should bring us then on to the next lesson. We'll discuss numerous
ways of actually getting our steps actually in this kind of
angle going round. It's not a simple thing at all. I'm really sorry about the fact that I actually
deleted that lesson, but I'm hoping that
you followed along. I mean, I think it wasn't too much that I
actually missed out. So really sorry about that, and I'll see you on
the next on everyone. Thanks a lot. Bye bye.
39. Using the Simple Deform Modifier: Welcome back, everyone to
Blender three to real Engine five Dungeon Modular kickbash and this is where we left off. Now, let's bring in our
actual empty. Now there are. I should have explained on the last one that there are a number of ways of doing this. We can use curves. We can use empties. We can use simple deform. There's many ways of doing this. But I'm going to try and do it with an actual empty. So
I'm going to do this. I'm going to grab this
part first of all. And what I'm going to do is
I'm going to actually bring in an empty right to
the center of this. So if I come in,
Grab the top of it. Shift S, cursor is selected. Press the taboid and
now what I'll do is I'll also reset my
transformations on this as well. So control A, all transforms, right click, set
origins, geometry. And now let's bring
in an actual array. So if I'm bring in an array, We obviously wanted to go
this way around, but as well, we don't actually want to array it with a fixed well we do, but not actually
based on this type. We actually want to move
it with our actual empty. The way that we're
going to do that instead is we're going to use our object offset and then we're actually going
to bend it with that. If I bring this down to zero, so if I actually come in and say my offset is going
to be this actual empty, which we can see,
where is my empty. Did I actually
bring an empty in? I don't think I
brought one in yet. So let's come down and bring
in a plane axis empty. All right. So there
we have our empty. Now we should be able to
come in and grab this and you should be able to see
that this actually moves. Now, if you grab your empty, you'll see if you
spin it around. So our Z, what happens? You see that we actually
start to get some movement. If I pull it forward, you'll see that it match moves forward. Now, what happens if we actually bring up
the actual counts. If I come back to my
steps, bring up the count. You'll see that they're
coming up on the Z axis. And now if I move this forward, you can see what happens,
it starts moving forward. And if I also spin
this round now, so ti press R and Z, you'll see that we actually have control over our actual steps. Now, what we want to do
is we actually want to bring it up to round here, so it's 3 meters by 3 meters. So it comes around here
and what that means is that this stairs will fit
in really, really nicely. We also want to make sure that the stairs realistically
starts at the bottom up here. So if I grab both of
these and pull them over, jaw is a little bit like so. And also, the thing is about our stairs, they're not
actually finish it. So all I'm going
to try and do is get it to come round to there, and then I'll start building my stairs up and making
sure that they look right. Let's actually, first of all, come back to our stairs,
put up the count. To something like
that. And then what I'll do is I'll now
rotate this round. So if I grab my MT, let's
R and Z and spin it round, and we can see that is roughly
where we want it to be, but it's going to have to be much, much higher, of course. Also, it needs to come a
little bit further this way. So if I pulled this round, we can see now that we're actually starting
to get somewhere, and then we need to
rotate it even more. R let's rotate it
round. Like so. And we also need to pick it up, so pick it up like so, and then let's bring it
over a little bit more. Rotating. It's basically now just fiddling around with it, trying to get it into the right place so you can see. We're nearly there on that one. We just need to bring it
around here and bring it up a little bit more like so. And you are going to
see that we're going to need a fair few more steps
than what we've actually got. So if we actually bring in, let's see if we can actually
bring in more steps. So if I bringing in more
steps, will it put them up? Yes, it will. So we need to actually bring these
out first of all. So let's try doing that now. So we'll come in and we'll
grab our first step. And what we'll try and
do is bring it out, and then we can try
bringing it back. So if I bring them out, like so, and then I'll also create my
actual steps on top of it. So if I grab this, I'm
going to press shift D, and then one move
to do is press. Extrude it, and then I'm going to pull this
bit out as well. So if I pulled
this bit out like, so now we know that we've got basically the right
size for our steps, albeit not in the right place. So now what I need to do is really, I need
to bring them back. So if I'm going to
bring this back, I'm going to press tab, I'm
going to pull this back now, like so, and now you can
see they're really starting to actually come into
place. All right. So the next thing
that I want to do, though is I still need to probably pull
them out that way. So how am I going to do that? The thing that you have to
remember is all it requires is a little bit of fins and a
little bit of fiddling round. If I come now and I just grab this instead of let's
pull it this way as well. So you've also got
the left hand side, you can pull it and you
can see that that that actually is going to
make a huge difference. And now I can actually
pull it back in. I don't want to pull it too far. It's only a little bit that
you really want to pull it. So if I'm pulling
this, let's say, I'm going to spin it
round first of all, so spin it around a little bit. And then what I'm
going to do is I'm going to move it up just a little bit like so and then
move it this way as well. And you can see now
that I'm nearly there. I'm going to try
and pull it back a little bit, and there we go. Let's put it back to that. You can see now that this one is pretty much in line
with where I need it. Now if I just bring it down,
hold in the shift button, and now we can see
that this here, so this step here is
nearly in line with it. It's just a little bit
more and then I'm there. If I bring it up, just so it sits above there
and then bring it back very gradually Like, I think, actually,
we're just about there. So now I'm just going to
move it a little tiny bit, and I'm actually going to bring down these so I can actually get a better view of how many steps I've actually got
because the moment, my steps, I can't really
see how many I've got, so let's bring them down,
bring them down on the count. Like so. And now
you can see that. This one here is
probably the one that I'm going to try
and get level with here. So this is the one I'm
going to work with, and I want it really over here. So let's see if I can
actually do that. So I'm going to
pull it this way. I'm just going to fiddle
around with it. Like so. To bring it up and then back. And there we go. That is
level perfectly with that. So just a little bit
fiddling around, as I said. Now the thing is
you don't actually have to worry if
these stairs don't line up perfectly because we're actually going to bring
in a wall on here, and then you won't actually
be able to see that anyway. So that is what we're
actually going to do. All right. So now let's come in. And let's actually leave
this at the moment, the array because I don't
actually want to apply it yet, because what I want to do
first is bring in my wall, and then I can actually
start finishing the steps. The stairs is the most tricky
part to actually get right. You can see that we
just so many variables that we have to
actually get right. You can see we've got a bottom, we've actually got a top and they have to go
in a certain order to get it round to actually fit within our 3 meters by 3 meters. So that is what the issues are. I'm also thinking that I'll probably move it back
a little bit as well, once I've actually got
these stairs into place. But either way, let's
put it onto object mode. And what we'll do now is we'll
bring in our actual wall. So if I press shift. I'm thinking, actually, can
I use I could probably get away with using this
wall here or this one, and then we can
actually array it and then put that on the stairs. So I think we'll do that. So if I press shift,
bring it over, like so, and then I'll make
another one next to it. So if I come in and say, let's add in an array. So array. And there we go. It should go pretty even, I might need to bring
it back a little bit. Let's have a look.
And then I'll use the shift bar to just move
it out very gradually. I'm just looking if I
need to make another wall or if I could get away
with using this wall. It's up to you whether you make another wall or if
you use this one. I think actually, I'm
going to use this one. I think it's going
to be absolutely fine for my actual stairs. I'm going to make
it I think three. I think three should be enough
to get it round to there. And then what I'm going
to do is, I'm just going to press control and apply that. Now I want to actually get
it to come around my wall. So another problem.
So let's press Z and 90 and spin it round, like so, And I basically wanted to start bending from this point
here as you can see. And the reason also
I use that wall is because all the bricks
already built for me, which means they'll be pretty much the same as what
I've already got. And now I just need to
bend it around there. I'm hoping hoping that we'll have enough bricks to
actually go around there. So we'll soon find out. So the first thing
I want to do is actually set the
orientation correctly, so control all transforms, right click, set
origins, geometry. And then what I want to do is I want to bring in
a simple deform. So add modifier, simple deform. Let's put it on
bend, and let's see we've got the right
bend on here, and I don't think we have. So this looks like
it's a closest, it's going to be except it
needs to go around this way. So I realistically need to bend this round. So how
am I going to do that? Let's first of all press tab, A to grab everything, make sure that you're
on medium point and then just bend it
back the other way. So if I press rx 90, for instance, and
then I press tab. And then r x -90, I can then bend it back
the other way like so. And all that's done
is is just change the direction of
the actual axis. So it just makes it easy. You can also see
we can also change the origin just in case we
didn't put it in the middle. But either way, that's
actually made it really, really nice to me
now, and now I can simply come in and
actually bend this round. So I'm going to press R and Z and I'm going to try then and fit this into place where my actual stairs
are going to be. So you can see now that I
can bring it into place. And actually, this
might just fit. I might have to get
rid of a few blocks, but apart from that, you should actually
fit really nicely. Let's press our D
and bring it in. I'm also looking at
the height on here. I might need to make this a little bit higher,
just to actually fit. Yeah, I think I'll actually
just need to do that. So what I'll do is I'll
press Ned pull it out, the tad I'm going to press one, and I'm going to line
this up again to where my actual floors
need to be, which is here. I think, just a little
bit higher than that. You can see how all these stairs actually fit into place now, which is really, really cool and exactly what
we're looking for. Now what we're going to
do is we're going to get this wall into the
other side now, which is a little bit
trickier than this side. Now the thing is with
the actual steps, I'm really happy because they seem to be fitting
really in place. One thing we have
to be very careful of is that this bottom step actually comes to where the actual bricks
end or before it. In other words, if I grab my wall, I'm not
sure what it means. If I pull this out,
realistically, I want my wall to start here. And the reason for that is because When you actually
put these steps together, you're going to need an actual
pillar down at the bottom, and the pillar needs to
line up with the stairs. If you have this
wall poking out, then what's going to happen
is you're going to see the wall poking through
the actual pillar. So we need to be very careful of that. All right, everyone. So that brings us to
the end of this lesson, a bit of a tricky one, I know, but once we've got all of
these things in place, then we can start
fiddling around with it and making these stairs
really, really nice. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
40. Finishing the Spiral Stair Mesh: Welcome back everyone to
blend a three to real engine five dungeon modular kit bash and this is
where we left off. Now, what we want to do is
we want to actually try and get this into a little
bit of a better place. Bar in mind that we can
actually, if needed, use our proportional
editing, for instance, so let's bend it a little
bit more. Let's press dd. Again, this is really, really fiddly, same
as the actual stairs. But if you really take your time and really just play
around with it, you should be able to get
into a pretty nice place, and then all we need to do is we just need to pull it
around a little bit more. You can see here that it's not quite going in these places. At this point, I
might actually think to either pull it
out a little bit. And then rotate it around
a little bit more, and think about
using my proportion. But I think actually
mine get it. Just where actually want it, so I'm t looking now, and I actually think,
that's looking pretty good. I'm looking to see
if there's any gaps. There's a tiny, tiny
gap right at the top. Can I bend that in jaw
a little bit more? I get that in, can
I pull it down a little bit right to the
bottom of the step. So it's jaws covering the wall, and I think actually, you can see them
a little bit out. You can see J poking through. We don't really want
that, so let's pull it just a little bit this way. Like so, and now I'm going
to go over the top again, seven, and I'm having a look, and I think that's
pretty much perfect. The one thing I can see is that I probably need
to bend this out. So I'm going to do is
I'm going to actually before actually applying this, I'm going to press
shift D and bring in another one and this one then I'll try and use
for this wall here. And now I'm coming
back to this one, and what I can do is
I can hover over it, press control A,
and there we go. And now let's come
in and actually fix this or try and
fix this a little bit. So what I'm going to do is I'm going to grab the top of here. I'm going to put
proportional editing on, and then I'm going
to pull this over. So if I pull this over now, bringing this really out, so quite by a fair amount, I'm just making sure that I'm actually grabbing
it all and you can see, I'm probably just
grabbing the top there, and that's not
exactly what I want. I'm just going to press control d. I'm going to go back then. I'm going to press
controls again just to make sure, I'm okay. And then one going to
do is gonna press ed. Wire frame, and then I'm
going to grab a load of them, and now I'm going
to pull it out, and you can see now it's pulling them in much, much better. I'm also then going
to grab all of these. B, grab all of these, and then I'm going
to press R and Z and see if I can actually bend it around
just a little bit, just to make it a little
tiny bit more even. And you can see
now if I press Z, go into solid, down now
as that actually looks. You can see we're a little
bit out still on these parts, so I'm going to look at this
one, so it's this one here. Again, seven. Let's
press Z wire frame. Let's grab these like so, and let's just pull
them out while dragging the mouse in because we don't actually want that
much on there now. We can actually get
away with that. And I think now if I
press I'm going solid. Yeah, I've actually
got rid of those, and you can see now my
walls looking pretty nice. All right. I'm going
to press seven again. I'm just looking at
how even they are. I think I should
really pull it out. Just a tiny bit on here, can see it's a
little tiny bit out. I think I'll pull it
out on there as well, just to bring it a
little bit more even. So I'm going to grab
this one, sad y frame. Same thing again, scrab these
going all the way through, and then just pull them
out just a little bit. Just trying to make them a
little bit more even now, see if I've made that
worse or better. Yeah, and I think
I've made it better. Okay, I'm really happy with that checking the
rest of the wall, making sure I'm happy with it, and now I'm going to actually try and get this one
in place as well. So I bring this into place. Remember, you need to cut this one probably
away a little bit. So I'm going to bend
this a little bit more. You can see that now I so
actually be able to put this in place I want to make sure that this is
not bending around there. I want to make sure that
it's fits into place. Which it looks to
be I'm going to actually see if I can actually bend it round as well
and then bend it, n's let's see, because I want it a lot more straight along
here is what I mean, I'm going to bend it like so. Now you can see it's actually
starting straight up. Again, like I said, it is
going to be pretty fiddly, but we can actually get it to be roundabout the same
as here would be great. I'm going to pull it back.
I'm going to press seven. What I want to do is line these up a little bit
better than what they are. Sorry, nsd bring it over. Like so, and then maybe even
a little bit more so zed, line it up a little
bit more like so, and then bring it
down and see if I can actually get that to
go now where I want it, so I bend this round, bring it in and
then spin it round. Is spin it round, pull it back. Again, fiddling around with
it, bend it a little bit. Okay. And sometimes
it's just you just get that little sweet spot where you know it's
going to be right. And this is nearly it, so you can see, I'm nearly there now. I'm just looking at
this outside stairs, and I think I just need
to pull that away. I'm going to press seven
square of the top. And I think I pretty
much got all of this to be in the right place
except this bit round here, where I probably need to just
pull it out a little bit. But I think at the top
as well you can see. I think I just need
to bend those just a little bit more and then
rotate it very slightly. So I'll say, like so and
then just pull it tiny bit, like so, and then
maybe just a tiny bit on here or we could bend it out. Let's see if we can
pull it that far. Can we get away with that? No, we can't. So
let's put it back. We can see that we're
actually having stairs show through there and that's
not something we want. Let's pull it down there
and let's see if I can just bend it a little
bit more like so. I think that bottom stairs, I might need to just
sort that out on my own, actually, and just see if I can bring it in
a little bit more. Like so we can see again, we've got problems
with these steps. So I think what I'll
do is I'll grab the bottom of it and pull
those out on my own. So I'm actually happy with them. I need to get rid of
all of these bricks, as you can see and
pull these ones back, but they're no problems, so I'm not going to
worry about that. I also need to bring
these bricks and line them up perfectly
in line with this. So again, we can actually
use those posts. So now let's come in, and
let's actually apply that. So what we're going to do is press controate then
what I'm going to do is, I'm just going to make sure
now my guy can go up there and making sure that the steps
look right, which they do. And then finally now I'm just going to pull this bit away. Or you can pull your steps in whichever way you want to do
it. So let's come in now. Press the Z bond, Z wire frame, let's grab these ones here, and let's see if we can
actually pull these out. I'm going to grab them, and
then we're going to pull them out with map proportions on, very slowly, bringing
it out look like so, and you can see now that
that was pretty easy to do. If I press Z now going to solid, pretty much covered those over. Hell is going to be in there and everything's looking
good. All right. So now let's come and do the tops of here
so we can see that we need them to be pretty
much level with here, so it's this one here
where we need it. If we come in with dgeelt and
we grab all of these go in. I think we're going to gam
up to this point here, so we'll grow up all of
these going down now. Okay. So we grab the mage sex obviously because
we want to grab them all. So five delete faces like so, and now I can see pretty
much grab them all. Five press B, I should
be able to come to the press control plus
to grab them all, delete and vertices, delete
them out of the way. Now finally, I should
be able to come in and actually grab
all of these faces. So the faces on the front. Now remember, these are beveled, so we're going to have
to press control plus. So if I grab them
all, press control plus and then put
this onto normal, and they should or
follow the same way. I don't want proportionate they should follow the same way, and we should be
able to get them into the perfect place like so. And they look really, really nice. I'm really
happy with that. Let's do this one now. I think on this one,
we're going to bring them back probably to
this one here so we can see that we're
going to need to grab this one and then just
work our way down. I might as well seen as
I'm doing it this way, just because there isn't many, so I'll just grab the rest
of the press delete vertices and the same trick again. I grab them on the edge. Press conto plus
and then just push them back into place like so. There we go. All right. Now, let's actually get rid of these because we're not
going to need these anymore. I'm just going to let
them out the way. One of them, actually,
do I need to keep it? I've just got my tortures let, probably actually not. I
don't need to keep it. I can actually get rid of these and now we can
actually work on this. Hopefully, I have not made
a mistake and got rid of something that I need,
but I don't think so. So now we can come to our steps and actually
start working on these. First of all, what I want
to do is I can actually bring this down
and make it easier to actually work with.
So we've got one there. And then what I can do is I can actually start
working on this. First of all, I want to make
sure my steps split off. I think it is. So if I press
L H, hide it out the way. And then what I can
do is I can press Control and bring
in some edge loops. So left click, right click, and now let's split those off. So right click Mxine then
let's split them off, so we'll grab every other one. So L L L and L Y, and then they're all
split off, of course. And now we just need to
shrink them in a little bit. So I'm going to put
it back onto global. Let's put it onto individual, and let's press S
very, very gradually. And then what we'll do
is we'll come to mesh. Clean up and fill holes, just like we did with our actual arches and things like that. And now, find that
what I can do is I can actually bring in
a bevel modifier. So I'd modify it, bevel, bring the bevel down, and then just bring it up one, and then we'll give you the look that you're
actually looking for. Now, with the stone steps, I think actually
a big block like this would probably be a
little bit unrealistic, and this step would probably split into three or
something like that. So that's what I'm
going to go with. So I'm going to press voltage, bring back my stone, and
then I'm going to press control our two left
click, right click. So, And then I'm going to split
it off, right click maxin. Let's split this one off.
So I'm going to grab it with L y to split it off. A, and you can't press A because we only
need this top bit, so I'm going to press L, L and L. And then what
I'm going to do is, I'm just going to
bring it in on this. I think it's x.
Yes, it is x axis. Now, let's fill
these in, so mesh, clean up, fill holes. And then what we'll
do is well now. I think bevel these just these edges of this
one off as well. So if I grab this
one and this one, press control B,
should be able to just level them off
very slightly so. And now let's come in and bring in a bevel,
so you can see, we've already got our beverb The one problem we do have
is, is it actually bevel? Let's actually bring
up the count first. So I bring up this count, because I want to probably reset these before beveling it. So I'm just looking now just to make sure they're all
in the same place, which they seem to
be, so that's good. I'm also going to make sure, I've got cavities on as well. I think the problem is with this actual bevel is
not actually working. As you can see now, this
bevels got a red mark on it. Let's close that down.
Let's press add modifier. Let's bring in a bevel, and we can see that we're still
not getting anywhere. With this bevel. So
I'm going to do this. I'm going to press the
little x. I'm going to press control A to all transforms. So what I'm going to do
is, I'm going to actually apply this dx. I'm going
to press control A. And now I'm going to come
in and press Control A, all transforms, right click, SeginGeometry, and now I can come in and hopefully
level these off. And we can see that we're
still not getting anywhere. So what we'll do is,
we'll go to geometry, turn off the clamp overlap hole, and then we can actually
turn these down now to zero. And now, if I bring
this up very, very tiny amount, I should actually be able
to bevel it off. There's actually something
going wrong with this. I can see here, and I'm wondering if it's actually filled those holes
in and there we go. There is the actual problem. It's not actually filled
those holes in for us. Let's actually remove
the bevel just for now and we can
see the problem is why it's not filled them in is that this here you can
see is not filled in. So I need to go back.
So press control said, go back to the array, and we need to fill
these in properly. So now I'm going
to come in. Okay. And what I'm going to do
instead is I'm going to grab these going all the way
around and press Alt, and then do the
same on this one, le then just these two now. And now they should, I'm hoping delle
press the tab button, and now let's bring
in that bevel again. So bevel now we can
actually see that again, nothing is happening yet. Let's actually take it off. Let's apply R.
Let's press control a transoms clicks
origin geometry. And now let's see
if our bevel works. All right, so we'll
come in. We'll turn off the clamp overlap. We'll turn it down
and eventually something now is happening,
and there we go. Eventually, we got
there. So you can see what happened there
was basically because it's a funny shape because we've got to avert basically
to bring this part in, it's made it a little bit
hard to bevel it off. And sometimes that will happen. And what you just need
to be aware of when that happens is that you turn
your clamp overlap off, but you're very, very
delicate when it actually comes then to
bringing up the map. You don't bring it
up by much because that clamp overlap
is there to make sure that they don't the mesh doesn't actually cross over. That's
what it's there for. Sometimes it funny shapes. It puts that clamp overlap on to make sure that
doesn't happen and make sure that you've
not got any kind of hidden measures and vertices crossing over and
things like that. So we're very delicate
with that. All right. So finally, now we can come in. We can grab our
bevel and apply it, so press control a double tap
the eight and there we go. There is our actual steps
looking very, very nice. And now we just need
to create another one, which will be on the other side. So basically for
our sewer system, we need actually another step. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
41. Creating the Vault Wall: Welcome back, everyone
to blend the three to real engine five
Dungeon Modular Kitbash and this is where we left off. Now, pretty much all of
this is done, I think. I'm just looking
now to see if I've got all my modifiers
on which I have. And what I want to do now is actually give it some material. So if I'm going to
give it materials, I need to join it together, so Control J, let's
join it altogether. Let's press Control
A, A transoms clicks at origins
geometry, and there we go. Now what we need to
do is let's go onto material mode and see which pots have actually
got materials. I'm fairly short. Yes,
all that's got materials. It's just not
unwrapped correctly. So what I need to do now
is I need to go in and grab all of this part.
So let's come in. Probably should have
done that before, but either way, now, I'm going to have
to grab them also what I'll do is I'm thinking, that probably, I'll just go back and actually
before joining it. So yeah, I'll hide both of
these walls that the way, and then I'll come to this part. And then what I can do
is I can grab all this. I can press, Smart
UV project, okay? I can bring them in the
material. So material. We'll click the down
arrow and we'll look for let's look for
flagstone floor. The reason I want
to look at that is, I just want to see what it's actually going to look like if I brought that in for
these actual steps, or let's come to the other
one, which is the other four. Stone slab floor. Yeah, I think I'm going to use
this for the actual step. The stone flag floor part. But what I'm going to
do before doing that is I'm obviously going
to put it, first of all, on my where is it stone
not small brick wall. I want it on my large
brick wall, this one here. And then what I'm
going to do now is I'm going to come in and grab each one of these
because these are less. So there's a lot less of these
than the ones underneath, so I'm just going to go down
and grab each one of these. Now, it used to be on the
old blenders you could just old L and it would
actually just grab the wall. But unfortunately, on the
new blend, for some reason, you can't actually old L. I'm just going to
click on each one. And then one going to
do is I'm going to click plus down arrow, and let's bring in which
one is it now large? That 1 stone slab floor. There we go, click a sign,
and let's press tab. Let's press altaks now bring
back the rest of our wall. And what so I'm going to do is, I think I'm going to make
these a little bit bigger. I'm going to actually
grab all of those, as you can see, they're
already grabbed. Let's go to UV editing. Let's press oner,
let's press U V, and we're just going
to pack islands. And what that's going
to do is, of course, make them much, much bigger. Now, you can see, they
look really, really nice. Let's also put it
onto our render view. Yeah, and there we go.
I think that's going to be much, much nicer like that. It's going to also fit in them with our
actual stone floor, which is down here, which means they all comes
and fits together. Alright, let's go
back to modeling now, and then what we can do now. Finally, we can
actually join together. So let's grab all of
these press Control J, press Control A, all
transforms rightly. Set origin to geometry. Now, there is something that we actually going
to actually have to do. You can see here
that this stairs leading up here is
absolutely fine, but we're going to
need another one which leads actually
downwards as well. So you need to know
how to do that. So basically, what we're
going to do is we're going to use this here. So this little marker
here, this Cursor. And if it's not there,
just shift right click. You can put it
anywhere around here, because all you want
to do is actually mirror on the other side. So if I press seven now, you can see we've got
this press control all transforms and right click
and set Origin 23d cursor. And now we can actually come
in and bring in a mirror. So if I come in over here, and modify it, let's
bring in a mirror, and hopefully, It should
put it the right way round. So I take off the X. You can see there that it's kind
of the wrong way round, so I need to turn it around now. So I'm thinking, y, that's actually the right way around
that I need it because you can see on my wall that this
is going this way round. So that's absolutely perfect.
That's exactly what I want. And now I can do is I
can actually come over, press control lay and
join them both together. Now, if I press seven
and a press tab, and I double tap the
A, press the Z button, going into y frame,
and then just B, grab it all, P selection,
and then just split it all. Now what we're going
to do is press Z, go back into solid, and now we've got these both
split like this should be. Grab them both, control,
A, all transforms, right click origins, geometry, and there is our actual stairs. Now let's come to this stairs, and what we'll do is we'll
come in and name it. So we'll call it a large stairs and we'll just call it right or something like
that. O right wing. Yeah, we'll call it right wing. That sounds. And then what we'll do is we'll
come to our next one and we'll call it
large stairs left. Stairs left like so. All right. We've
got both of these. Now what we need to do
is grab them both press little click and mark as asset, and now let's put them in
with the rest of our assets. I'm going to bring
them over and I think I'm going to
leave them exactly like that and just
put them there now. All right. So now
let's come back. To actual reference, and then
I'm going to open this up. Click on this little born here. What I'm looking for now
is to see what's left. We've got our cliffs
done, our door arches, our doors done, our flagstone
floor, our large bricks. We've got our stairs. We've
got our pillars done. We've got our walls, we've got our sewers,
our small bricks, our small stairs,
our overtone floors, and now all we've got left is basically, I
think this one here. I'm just going making sure and I'm sure it's just this one, tortures and our actual vault. All right, what we'll do is We'll start with this actual
vault as we can see here, this is what it looks like.
Pretty easy thing to do. Then what we'll do
is we'll create the brasier and then we'll
create the simple touch. Finally, we'll move to the
hardest probably in the build, this actual torch here, which, if we come over here, very very hard to see, but it actually spikes out
and things like that, and you've got a little
bit of a reference there, but I will show you exactly how we're
going to build that. All right. But let's leave that out and then
what we're going to focus on is this a
vault door here. First of all, what
I'm going to do is because the vault would
be behind a very, very blocky type of vault. I'm going to grab this
wall pressure ty, bring it over into place. And then what I'm
going to do is I'm actually going to create my actual whole first to actually
accommodate this fat. So I'm going to do is
I'm going to press Shift S to selected, I'm going to press one then. And then what I'm
going to do is I'm actually going to
bring in a cylinder. Shift A, let's go to mesh,
bring in a cylinder, and I'm going to
bring this cylinder down probably to something maybe 20 or 20,
something like that. That should be absolutely fine. Spin it around then, X 90 and then just get the right
size that he needs to be. I'm thinking this
is right incentive and make this a
little bit bigger, we'll need to put
an outside on it. And the other thing is you
need to make sure that your little guy can
actually walk in there. The opening probably needs
to be a little bit down, and then he can actually
walk over this. Maybe even a little
bit further and then we need to make this
actual pot go around here. All right. So let's
turn this now into an actual Golian so it should
be in the center like so. I'm just making sure, I actually duplicated
it so that's good. So what I'll do now
is come to my wall. I'm going to go to add modifier. Come down to Golian. Click on my cylinder like so. Make sure it's on fast and
then just press control. Hide your actual boolean out
the way, and there you go. You should be left
with something like that, which is really, really nice as you
can see. All right. So the one thing you
can see, though, is that it's really messed
up our actual mess. So let's go in and
actually fix that. So if I come in,
I'm just going to delete this because these you're not actually
even going to see, so you might as well
just get rid of them. So I'm going to
come in and get rid of all of these going around. Making sure that
I'm still going to leave this brick
wall, as you can see, so we might actually
even need to delete some on the
inside as well. And I'm just wondering if it would be easier to
grab all of these. So I'm just going to
press one and see. If I press Z and going
into wire frame, would it be easier to press
the s button then and grab them going around
like this as you can see, except just make sure that you don't grab them in
there like you can see, I've grabbed I think I've
grabbed one in there. I'm just going to press
control, sad, I have. And then I'm just going to
go in and grab all of these, like so, going all
the way around. Just making sure I don't want that one
either as you can see. So you can see here,
it's actually grab that. That's why I want
to press see again. I don't know why that
one's there like that. I think it's probably
something to do with the probably
the Boolean. I go round, round.
There we go. All right. So now let's press
delete and faces. Let's press go back into solid, and let's actually have a look what that
actually looks like. And you see now it
looks much better. We don't actually want to
get rid of some of these. You can see that's
where the joins are. So that's why we don't
want to get rid of them. And now when we come
to actually put on outside of our actual vault, which looks like this here, then we're just
basically going to put it halfway between that. And you should have a little step they can
actually go over it. So let's press press voltage. Come back to our
actual cylinder, I'm going to shrink
it down because I might as well actually
use this as well. So I'm going to shrink
it down with S and y. So let's get it to
the right size. Remember. This is not the door. This is just the opening. So that's why I've
actually got it like that. I'm going to make it a tiny, tiny bit bigger then, like so. And then what I'm
going to do is I'm actually going to bring off this front
because I'm going to use that then for actual vault. So if I bring this shift, I'll pull it to the back so I can still see what I'm doing. And then I'm actually going to delete both of these parts. Delete faces and now I
can actually bring it in. So if I come now to
t shifting click, on the front and back edges, press one, and then I
just want to bring it in. So if I now press enter altern, can I bring it in like
that? Yes, I can. So now I'm looking
to bring it past a tiny bit past where
we've actually built it up to, as you can see. And now I can do is
bridge edge loops, right click bridge edge loops, and there you go,
that's the beginning of our actual volt door. So now, finally,
let's come in and actually level
these off as well. So t shifting click. And I want control
over this bevel. That's why I'm actually doing it rather than using
an actual modifier. So Let's press control. B Beverly off very,
very slightly. Now, you can see
it didn't actually bevel off too well on there, but I'm still happy with that, and that's just because
I didn't actually use, you reset the transformations. So I'm going to reset
the transformations now just to make sure they're
there for the future. I want to write
click shakes Move, and I'm also then going to
bring in Autos moove and that is how your actual start of your Vold door
should actually look. Alright, everyone
on the next one, then we'll carry on
with our Vol door. Hopefully we should get finish. Then we can finally move
on to the last parts, which are actually going
to be the actual tortures. Alright everyone, so
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
42. Parenting Objects and Keeping Transform: Welcome back everyone
to blend the three to real engine five
dungeon modular it bash and this is
where we left off. Now, let's actually look
at our reference so we can see you don't actually
have to stick to this. But I would stick to it
in a way where you can actually just get the
actual form of it. So what we'll do is we'll
bring this forward. So you're going to
split this off now, LP selection, bring it forward. And what we going to do is press control all
transforms right, Sin geometry, and there we go. All right. You can see it's
a bit bigger at the moment. I'm also going to pull this down just to make
it a little bit easier, so I can actually see
what I'm doing with this. I'm also going to pull
it to the side like so. All right. Let's first of all, make this a little bit smaller because this is actually
going to be the door now, so we want it to be just fitting right in there so we
can see that little sliver, which you won't be
able to see in gain, by the way, of a gap. So let's have it like that.
And then what we'll do is we'll actually give this
now some actual depth. If I press tab, A, grab it, pull it out like so and then L, and then we'll put
it into place. So it's stuck out on
the outset now this is going to be from the back and this will be from the front. Now, let's make that little
rim that goes around there. So the easiest way to do that is if I just grab the front, so we'll keep all
this space here. We'll actually
triangulate it very soon. So let's press and bring it in. And then let's press
again and bring it in. And now let's make that
little tiny bit on there. So grab this edge going around there with
shifting and click. Press the born and
pull it out like so. Now let's think about
the actual inside. So I'm going to grab the
inside, press the eye bottom. Then I'm going to
press again. Like so. And then what I want to do
now is I want to basically create these parts here
and lift this part out. So I'll do the lift out first
or grab this one like this. I'll press the eye button. Just if it's going
with each one, just make sure you
press the eye again. And then what I'll do now
is I'll lift them out. So pull them out, like so. And then what we're going to do is we're just going to grab each one of these, like so. And then I'm going to
press, bring them in. And then I'm going to
press, and finally, we're going to make them
a little bit smaller now. So if it come to
individual origins, press the board, bring
them in, like so. All right. So now let's
actually make the in a bit. So we just need to pull
it out to make it look a little bit rounder, more
than where it is now. So basically, if you
bring it in, like so, and then what you can
do is you can press controller and bring
in a few edge loops, click, right, click, and now just go to your center point, put it on proportional editing, and now you should be able to bring you could bring
the whole thing out. So if you bring it out, so, bring your mouse in, Okay. And now you can see
if I bring it out, I can give you that kind of rounded look that we're
actually looking for which you get on things like vaults and things
like that. All right. You can also see
that it's pretty much rounded all the
way off as well, which I'm really,
really happy with. You might actually want to make it a little bit hard
edge round here, for instance, if you do, just press control and
let's mark a shot, and then you'll
have a little bit of thing on the front of there. I think that actually, if I move this out the way,
does it look better. I don't actually think so, I think, I'm just going
to take it off. Yeah, and I think I'm actually
happy with the rest of it. I think that looks
actually good. Maybe one more edge in here. So what I'll do is I'll
come in and grab this, right click, Mark Sharp. And you can see that we've not really got that shot there. So what I'll do is instead
I'll grab it and I'll take off proportional editing
and then just pull it back just a slight bit, like so, and now you'll see that you've actually
got that there. I think that looks
a little bit better than what it did
before. All right. The last thing we
need to do on this is now bring in our actual hinge, so we can see that our hinge
really needs to go on here. As I had the same
problem with this, you can see here that I had to turn this
one round as well. So what I'm going to do is I'm actually going to turn it round. You can see if I press
one. That my hinge would be at an angle, and
I don't really want that. If I press y and just spin
it round just slightly, you can see, I need to spin
the whole thing round. But what I'm going to do is, I'm just going to drop
it there and then come down to the angle
and just put it on 10%. If I put down 10%, I know it's going to
be in the right place. And then I'm going to do
the same thing with this. So I'm going to press Y
and ten, there you go. Now you can see it
actually lines up, and now you can see when
we bring that hinge, it's going to line up perfectly. All right. So now we need
to bring the actual hinge. So what I'm going to do
is going to press Shift, bring in a e. Make the cube smaller and
it's just going to be the same thing as what we
did with our actual door. Let's pull it down
and let's bring it out into the place
where it's going to go. Let's press the S
board, like so. And let's now pull it up. S and Z, pull it up into place. Press one again, and
then just make sure that it's actually
in these two here. So you want it on
this down part here. All right. So that's
looking pretty nice. Now all I want to do is I want
to bevel off and bring in, make it actually
look like a hinge, so I'll do it. I'll
press control. I'll bring in four
left right clip. Control B, and then
alternS bring it in. Like, could we bring them
out? I'm just looking. Now I think actually a little
better inwards, like so. Then finally, I just
want to level those off. I'm going to level them off
and then I'll do the top. All shift click Shift click. Control B, bring them in. I think, actually, it
doesn't actually need. It might need a little
bevel on the top, as you can see, I
think I will do that. What I'll do is I'll just
grab the press tab control, all transforms, right click, origin geometry, tab again, and then just press
Control B and just bevel it up very, very
slightly like so. Now, let's give it a test. So while we've got this here, we might as well press
shift, cursor selected. Grab the actual do, this part here, not
the outer part. Join it to the hinge then, so control J and then
right click shapes M and then to smooth like so. Now, let's reset everything
now just back to here, so control all
transforms, right click, set origin, back
to three D cursor. Now you should be able to open
this actual door, like so, and you can see it opens really, really nice and it's not
actually catching on anything, and that's basically
what you want to do. Again, if you move it like that, just press tar and you
will be able to pry it back because we reset
all of the transforms. Now, the one thing
I'm not happy about, as you can see that this here, it's looking a
little bit rounded, and I don't really want that, so I'm going to go into that. And I'm just looking why it is, and I think it's just
because we haven't actually got any edges on here, so I'm going to put them on. So what I'm going to
do is old shift click. I'm going to do the same
front and back then. So right click and I'm
going to mark shop. So now we've actually
got that edge on there. And I'm thinking
also that this part is not very flat either, and I really want to
flatten those parts out, and I think it's because I've actually pulled those
in a little bit. So let's see if we can come in shift and click Control plus. And then if I right click, we should be able to shape flat. So let's have a look
what that looks like. And you can see, not very good. Not really like in that. I'm going to press control. And then what I'm
going to do it instead is I'm going to come
in, shift click, shift click, and we're going to mark sharp
instead, and there we go. That is looking
much much better. Now, let's do that on the back. Right click, Mark
sharp, and there we go. All right. So that's
looking really nice. And now we need to do
is we need to actually join these together
because wherever this vault is going to go, this wall is also
going to go as well, because basically this wall
is made for this vault. So what you want to do is you actually want to
join these together. So if I grab, b wall, press control, you can actually keep You can actually set the parent to the wall and keep the transform. In other words, if
I click on this, come back to my door, I
can still rotate it round. But if I grab my wall, I can then move this as you
see the outer part with it. Now all I need to do is just do the same thing with
the actual door. So grab the door, grab the wall, control P. Keep
transform, grab my door, Z, you'll see it moves
out, grab my wall, and you'll see everything
moves along with it, which is really, really great. Now, let's come and rename this. All I'm going to do is I'm
going to comb to this part here and I'm going to
rename it vault door. Vault door Then I'm just going to make sure
that the other parts, so if I press dot, you
can see that this is named as a cube and I
don't really want that. This is the vault door. In fact, I'll call this
actually vat wall. Let's call it vault wall then let's actually come in
and grab this one and we'll call this vt rim
then let's come to the door and we'll call
this vault door like so. Now we should be able to grab all three of these, like so. Press the dot bot, right click. And what we're going
to do is we're going to mark as our set, and then we're
going to drop those into our place where we've got everything else,
which should be. Just looking now, where's
the finished ones, let's go up and down slightly and parts done is going to
go in there. All right. So now we should
just be able to grab our door at our walls
and bring it over. And put this into place, and I'm just going to
put it around out there. We'll only use this one once. Well, on my dngon we'll
only use it once. On your dngon, you might
use it a lot more. All right, so
that's really good. Now we've got pretty much
everything, and now finally, it's onto the last part,
which are going to be these torches
and this parser. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
43. Creating the Brazier Mesh: Welcome back every one to
Blender three to engine five dungeon modular kit back and this is
where we left off. All right. So let's now
start with our brasier. I'm just going to move this back just a little bit,
move it to the left. And then I'm going
to press sites and cursor to world origin. Now, let's bring in a cylinder.
So let's bring the sun. I think 20 is going to be
absolutely fine for this. And then what I'm going to do is I'm going to first of all, get it to the right scale, of course, bring my guy down. In fact, no I need
to bring it up. I've also got this
T which I just not going to need any more salt, just to let it out of the way. And then what I'm
going to do is, I'm just going to bring it down, probably a little bit more. Brass, they're quite
actually large. So it just depends how
low you want it down, but I think probably
something around here, that's probably going
to be the right height. So now, if I bring this up
by pressing pressing tab, and then just bringing it up to how much actual wood and things like that is
actually going to be in there. That looks absolutely fine now. Now, while I'm
going, what I can do now is bring it
down to the floor. I bring it down j to there, press the S born, lift it up a little bit,
and then bevel it off. Control be bevel it
off a little bit and you should end up with
something like that. All right. Now let's focus on the top of the brasier I'm going to do is I'm going to come face leg, grab this face, press the
eye born, bring it in. And then what I'm going
to do is I'm going to press, bring it up, and then bring it out very, very slightly with the S one, like so, and then I bring it in. And then, and we're
going to drop it down like so. There we go. We've got our actual lip here that we need apart from the pad that we just
need to level it off, so shift and click Control B, and just level that off. Now you've got a nice
lip on there. All right. Now let's focus on
the front of this, and then we can actually make the hot holes that are
actually going to go into it. If I come to edit, make sure I'm in edge
select grab this edge, shift to select press one, and then what' going
to do is bring in now let's bring in a cube, so we'll bring in a cube. Let's make it smaller. Something like that.
Let's spin it around by 45 degrees, 45, and there we go that then should be able to make
the front of this, just a little bit of
oriented ornaments on the front of it just to
make it look pretty nice. Let's bring it to there.
Let's bring this back. It's not too chunky. Yeah, something like that. And then what we'll do is
we'll bring in these edges, bring in this edge
and this edge. Make sure you're on medium
point and then S and y and x, bring it in. So. All right. Now, let's make
this top part here. Five press control off, click, right click
and then control off. Left click, right click, then I should be able to bring out each of these and just bend
them around a little bit. All right. Let's do that. So we'll grab both of these. We'll press, and then we'll
pull them out very slightly. S and X, let's pull them out. Like so, and let's
now bend them round, just a little bit like so. I'm just wondering if
I can get away with actually bending this bit round, so I'm going to come to
this one and this one, and I'm just going
to see bend them round so I think actually. Yes, I think I'll actually
get away with that. All right. Now I just want to fn it off a little
bit more I think. I'm just going to grab all of these and I'm going to pull
them back, pull them off. Then what I'm going
to do is pull out this front bit now, so
I'm going to grab this. I'm going to press, pull it out, and then what I'm going to
do is press, bring it in. And then finally,
bring it in and then just bring
it in. All right. That's looking pretty nice, I'm pretty happy with that. You might want to
do a little bit more diment work or
something like that. Let's see if we can actually
level this off as well. Let's see what that looks like. If it looks actually any better. If I press control B,
let's bevel it off. Okay. So yeah, I think actually that's looking
a little bit better now. Okay, I'm happy
with that. Now what we need to do is put
the actual legs on. Again, I've got this point here. I might as well actually use it. So what I'll do is I'll pressure if they bring in a queue. You'll note I brought
it in object mode, not edit mode, bring it down. And now we need to do is just fix this interplace
where it's going to go. Put in here, and then
I'll rotate this. R x might as well, I think, I'll rotate it
something like that, an angle like that
and then just make sure that it's actually in this. Now normally, I would say when you're
actually doing this, so if you press control
three, go to the other side, I would always try
and line it up with the line of the bezier
which is this one here, Rx can see that it's pretty much lining up with that
line and this line. Not quite. Now don't
base it on this one, base it on this one, so
you can see probably A little bit out, so RX
spin it around a little bit more like so and I think that's
going to be about right. All right. So now
let's bring this down. So we're going to pull
it out a little bit, I think first and then bring it down. So how
I'm going to do that? I'm going to press, and then
we're going to rotate it, so r and x and then pull
it down a little bit. And then we're going to
bring it down again. So, Okay. And then Rx. And then what you're going
to do is jaws pull it across now, and there we go. All right, that's
looking pretty good. Now I want it to be a little bit bigger when it
comes down to this bit. So what I'm going to
do now is I'm going to press control three again.
I'm going to press. In fact, rather than
keep doing that, what I'm going to do
is grab the bezier, and I'm going to
press shift H and that's going to hide
everything out of the way. And now I want to press
three, I'm going to have a really good view of actually
what I'm doing. All right. So now I can grab
the bottom of it. Press three again, and then
I'll bring it down now. Z, bring it down. Z hold Z button. And then you can see
now it's not flat, so we can press S and and
just flatten it out, like so. Press if you need to
flat out even more, and then it'll make it
perfectly flat for you. And now you want to do is S and y and pull it out like so. Now you can see we're really
starting to get somewhere. Now we're going to
do is press enter, and then S, pull it out. And then finally, and let's actually create
the bottom of here. So I I pull it down, press one, just make sure it's, on our ground plane and then
press S, pull it out. There we go, you can see
it's actually sat on there. All right. Let's make a little bit of
orientation work on here. Let's make sure we happy
with how fat that is? It looks a little
bit too fat for me. So I'm going to do is
scrab the whole thing, press S and eggs and
just pull it in, and make it a little
bit thinner now, and now you can see it's
looking a little bit better. Now, let's come in and grab, and this and the other side. Let's press I bring it in. And you can see that it's not
actually coming in right. It's not coming in
even in other words, or this part is too far out. So let's just come round here
and we'll go into our beds. Now, if you can't go in, if you press five on
the number pad, that will swap view so you can actually
swap between them. And let's grab it and let's come in and just bring
it back a little bit. We're going to make
sure we're on normal. And then we should be able to push this back in
the right direction. So it's just poking in there. Global come back around then. Now, if we reset all
of our orientation, so control, all transforms
takes the origins geometry. Now we'll do is we'll come in, grab each of these
and the other side. Then when we press y now, it should come in perfectly well to the way that we want it. Something like that, enter SN then we should be
able to bring them in. There you go, now it's
looking really, really nice. Now, let's just put one
on the outside as well. I'll come in, I'll grab
it probably from here. This one here to here, press the i born, bring it in. And then press and
just bring it out, and that is looking pretty nice. Now, we do need a leg going around the
other side as well. So what I want to
do is I'm going to grab the center of here, Shift S goes to selected. Grab our leg control A all transforms right click
origins three D cursor. Now let's spin it around. If
I come to the top of here, you can see that
I want one poking out here and one
poking out here, so I press Shift D and then and move it roughly
to where I want it. Somewhere like that, we can
see that it will be 135. Let's say 135. Then what
we'll do is we'll grab this shift D and then z -135, and then then we'll put it around the opposite side for it. You can see now that
perfectly in line. All right, finally, then, let's join everything
together, so control J. And now all we need to do is make these hot coals
in the middle. What I'll do to do
that is I'll come in. I'll grab this so shift
D and I'll pull it up. Now I want to do is we
actually want to create this to some displacement on it to actually create
that coal effect. The first thing I'm going to do is I'm going to write clip and I'm going to actually
triangulate faces like so. Then what I'm going
to do is I'm going to split it away
from the rest of it. So selection, tab,
grab it again, Control or transforms, right
click to origin to geometry. Now, you'll see them, we've
got something like that, and I need to now subdivide
it because we need some actual subdivisions to
create that displacement. So subdivision, click it up to something like let's say
four, something like that. Press control A and
then press tab, and you will end up with
something like this. Probably still not enough
to actually make the call. So I'm going to come in and
add one more subdivision. So subdivide by one. Let's press control and
now let's have a look, and that might be enough. We can bring it
up if we need to, but I think for us, that's
going to be enough. So all I'll do on
the next lesson is we'll bring in
that displacement. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
44. Creating the Hot coals: Welcome back to everyone
to Blender three, two real engine five dungeon modular kickbac and this
is where we left off. Now we've got this subdivided. All I want to do is come in, add a modify and we're going
to bring in a displace, bring the mid level
down and then put the strength down to something
like 0.1 just to start, we're going to move
this down anyway. Then what you want to do
is you actually want to come in and click
the new and let's call it something like coals
then what you'll have is to use it next time because Blender will basically
save this out as coals. When you come in to append
and things like that, then you will be
able to actually append the coals or the
displacement basically. If we go to file, make sure that when we
save this out now, that what we want to do
is we actually want to pack all of our resources
in the blend file. What this means is
that if you then move this blend file
to a different place, all of the textures are
actually going to go with it. If we don't actually
click this on, all of the textures
will be lost. When you re open up the blender, if you've moved it, then
they'll be all pink. This is also good
if you want to have things like
displacement in there, or you want to have node
trees, geometry nodes, or things like that
in there as well, then it will all go across, especially if you want
to, for instance, export blend files, two different computers
or to someone else. Let's click this on.
14 files packed. But what will happen
is now when we save it is it will be a massive
increase in obviously, the amount of megabytes that
this actual file will be because obviously
it's got all of the textures actually
wrapped in the file. All right, so now
we've discussed that. Let's come over then
to our displacement, which is going to
be this one here because this base is
going to be a texture, and you can see here it's already under call.
So let's put this on. Well, first of all, let's try
something a bit of noise, something like that, and
then all I'll do now. Is I will come
over, first of all, and make the actual
strength a little bit less. So if I put this on,
let's say 0.1 0.1, so we can see if we smooth that off then,
so let's move it off. It's not actually
looking that good. Can we get away though with making this contrast down
or something like that. So you can see now we can mess around with it to
our hearts content, like so, and I still
don't think I'm going to be happy with this one. I think I'm going to change it. So let's change it to something
like distorted noise. Let's try that one. Let's
bring up the amount. Let's bring up the size
as well or down the size. Again, let's see what that's looking like and we can see now. This is actually looking
quite promising. So just mess around with
the actual things now. You make them more or less
and things like that. But I think actually
that's looking quite good for the actual call. So what I'm going to do now
is I'm going to come in. I'm going to grab one
of the points on here, so I'm just going to grab this, pull my proportional editing on, and then what I'm going
to do is, I'm just going to come in and lift it up. Press the ta board,
and there we go. I think that's going to
be really, really nice. Now, don't worry if it's
a little bit blurry because we're actually going
to bring in a texture, which is really going
to make this lo nice as you're going
to see in a minute. I think we'll leave
that there for now. I'm thinking, can I change the contrast down a little bit, bring it a little bit more. Yeah, a little bit
more like that. Now what I'll do
is I'll actually bring in my texture. All right. This is basically the brasier D. All we need to do now is
just put it onto material. Let's press teach and bring
back everything else. Take a little bit of time
to load up everything. And then what we can do now is we don't quite want to
join this together. What we want to do is see
where it looks like first. First of all, let's go
to easier, shades move, Autos move on, and let's bring in the metal
that's going to be. I let me see if I
can actually join the material with something that's just met, I
have a garnet fin. Nope, I'm not gar fin, so all I'll do now is just bring in going to
press doctor zoom in, and let's come to materials
down arrow, black metal. And there we go. Now, let's wrap it because obviously,
we've not done that. Smart UV projects
unwrap and there we go. Now, we are having a
problem, as you can see. Let's see what it
looks like though. Sometimes the lighting
within the actual viewport, when you're on
material will look completely different
when you're on render. If you p on render view, you can see now that it's
looking very, very different. Now you can see though that we do seem to have some blockiness, and this is probably down
to this actually join it. I did say, sometimes you're
going to end up with that. You do actually probably
need to go in and fix that rather than
leaving it like that. The rest of it though
looks absolutely fine. It's just this bit here
that's causing the issues, so we don't really want that. What I'm going to do
is I'm going to go in, press L on all the feet, all the legs, and
this ornament part, and then hide them
out of the way. I'm actually going to
go in now and bring in a actual seam. Let's come in and bring
in a seam on here, here. Okay. Let's bring it
on the top of it and underneath it here and
right click and max seam. Now what we need to
do is just need to look where the problems
are with these seams. And what I'm going to do
is I'm going to put it around the back because
that'll be nearer wall. So all I need to do is I need to make sure that there's
no infinite loop. So you can see that this one,
if it input is seam here, will be an infinite loop. This one will be, you know, Unwrapped flat base list. That's fine. This one is
again, an infinite loop. Then what I need to do is
I need to come round to this one and make sure that's
also not an infinite loop. I'm going to right
click mark seam. I'm going to press tab as well and hide this part out the way, and then I'm going
to come back to it, and I need to make one in here, or I could just delete this. I'll delete faces out of
the way on that. All right. Now let's come to
the back again, and we need to mark seams on
here again, so mark seams. Then what we can do
is we can grab it, unwrap and now it
should wrap much, much nicer as you can see. Now let's put it
on There you go. You can see just how much
nicer that actually looks. We're still going to end
up with a big seam at the back can't really
do a lot about that, but that seam is going
to be hidden all the time by the wall because
since this is the front. So I'll even be going against the wall or in the
corner or something, so you won't actually
see that sceam. All right. Brilliant.
Now, let's press altage and bring back
our displacement. And then what we're
going to do is going to make this a little
bit bigger first, just so it fits properly. And now I'm going to come in and bring in a
material for this. It's a new material, so new
and we'll call it hot coals. And then what I'm going
to do is I'm actually going to go over to
my shading panel now, and I'm going to bring
in my hot calls. If I grab this control shift t, and let's go to our
dungeon, where is it? A textures. So
textures. Here we go. The lender textures,
and now I'm looking for the one that says hot calls,
which is this one here. And you will notice in this, we actually have an
emissive map as well. So let's bring all of these in. I don't think the emissive
map will come in anyway. I think we'll have to
bring that in separately. So let's click on the principle. And let's see if the emissive map has
actually come in now, I don't think it will
do. No, it's not. As you can see, they're not actually glowing or
anything like that. So now I'm going to
have to go in and look, this is my emsism some reason, Well, it has plugged it
actually into emission, but it's not a let's actually
see it might actually work. This is the new blend version,
so it might actually work. Let's come over to
our material panel, and if we come down, we'll have one
that actually says emission emission strength
and actually it wigs. I wasn't expecting that, Blender automatically now does near enough everything for you, except our ambient occlusion, so we can simply come in and
delete that out the way. But that is really nice, how it does that. All right. Now let's double click the A, and you can see now that
that displacement map is really working really nicely, as you can see, with
these hot coals. Finally, now, let's join
these together so we'll grab this one and this
one, join them together, like Press control A all transforms right click
Sg and geometry. I think actually one thing I forgot to do is
actually unwrap this. I'm going to click on
wrap, and there you go. Now it's looking a lot
lot there. All right. I'm really happy
with how that looks. Now, let's also, actually, I messed up because
I need to go back. I was wondering why those lumps and everything
disappeared, and obviously, they disappeared
because I joined it together without
applying my displacement. So let's come in, apply our
displacement with Control. Now join it together with Control J and now
finally come in LU Unwrap, and there we go. Now it looks at Tomb you can see just down nest
that looks. All right. So finally, let's come over
to the right hand side, and we'll call this
frasi double click it Brasier so presenter
and there we go. Now, I'm not going to do
anything with this yet because we still need to actually
get our flame in. But before that, we're
actually going to start creating our tortures.
All right, everyone. So on the next lesson, we'll actually start
creating our tortures. I hope you're loving
the course so far, and I'll see on the
next one. Thanks. Bye bye.
45. Creating the Ornate Torch: Welcome back everyone to blame the three tonal engine five
dungeon modular kit bash, and we've left the
hardest part to last, which is the actual touch. Let's now bring in, first of all, we'll just move this over here
out of the way. Then we've got our
actual cursor here. So what I'm going to do is
I'm going to press shift a. I'm going to
bring in a cylinder. I'm going to make it relatively small,
something like that, so we can see that this will
be the outside of our touch. So maybe a little bit
smaller as we can see, and then let's press sensed
and bring it down like so. If we have something like that, probably still a little bit big, bring it in a little
bit more sensed And I think that will
be the right size for our ornate torture. We'll do that one
first, because that one's the hardest
one. All right. So what we're going to do is
we're going to grab the top and the bottom,
rest delete faces. And now I'll do is I'll
grab the outside of it. And then what I'll
do is actually I will solidify it because
I think it's going to make it a little bit easier
to mess around then and actually create the kind of shape that we're
actually looking for. So I'm going to
come in, add modify it and bring in a solidify. I'm also going to reset
the transformations like so origin geometry, and now let's bring
in even thickness, and let's just bring it in to the right thickness we want, which will be
something like that. I'm also going to bring
it over now to where my guy is. So with great here. And then what I'm
going to do is now, I'm going to bring
in another piece. So let's bring it down, so we'll press
shift, duplicate it. So we've got this piece here. And then what I want
to do is I actually want to bring it, it actually comes
off apart here. So basically comes out here and then goes
around to the top. I think at the moment,
if I press dots on this, I think these are the moment need to be a little bit thinner. So I'm going to press ns d
with individual origins on. So sensed, make them
a little bit thinner. Yeah, and I think that's looking much much better. All right. So now, Let's bring one more in, so I'll press shift D and then bring it down a
little bit further. I'm going to make this
one a little bit thicker. And they said, while I
want is my actual flames to come off of there and
then go up and come round. How am I going to do that?
I'm going to press Shift S, cursx Shift A, bring in a plane. Spin the flame round, so x 90. Then what I'm going
to do is I'm going to bring in a actual curve. Shift a curve, bring
in a bezier curve. The bezier curve is going to come right there,
as you can see. But we're not interested about the actual curve because we're actually going to
create our ron curve. All I'm going to do is I'm
actually going to press tab, and then I'm going to press A to make sure I grab
all those vertices. We can see it here,
delete vertices. And now we have nothing left. Now, we're still in any
mode at the moment, and the curve is still selected. So now if you press one
to go into front view, what you can actually do,
if we come to modeling, that's going to make
it much easier. Let's press dot, and let's
press one and there we go. So let's zoom into
where we need it. And what I want to do
now is I want to create a curve that's going to come out and it's going
to go two here, and then it's going to come up and then slightly bend over. That is what I want to create. So what I'm going to do is now, I've got my sit curve
still selected, I'm still in edit mode, as you can see here, and what you're going to
do is you're going to click on this little borne
over here, which says drop. Then what you're going to do is you're going to
come over it to where it says view, not view, sorry, tool, and
you're going to make sure this is slack to surface. Now we can actually draw
our actual curve on. Let's bring it out like so. Let's bring it in, and
let's bring it up, and then let's finally bring
it out like so. All right. Now we can't really see
anything at the moment because what we need to do now is actually give this
some thickness. I'm going to do is
I'm going to press tab, I'm going to come round, press the dot bomb And then let's come to our curve
and bring out the extra. If I bring out the
extra like so, and you can see that's not
working so well for us. So it comes out like that, but I need to
actually bring it out the other way as well.
So how do I do that? Well, I come over to my
spanner and modifier, solidify, even thickness, right click and we're
going to shave flat. Now if I bring this out, if I bring this out, like so. You can see now that
we've actually got the makings of our actual torch. Albeit, it's a little bit
too thick at the moment. So now we just need
to come in and play around with the
actual thickness of it, so we're going to make it a
little bit thinner, like so. And now we can
actually play around with how this bends
and things like that. At the moment, I think I need
to grab the bottom of it. So I'm going to come back
to my move tool over here. I'm going to grab it.
I'm going to press test. So test will bring that pot out and then
come to the top of it, and I'm going to press test
and this time, bring it in. I'm also going to put this onto Object mode, so I can
actually see what I'm doing. Now what I want to
do is basically, I want to actually create
it so that all looks right. So what I'm going to do
is I'm going to grab this one and this
one, right click, and we're going to subdivide,
and that then will give us the ability now to
actually move this. So if I press one now
and then press G, it means I'll be moving it quite even against each other, and
that's exactly what I want. I'm just going to
move it out like so, move it across and
just make it try and fit it into here and if
you're having problems, again, grab them both, right click, subdivide,
grab this one then, and then you should
if you bring this in, be able to make that
much, much flatter. Let's move this one over. And then all you need to do is just come in and delete it. So delete verses a n, so you've got a really,
really nice flat line. All right, so that's looking pretty good. I think
I'm happy with that. All I need to do now, I think
is bring this in again. You can see this at the moment
needs to be in the middle. Now the way to get in
the middle is if you come back to your solidify and all you want to do
is move the offset over just so it's more centered. So you can see, that if
this is on -0.1, so -0.1. It's pretty much now bang in the center where
it should be. So yeah, that's
looking pretty good. Now I want to do is get rid of this plane, so delete the plane, and now let's have a
final look at what this looks like and if you're
actually happy with it. So I'll think at the moment.
I'm quite happy with it except I think that this bit
needs to go up a little bit. So if I come back to this, what I'm going to do is I'm going to grab this one and this
one right clip subdivide, bring in another edge, and sorry, another vertice. And then what I can do
is I can pull it up now like so and kind of try and shape it a little bit
better than where it was. So something like this, I feel is going to look. A little bit better apart from, I think I need to bring it in. Bring it down and now
make it a little bit more rounded and just play around with it again just to get
a little bit more rounded. Again, if you're having
problems with it, just come in, delete vertices,
adverts, right click, advertis and then bring it up. Take off proportion editing,
not as well if you need to, and now you can see
it looks better. Again, we'll come
with this one now, delete the vertice and then
add in another vert click, subdivide, and now bring
it over. There you go. It's a really, really easy
way to get this going. Now if I come to this
one, delete vertice and grab them both, right, subdivide, now
let's bring it out like so yet I'm really happy
with how that's looking now. That's shaping up
really, really nicely. I'm going to see actually,
if I can grab the top of it, can I press all test, It's not going to come in
sideways, as you can see. So what I need to do, I actually need to
apply all of this. But before I do that,
what I need to make sure of is that I've actually
got the right resolution. At the moment on 12, which is
way way too many polygons, so I actually need
to bring this down. So I bring this down
to something like let's say four,
something like that. That then should be
absolutely fine. You can see that we
do have a problem in that this seems
not round enough. So let's turn it up
a little bit more, and you can see it still pretty square probably going to have to put this back down to four and actually
bevel it myself. We can also see, have we got, we've got even thickness on, so I'm just checking
that out and might need to come in and just mess around with
these a little bit because you can see
they're a little bit out, so I need to just
clean those up. So now let's come in and
actually apply solidify. So press tab, hoover apply
solidify, can't do that. Instead, what I'm going
to do is I'm going to come into object, convert. Mesh, and there we go. Now, let's come in and fix these problems that
we've got so we can see that we have a huge problem
in this one inside here. I can't actually get to it. So what I'm going to do is I'm just going to
come around the back. I'm going to hide this face. I'll hide this face, and now you can see that I
can actually get to this. So if I grab this
now and pull it out, make sure I'm on global, so I'm going to pull it
out and there we go. Now we can actually get to it, and now we can actually start to fix this a little
bit, as you see. We need another edge loop in
here really. Control off. Let's click right click
and let's bring this out. And just round it off a
little bit more like. So now you can see it's
looking a lot lot better. Now we need to do
is we need to just press O page, pull this bit out, so let's make it a
little bit even, and maybe we can get away
with just beveling that. So let's try control
B, bevel it off. There we go. That looks
much, much better. Now, let's fix the top, which is what we talked
about, so let's bring it in. Again, we're going to come
to the top, grab this, and then going to put it
on proportional editing, and then I'm going to press
S and y and bring it in. So make it a little bit of
a spike, and there we go. That looks really
cool. All right. So now what we need
to do is we need to bring this one out slightly
so you can see at the moment, they all go pretty much
up to the same sort of, you know, place
along each other, so I just want to
bring this out, so I'm going to bring it out. Press, bring it in.
And there we go. Now it's looking like
it's there for a reason, which it should
actually be. All right. So now let's bring in
the rest of these. So how are we going to do that? Well, basically,
we need to divide or circle up into how many
of these we actually want. Now, I'm just counting on
my original, so one, two, three, four, five,
six, seven, eight. So we've got eight. So let's
open up our calculator. And then we'll do
360/8 equals 45. A we'll do is we'll
come to this one. We're going to
shift, shapes move, Atos move on seven
to go over the top. Our cursor is already
in the middle. If yours isn't, just put
your cursor into the middle, shift D, and then z 45. Then just keep working
you a round so Oz 45 and hopefully meet back up the perfect angle that
you want to them. Shift D z for five and
there we go. All right. Now you can see it's really, really starting
to come together. Now let's grab these
three because I think I've actually got these perfect now to
what I want them. And what we do is going to go to object and convert to mesh, and then I'm going to
right click shapes move, bring mom move on each of these. Like, so double tapA
and there we go. And that is it for this lesson. So on the next lesson now, what we can actually
do is finish off our actual torches
because that is the hardest actually done now. We just need to have a few
bolts and things like that, maybe if you want to, to
really bring this out. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
46. Creating the Torch Handle & Holder: Welcome back every one to
blend the three to real engine five dungeon Modular kit
back on this where left off. Now, let's come in and
join all of this together. I'll just press seven
to 12 on the top. Press B, join it all together. Press control J,
and there we go. And now I just want to
change this a little bit. So if I press Control
A all transforms, set origin to geometry. And then what I'm going to do is I'm going to make
it a little bit smaller and I'm going to
pull it out on the S and Z. Pull it out a little bit, and now you can see
it looks a tomb. A happy with that. Now what I need to
do is I actually need to bring in my torch, so I'm going to press shift A. I'm going to bring
in a cylinder. I'm going to keep it on 20. That should be fine. Then
what I'm going to do is, I'm just going to try and make this into some kind of torch. The top of the torch normally will come up
to roundabout there, and also it will fit in, as you can see, with plenty
of room around it like. Now, let's come
in. Grab the top, press control B, and
just bevel it off. And you can see, it's not
bevel and not very well. Again, control A, A
transforms are txginGeometry. Tap control B and bevel it off. And now I'm going to do is, I'm just going to
turn of the amount of level, so
something like that. And finally, I'm just going
to try and bring this up a little bit without
proportionaliting on, bring it up a little bit. Press the eye borne, and then bring it up a
little bit more. Press the eye born bring
it up again, like so. All right. That's looking
very much like a torch now. If we shapes move, bring an
autos move and we've not got, we can turn this off a
little bit as well, like so. Yeah. I think that's
absolutely perfect now. Now, let's come in. And make
the rest of the torch then. This is the top of the torture. But just hide this out
of the way for now. And what I can do is I
can bring this down now. So we're going to bring it down. We'll create the whole
of the torch first. If I bring it down to
let's say E and Z, bring it down
something like that. Let's make it smaller
at the bottom. You can see now this is
looking around about press one round about the right size, actually,
so that's good. Press control B and then just
end that torch like that. Now we need something
to actually hold it and also want to actually
bring in a little bit more. I'm going to press control,
five left click, right click. I'm going to grab this one,
O shift click, bring it in. Like so, and then is very, very easy to hold. All right. So now let's
bring it out on this bit. This is the bit that it's going
to be held and where it's actually going to be held with the pot that actually
holds a touch. The actual fixing to
it is what I mean. So enter alternates take off proportional
editing, bring it out. It only needs to be very subtle, maybe a little bit
more than that. L then finally, what I'll do is I'll bring
in the top of it. So what I'm going to
do is I'm going to grab the top of this. Press control B take
off all of these, press, sorry, press to extrude TS and bring it in like so. There we go. There
is our actual torch. And I think thing I'm quite happy with I accept probably a little bit thicker
at the top here. Then again, I'm going to come in and make it a
little bit thinner. Porch editing, press the S b, and bring it in, and there we go. Now, I'm happy with that. Now, let's press saltag and
see how that's going to fit into this part here
that we actually created. And the first thing we see is that basically these parts here. So these parts need going
in these male parts here. So I'm really going
to have to bring these up a little bit
to get them into here. The moment, they're
fit into the torch, and we really don't want that. So let's hide our
torch out the way, and let's come in and
actually fix those parts now. So if I grab these just on these parts here,
So I'm going round. So like so, and then
I can press one. Now what I need to make sure
is that I'm on connected only because I
don't want to move the whole thing up,
just these parts. Now if I bring them
out, you can see that I can actually fit
those into place. Now, while I've got them, I might as well delete these two here because we're
not going to need those that actually should
be fitting into this mell. Anyway, so if I press
control plus so, press delete and faces, and now we can actually
delete those out the way. Now finally, all
we need to do is we need to bring these parts in. So I'm thinking, what's the easiest way
probably to do this. Probably just grab them all and then squish them
back a little bit. That's probably going
to be the easiest way. Let's grab them all. Let's press the S borne and see
without port non, if I can just bring those back, don't think of can what I'm
going to do is put it on medium point and now I can
just bring them back out, and then you can see that they actually look even
better like that. That's great. Now, let's think about the other part
of the touch now. If I press tag,
let's first of all, give it an actual lo, see where it looks like,
double tap the eight. And that's looking
really, really cool. Now all we need to do is
make the actual fixing. So we'll start that now. So what we'll do
is first of all, we'll bring in an actual cube
and then put it on the back and try to make it a little bit ornate as well when you're
actually doing this. So The actual holder then probably needs to come
up to something like this. Now, first of all, let's
bring in an actual cubes. I'm going to press shift
a, bring in a cube, I'm going to make it smaller, and I basically want
it to come from probably just below here because that's where I
want this piece to be. I'm also thinking as well I probably need to bring
in this as well. I think it's a little bit
too big for this touch. I'm going to make sure
that I bring this part in. I'm going to come
round shift click, and I'm just going to
refine this just a little bit. Proportion
to turn on. Make sure connected
only is turned off, and now going to bring this in, can actually bring in this a little bit because it
was a little bit too fan. Now you can see,
that looks perfect. All right. That's
that. Now, let's come in and use this cube then. If I bring this cube here, I'm going to press
S and y and push it together then one want to do is I'm going
to bring it down. I'm going to bring it all the way down to where
it needs to go. Which will be, by the way,
near the bottom of here. If I press three, I can see now it's going
to come down with that proportions
all the way down to probably something around
there. Something like that. Now, you can see we've got
the makings of what we need. So now we want to do is just
shape this out a little bit. So what I'm going to do is
going to press control off. Left click, right click
and then I'm just going to grab all of this going round, put proportion editing on, and then I'm just
going to bend it out a little bit like so. And then I'm also going
to bend the bottom, so I'm just going to grab it
all the way around there. Bend the bott out a little
bit like so, and there we go. All right. So now
I want to do is, I just want to see what it looks like when it's shaded smooth. So right click, shades
move, Auto moove on, and we can see we've still got a little bit of a lump here, so I'm just going to bevel the front and back of that off, so press control
B, bevel it off. And there we go. Now that
looks absolutely perfect. And the one thing, I
just want to probably bend the top of it just a little bit. I'm
going to press control. Let's click, move
it up a little bit, and then I'm just going
to rotate this round, so and x without proportioning on I think
I can get away with it, so R and rotate it round and then just pull
it out a little bit. There we go. That
looks absolutely fine. Except, of course, this
bit here, let's fix that. We'll again, use a bevel on it. Control tiny bevel on it
should actually fix that. Let's see the shades move, bring it up a little bit,
how much do I need to bring. 35.5. I'm just going to go in. Instead of beveling it, I'm going to bevel it
a little bit more. Okay. And let's see where
I can bring it up by now. 34.9. I think that's
going to be okay. Now finally, it's a
little bit too thick. What I want to do is I
want to squish it in now. Now, I just want to pull
the back of it because if I squish this in, it
will lose its shape. If I grab this now
and press S y, you can see it will lose its shape, and I don't
really want that. Instead, what I'll do is
I'll just grab the top, come to the bottom,
press control click, and then all I'm going to
do is just pull it back. You can see here that
I just need to grab these bevel parts as well or it's going to mess
around with my mesh. Grab each of these bring it around and then
just pull it together. Like so and there we go. Now, it seems to be
the right thickness. Now, let's think about now how this is actually
going to come down to here. Normally, you would have a bit that comes out with the tallest, so it would be on
this part here. Let's do that. If
I press Shift S, curst to select to
shift, bring in a cube, make it smaller, and then
we're just going to bring it down to this part here, and
then just pull it back. Make it a little
bit thinner, S and, and this will be the part then that actually
sticks in the wall. And then the rest of this, if I press control three, should sit pretty
flush with the wall. You can see that this is
probably a little bit out. I need to bring that back
to make sure they all fits into the wall really nicely, and that's what I'm going to do. Basically I'll bring in a plane, so we'll press Shift, cursor shift, let's bring in a plane and
then we'll spin it around. X 90, spin it around. Let's say this part
is going to be in the wall from here,
something like that. Now we can actually work
on these parts here. We come in and grab the top. Press the control three, sorry. I can't see my plane right now, W press said, going
to wire frame. Still can't see my plane. What I'm going to do
is I'm going to grab my plane and this part
here and this part here, and then I'm going
to press Shift page, hide everything else
out of the way. Press serve three now and now I can see a plane perfectly. Grab this part, and then
what I'll do is I'll put portion back now I'm just
going to pull it back. Just so it sits on the
wall really nicely. And again, with this part here, going to grab it
going all the way around and pull it back. Just so this part
sits on the wall. And now you can see, because
it's flushed with the wall, it's just going to
a lot more natural. So if I had to delete my
plane now, press voltage, bring everything
back, press the head, go back into solid,
and there we go. All right. So that's
that part done. So what we'll do
then on the next lesson is we'll actually get the rest of this
part actually bill. And then we'll just
basically make two tortures, one without this ornate part in it, and the other with it. And then what'll be is as
you start in the dngon, you'll have these kind of
ornate tortures and as you get deeper and deeper
into it with the kind of, you know, the prison part is and the torture chamber
and all that stuff, the tortures will
be less ornate. So they'll just be just this torch on its
own, for instance, and that's one of
the reasons why we're creating two
of these tortures. All right, everyone, so
I hope you enjoyed that, and I'll see you on the
next one. Thanks a lot. Bye bye.
47. Finishing our Torch Models: Welcome back, everyone
to Blender three to real engine five Dungeon modular Kash and
this where left off. All right. So now let's actually think about creating
the top of this. So what I'm going
to do to do that, actually is I'm
going to probably use something like this point here. I think we'll use that. Ok shifting click Shift S, bring it out without proportional
editing on, Of course, S bring out S s, squish it in, and then
all going to do is, and we're going to
press P selection, and just actually separate
it away from that. Then I'm going to press control
A or transform directly. Set origin to geometry. And finally, now, I'm just
going to bring in a solidify. So add modifier, solidify. Bring it in. Just so there's a little bit of
a gap there like so. And now I'm going to
do is I'm actually going to bend both of these now. So I'm going to bend
all of this because actually the torch
should be at an angle. So if I press so three, I'm going to press R and x and move it around to the
position I actually want it. Probably, something like that is going to be absolutely
fine. All right. So now we can actually come
in, bend this a little bit, so I'm going to apply
my actual modifier, so control, plan my modifier,
grab the front of it, so grab both of these,
bring proportionaliting in, press the G button, bring it in, just bring it down
a little bit like so make it a little bit bend. All right. Now let's
come around the back. Take off proportional editing, making sure I've grow
all of the big, press, pull it out, and then
we'll stick that in there. So now let's come
to the bottom part, so I'm going to
come to the bottom, press tab, grab the bottom part. And I think what
I'm also going to do is bring this in as well. So I'm going to bring my
proportional editing in, press S and next, pull it
out, and just bring it in. So given it a little bit
more of a nicer feel to it. Now press Shift S,
it to selected, and then we're just
going to press tab, Shift A, bring in another cube, make the cube smaller. So it's jaws going to fit
right at the bottom of there. I need to bring out
a little bit more so and x bring out a little bit, and now we need to actually put in the bottom part of this. If I come in, grab my bott
take off proportion editing, And what I'm going to do
is I'm going to bring it out now to just pass here, and then I'm going to
level off these edges. So grab both of these
edges, press two, if you want to grab the edges, control B bevel it off. And now let's make that
little indentation on there. Before we do that
though what we need to do is put in another edge loop. Now you can see that
we have a problem now. If I try and bring in an edge
loop one, let me do that. And the reason, of
course, because of that is if I press tab, press shift, hide everything, all I need to do is just
join up both of these. If I press J, join it to
make sure it's not an end. Again, and now I can press tab Atge bring
everything back. Come back into it, and now
you should be able to make that you should be able to
make an actual g Control. Let's click, bring it to there, and then we can
grab both of these, press the iborn and then
press. There we go. Now it looks as though
this actual torch actually sits on something. All right. I'm really
happy with that. Now I want to do is just
bring this back a little bit. All I'm going to do
is grab all of these, and I'm just going to
pull them back like so, and I think that
part from this bit, as you can see, and
it's pulling back a little bit is just about done. Okay. Let's now join all
of this up together. Press Control J, like so, press control A all transforms, right click origins geometry, bring in my auto smooth, and just make sure that I'm
actually happy with it. I don't mind having a little bit of lumpiness
on this front of it. I'm going to put bolts
on there anyway. And the last thing I'm
thinking of doing is maybe put some bolts around. Actually, we won't do that.
And just have a look. If I grab this can
actually rotate it round. So I'll, I can I can rotate it back
round, so that's good. So it does allow me to put
some bolts on if I want to. So I'll just grab both of these. I'll press altar,
rotate it round and you can see it moved
out a little bit there. Let's actually grab
this and press altar. And let's grab this
one and press tar. And we can see it's
moved a little bit out. So I'm not too happy with that. So I think I'm going
to leave it actually. If you want some
bolts around yours, you could just press Alt, pull some bolts around here, spin them around as we did with these parts and
then put them in. They're quite high poly if we're adding bolts that anyway. So I think I'll just add
a bolt in here actually. So I'm just going
to come to both of these shifts selected, and then tab shift A and
just bring in a UV sphere. Bring it down something
like 12 and eight, and then it's going to be
low enough to actually use. Press, squish it
in a little bit. And now we'll come shift click elite faces grab the
bomb, L delete vertices. And now let's grab
it to bring it in. And now we're just
going to spin it round. R x 91, spin it round
into place like so. I'm going to actually
rotate it again. R and X and then just drag it
in like so and bring it in. And then press
shift D. Bring it, bring it out, grab them both. Shift Control J,
join them together, C shades move, and there we go. There's
the pulse on there. All right. So we're
pretty much done. Now, let's make our torch all I need to do
is just grab this, press shift, and there
is our torture as well. So now we've got
two tortures and one's eight and one will
be on its own like this. What I did forget to do that. I'm just going to
lead the other way. I did forget to take
this across with it. So now compress shift hopefully, everything comes over with it. There we go. Two torches. Exactly as we want
them. Now. Last of all, of course, what we need to do is we need to bring
in the material. So I'm just going to
put this on material. And what I'm going
to do is I'm just going to join this two here. So I basically need to
join all this up actually, so I'm going to
grab all of this. Press Control J, right
click shades move. Make sure ts moves on. Control A, A
transforms right clip set origin to geometry,
and there we go. I'm going to move that cursor, shift right click to
move that other way. And then I'm just going to join this up as well. Control J. And then same thing,
Control A, A transforms, right click Set origin
to geometry. All right. So now what we want to do is we want to just
bring in material. So grab both of these, grab this one last,
press control level, and then link materials like. So Then I can come in, grab all of these press tab, A, smart UV project, click, and there we go. Now, let's see if
we can actually get around with our wood because that's one thing that's probably going to
be the hardest bit. We can see at the moment
if we come to this one. Everything looks good
except this part here. Some of this needs to melt
some of it needs to be wood. Let's come into our materials. We're going to click
plus, and we're going to bring in our wood,
which is this one here. Then what I'll do
is I'll grab Both of these going around
here, all the way down. In fact, I'll grab it
from this one here, press control plus twice, and that should grab everything. Then I'm thinking where
is the next piece? Probably this bit here, I think, or is this bit metal? Let me just hide these out of the way so I can actually see what I'm actually doing here. We know all those bits of metal. I'm thinking that
this will be wood. This will be wood and the top
of it will be wood as well. I'm going to put it two here. I'm going to also put
it going round here. I'm also going to put it
going round here, like so. Then what I'm going
to do is I'm going to assign that to the wood, and then I'm going to
come to the top of it, grab it press control plus to go all the way down to where I need it and assign wood again. Now let's come to the bombit. I'm going to grab this
bombit control plus and assign the wood again like so. All right. So now we
need to do is turn. You can see he didn't actually assign that let's do that
again, all the way down. A sign. Wood. There we go. Now, let's grab all of the wood, so I will select
everything that's wood. So I just click this
select bond on here. Go to my UV editing. And then what I'm
going to do is I'm going to basically
spin this round. Z 90, press the doctor zoom in. And now I'm just going to check what the actual wood looks like, and you can see it's looking
really, really nice. Now, does it need
to be any bigger. So I I come in, UV, pack islands, and now I
look, spin it round again. So 90. Okay. And now let's have a look. And then it looks even better. Now, although it might need
to be a little bit smaller, just to bring out that
would a little bit more. Now, finally, what I need
to do is we need to come in control plus all
the way up to there, and I need to just assign hot calls to it,
and there we go. Pretty much. That is done. I'm just looking, do I
want this to be bigger? Let's have a if we
make this bigger. Yeah, it's probably
going to be better if we make it a little bit bigger where you can see just how nice that
actually looks. All right. Let's do this one then
as quick as we can. Let's come in. Control plus going all the way down to there. Assign the hot coals like
so. Let's make it bigger. If I grab it all, press the S b, bring it out, so we've got a lot of light in
there, like so. That looks really nice. Plus down arrow,
bring in our wood. Now we're going to do is
we're going to grab this one, O shift click and plus
and then assign the wood. Like so. Then I'm going to
just do the same on this one, so I'm going to click Alt Shift click and I'm going to do the same
on the top of here. Shift click, sign wood. Now we'll come to
the bottom part, shift click Control plus
control plus and a sign wood. Now let's select all the
wood. I'll select the mole. A, UV Pack islands are 90, spin it round, and let's make them a little bit
smaller, like so. Let's press tab,
and there we go. That also looks really nice. Now, this one here, mi needs
come a little bit lower, so we'll actually bring
in an edge loop control left click, right click. Now, Let's come in and
grab all of these. Let's assign it to hot
holes, and there you go. I think that actually
looks a little bit better. I'm actually going to see
if I can select this, if I can just press you and unwrap and see if it looks
any better like that, which I think it does. I'm going to do the
same thing on here now. I'm going to grab
the top of here. Control plus, go
twice, I think. No. Actually I brought in an edge of into Control, bring it up, now come back to it in facet, which is three, grab this one, Control plus all the
way to the next one. A sign, and then unwrap
and there we go. Now, let's move that
over a little bit I've got a little bit more
fire on the top. Like so, and there we go. All right. That's
looking really cool. What we'll do then
on the next one is, we'll actually name these
and then we'll actually get our flames in there because that basically then is the last
part for all of our assets. Let's also save it out,
save it out of file. Let's go back to
modeling that for now, and then on the
next one, as I say, we'll get our little
flames going off of these and then basically we've
done with all our assets. I hope you enjoy the course, and I'll see on the
next one, everyone. Thanks a lot. Bye bye.
48. Creating our Animated Flame: Welcome back everyone to blend the three Tonal engine five
dungeon modular kit bash, and this is where
we're left off. Now what we need to do
is we actually need two. We could as well, pull
down some of these, just make it a little
bit more uneven. So I think actually
we'll do that, so we'll grab all of these. And what I'm going to
do is I'm going to come to map proportion editing, turn it on, and then
just put it onto random. And what I'm going to do is, I'm just going to go to the front, and if I press G now very
carefully, bringing it in, I be able to make these a
little bit more uneven. Now you can see that because I've grabbed
them all like that, it's not really doing what
I actually wanted it to. So I'm going to do
instead is just grab two of them and then just bring them down and then grab
another one, bring it down. And then we're just making them a little bit uneven
as you can see. So that's just going to
break up that really, really hard edge that
we actually had there. This one, you can't really see, but I think I'll
still do it anyway, so I'm going to go in,
grab this, bring it down. Bring this one down,
and then come round, bring this one down like so, and then just break it off
a little bit. All right. I'm going to press
Tab ol tag to bring back all of that anyway,
and there we go. And now what we're
going to do. Just make sure that you cursor is right
in the center of there. What you're going to do now
is you go to file, save, and then you're
going to go to file, and we're going to open resent which will be the one that
we've just saved out. And the reason we're
going to do that is so that we can actually reset all of our spheres and cylinders and
things like that. So when we bring it in
now, you'll see shift, let's bring in a
sphere, UV sphere. You can see that it's
all being reset. Now, what we want
to do with this sphere is we want to create it, so it actually
looks like a flame. So what I'm going to do
is I'm going to come grab this top vertice on here, and then I'm going to put
this to actual sharp. Press one, and then I'm going to pull it up and
make it more flame like. So if I pull this
out now and pull it up and pull it up like
so and then you can see, now it's starts to look a
little bit like a flame. And now what we're
going to do is going to right
click shapes move. I'm going to put it
onto object mode. And then what I'm going
to do is I'm going to come over now to the
right hand side, where my little spanner is. I'm going to add in a modifier. We're going to bring
in a displace, and we're going to
put this on 0.2. And then what I'm going to
do is I'm going to click. I'm going to call this flame. So then what we're going
to do is instead of local, I'm going to put
this onto object. Now finally, what I'm
going to do is going to come over to my
little texture panel, and I'm going to come to
where it says image or movie, click the down arrow and
we want this onto marble. You can see already that's
starting to look pretty nice. Now, let's make it a little
bit smaller so it actually fits our actual torch,
something like that. Here is the point
where you should make it bigger or smaller, depending on how you
actually want it. Is that flame going
to be high enough? Do you want it higher basically is what you should
be asking yourself? I'm going to put mine on smooth, and what I'm going to
do is just bring it in. And just lift it up
a little bit more like a thing that looks
a little bit better. All right. Now let's bring in an actual empty because that's what we're going
to use to animate this. If I press shift A,
let's come on over then, so it's mesh, sorry, empty down here,
plane axis like so. Now, you will notice if I attach this
straight to my flame, what will happen is it will it will make it actually
disproportionate. What will happen
is if I click on this and then click on empty, you'll see that it
goes like that. The reason it's gone like
that, if I press control is because I need to
actually make my empty a little bit smaller. If I bring my empty
right down to here, like so, and then come
over and click my Pipette. Click on my empty, and now you'll see it only
just changes it. That's exactly one. I'm going to now go out and save my file. Then what we're going to do
is now we're going to grab our empty and go over two. Our actual layout, where
our actual timeline is. Based on this timeline is
our animation timeline, and we're going to do a
simple basic animation for this flame just to make
it that flicker effect. So what I'm going to
do is I'm going to put this onto one. Then what I'm going to do is I'm going to come over to
the right hand side, and you'll see on
the right hand side, we've got something called item. Just make sure that's
actually clicked on. Now I'm going to do is
now I've got this on one. I'm going to come over
to the right hand side. Click on this this one on location and
press hashtag frame. So press the end to bottom. And now when you
press space part, you'll see that
you've actually got some type of actual flame going. Albeit, we don't actually
want it to go on 250 frames. I'm just going to move
this back to one, and then I'm going to
actually change the amount of frames that we're
actually using. Now, to change the frames, it's down here where it says end this is how many
frames it's going over, which is 250, and this is the frame that's
actually starting on. Let's now put this on frame 50 and you'll
notice as I move that. This actual Z also moves. And now let's put
this onto frame. 50. Now finally, you will see
that if I press space bar, it's still moving way way too
fast for what we want it. What I'm going to
do is I'm going to bring it down to frame 15 and then come back over
to where this is again. What you're going to do
is you're going to put it on frame slash eight. Now what's going to happen is
when I press the spacebar, you can see it's moving
a lot more realistic, a lot more slower than
what we added before, and now it looks like
an actual torch flame. Albeit we've got no
actual level you know, textures or anything like that in the moment. Well,
we're halfway there. Now, what I would like to
do before carrying on is, I want to bring my
Bezier into play here, and I want to actually make
a flame for this as well, but I want to make it a little bit different
from this one. So what I'm going to do is
I'm going to grab this flame, grab this one, shift D, and then I'm going
to bring them over, so I want to place them
right in the center of my brasier and you can see that they need to be a lot
bigger than what they are. I need to actually do a little bit of messing
around with them. So what I'm going to do is going to pull it down to there. What I'm going to do now
is make this bigger. Now I need to make
them both bigger at the same time because
if I don't do that, so I need to put it on
individual origins, then this is going to lose its actual the way it
actually looks. I press S, you can see now, I can bring it out and it should still if
a press space bar, keep exactly what it had before. Albeit it doesn't look quite right because
it's absolutely used. We need to actually
sort that out. What I'm going to do is I'm
going to actually grab. I'm going to see if I can
actually squish it on the Zed. So let's try sensed, bring it down a little bit, and let's have a lot
that's looking like. And you can see this one's
going to have to be slowed down even more because
it's not working. Let's see if I can
actually instead of doing that press ns d and
bring it down like. Now let's press space.
Yeah, you can see, I'm going to have to fix that. Now, the other thing is I
need to come to this now and actually mess around with a bit of this because at the moment, it's not chunky enough,
it's two point. That's not how we'd look if it was in a brasier like this. The other thing is as well, I think it still needs to come. Um, a little bit down, so I'm going to shrink it
down a little bit. Press as said and bring it down, and press facebar and have a look at what
that's looking like. And then what I'm
going to do now, I'm going to actually
bring it out a little bit, so I'm going to come
in with random. Then what we're going to do
is, bring it out like so, and then let's press
space bar now. We're breaking the
mesh a little bit. I don't really want that. I'm
going to have to fix that. I'm just going to
go back. Instead of bringing it out with random, I'm going to bring it with
smooth. Let's try that. So that might work a little bit better for in
this situation. Let's just bring it out, making a little bit more
rounded and a little bit fi Let's bring these up
a little bit as well. L so let's press tab, space bar, and I think that now is going to look a little
bit better. All right. So now what we need
is this actual empty. So if I bring it back, we
can see our empty is here. And then what I need to do with this is go in again
and change this. So you can see this
is on frame eight. Let's try put it on nine, something like that, and see if that actually slows it down. Maybe. Let's go in and put it on. Let's try
it the other way. So let's go frame
two, there we go. Now it's looking
better, as you can see. Maybe even frame one. Let's try one. No,
that's not it. So let's let's try four. Yeah. There we go. Now
it's looking a bit be Think it's still too
slope' going to try six. Still too much. We'll
get there eventually. Let's try three, see
what that looks like. Yeah, I think that's
going to be it. Well, I'm going to
speed it up anyway. Once we actually get the actual textures in
and things like that, we're going to have
a much better idea than what it's actually
going to look like. All right. Let's
pause that for now. And what we'll do then
on the next lesson is we'll start gain
the textures and materials and things
like that onto this actual flame and making it look actually kind of realistic. We're also going to put some
particles on here as well, just making that little flames where they actually flickering
off and things like that. So let's come up to file. Let's save it out, and I'll see on the next and
everyone. Thanks a lot. Aye.
49. Setting up our Flame Node Tree: Welcome back everyone to blend the three to one real engine
five Dungeon modular kippah, and this is where we left off. Now, let's come to
our flame first. And what we're going to do is go over to our shading panel. And then what we're going
to do is I'm going to click on my flame coming over, and what we're going to
do is we're going to call this new and we'll
call it torch. With an flame like so. Now, instead of it
being this principle, what I'm going to
do is I'm going to change this principle and put it straight onto emission,
which is this one here. And then what I'm going
to do, I'm going to add in a color to this actual torch. Shift search color ramp, and I'm going to drop
that then into the color. Next what I'm going to do is I'm going to actually put this onto material so I can actually have an idea
of what it's going to like. Of course, it's going
to be nothing on here. And then what I
want to do now is bring in a gradient texture. This allows us then to have
a different color based on where it is on the height
of the actual torch flame. So let's come in
and press shift. Bring in a gradient
gradient texture. Let's drop that in there,
and then we'll drop the fac into the fac of
our actual color ram. Next of all, what
I'm going to do now, I need to tell Blender where this actual gradient is
going to be in real time. So what I need to do is grammar gradient and press control T. And what I'll do is because we've actually enabled
our node wrangler, it will bring in a mapping
and a texture coordinate, which is then going to allow
us to actually dictate to Blender where this actual
gradient needs to be. Now, everybody's mapping will be a little bit
different because yours will be a different set
size and things like that. But generally,
playing around with these a little bit will get the effect that
you're looking for. So the first thing
I'm going to do is take it out of generated and grab the object and plug that
into the vector instead. Now you'll see that, well, it's half and half basically, and that's not what we want. We want to going from the
bottom to the actual top. All we need to do to
change that is come down and turn the y round
by 90 degrees, and then that'll
turn that round. Next of all, let's put the
x just on 1.3 for now, and you'll see that
it's pretty much put the emission of y
all the way up here. We can see there's a tiny, tiny sliver of the actual
gradient down here. And if I move this, like so you can see now we can change
how that gradient looks. I'm just going to turn
down to 0.8 just so we've got something that we can actually see and wear with. Now, let's also put the Z, so the scale of the z onto two. And then you should end up
with something like this. And everyone should end
up where they can see just a little sliver of the
gradient down at the bottom. Next of all, we're going to
move now over to our color. What I'm going to do
is grab this black, and then I'm going to click
on this black area here, and then I'm going to come
over to where it says alpha, which is the A and
put this on 20, and then you'll end up with
half black and half Alpha. Then what I'm going to do is I'm going to put a new pointer in. So to do that, I'm going
to hold control click. And basically,
that's going to then drop a new pointer
in there for us. And we're also going to put another pointer in
roundabout here. Press control again, left click and drop
another pointer in. And then let's go
back to our gray. So our gray here, and
let's click on our gray, and what we're going to
do is so click on here, and you're going to
change these then to one. And one, and it should be
really, really bright. So and then you're
just going to put on a nice orange or something
like that color for now. We can mess around
with these colors to a hot content once we've actually got the rest
of the colors in. So let's just put
on that for now. And I think actually
the best idea now is to actually
give you the colors what you're going to
put in just to get the same actual lock
as what I've got, and then you'll probably
can go in and change them. So I'm just going to go
over on the left hand side of my screen and
grab my X value. So I'm going to press Control C, and now I'm going
to come over here. And what I'm going to do is I'm going to click on
this first one. Click on the orange, and
then what you're going to do is go to x, and you're
going to click on it, and you're going to
press what you're actually going to
put in f f one, f zero, zero, press the end bone and you should end up with a really
deep red like so. Now, let's come to the position. So the position of
this first one, I want to be on 0.127 like so, and now I'm going to
come to the next one. Let's do the position first. So the position on this
one is going to be 0.702, like so, and the color. So if I grab the hex color once more from my other screen,
so I'm going to copy it. So the color for you,
grab this one now. Click on this, click on the hex, is going to be FF
6500 presenter, and you should end up
with something like this. Then the next one now, which
is the n one is going to be the position is going
to be on full one, so that's right at the end, and then the color
is going to be on this hex I'm
going to give you, which will be FFD 930, press the enter,
and that'll be a nice, deep yellow color. Now we've got these
colors. Let's come back to our mapping. And what we're going
to do is we're just going to mess around a
little bit more with these. I'm going to put this
on 0.2 to start with. And you can see now
they've got a really, really nice grading on there. I'm also going to put
this just down slightly. So 0.7, something like that, and now you can see it's actually starting to come
to life a little bit more. We've got a long way to
go yet, don't worry. I'm going to talk you
through the whole process. But by the end, you should have a really,
really nice flane. So let's now give it a
little bit more noise and a little bit
more brightness. So if I come to my
emission strength, I'm going to put this on five. And I'm going to do
is I'm also going to put this on my
actual render engine. So let's put it on, and now we can see this is what
it's looking like. And now let's come on over it, and we need to bring
in a math because we want to actually bring in
a noise texture as well. So what I'm going to do is
I'm going to press a search. Bring in a math, a math
node, drop that in there. Then you can see
it totally takes away the actual gradient.
We don't really want that. So let's put it on multiplier. Now what we want to do is
bring in another texture. Shift A, let's bring
in a noise texture. So bring in a noise texture,
drop that in there. Then one going to
do is I'm going to grab the back again and plug it into the fac of
my actual multiplier. Then you'll see they end up
with something like that. Which is looking a lot
more like the flame. Now, let's come in and mess around with a few
of these values. But before we do that,
let's also enable mapping and texture
coordinates so we can tell Blender where
we need this to be. I'm going to do is I'm going
to grab my noise texture, press control t, and then
he's going to bring this in. Now, we can mess around
with a few of these, so you can mess around
with these a little bit just to move them around very, very tiny amount, but
I don't think I'm actually going to mess around
with those too much anyway. What I'm going to do though is I'm going to come in
and change the scale. So I want it on 11.6,
something like that. And I also want
the detail on 1.2. Like so, and the
roughness on 0.150, and finally, then
this distortion, I'm going to leave what it is. All right. Now, let's also
bring in another texture. We can see it's
looking quite nice. I press plate, you can see this is what it's
going to look like. What I want to do now is
bring in a magic texture. If I come in, press
shift a search, bring in a magic texture. Okay. Drop that in there. And then what I'm going
to do now with this is I'm going to put
this scale on 1.5, and I'm also going to leave
the distortion on one. Now, I might as well
plug in my noise, sorry, my texture coordinates into the vector to have them
the same as the gradient. So if I grab my object, plug into my vector here, and then we can actually
move on a little bit now. All right. So now let's bring in a color ramp social color. Ramp. Let's drop that in there. Again, we're going
to grab the fac. We're going to drop it into
the f of the color ramp. Then what I'm going
to do now is I'm going to bring in
another math node. Shift A, bring in
a math, like so. I'm going to zoom
in a little bit. And then I'm going to
do is I'm going to grab the color and plug it into the top of
the actual math node. Now, this math node, the noon is on add. I don't want it on Add. What I want it on is less than. So if you come down,
you've got one that says less than,
put it on there, and now we can actually bring in another node to
actually combine them. Let's bring in something
called layer weight. Bring that in drop
that in there and then we'll put it onto facing, we'll put that into
there like so. Now, let's put the
blend on 0.3, like so. Now let's finish off
this actual shader. I'm going to pull my
material output over here, and then what I'm
going to do now, I'm going to add
in a mixed shader. Shift A mix shader, like so. I'm going to drop
that into there. Then I actually want my
map to go into the fac. Then what I want to do now is
I need a transparent B SDF. Let's bring that in Shift
A Transparent B SDF, let's drop that in
there, and then let's plug this into the mix shader. Now, finally, one
more bit to go. We need another mixed shader,
so I'll grab this one. Shift D, drop that in there, and then I want another
transparent B SDF. I'm going to grab this
one, Shift D. I'm going to drop that
into my shader now. And then finally, the fact, I'm going to use this layer
weight, bring it over. And I'm going to put
that this time on 0.2. So I'm going to put it
again onto face in and put that then into my f
of my mix shader. All right. So that's
what we've got so far. Now you can actually
see that we've got this kind of
effect like this. So now what we'll do
on the next lesson is I'll show you actually how to make this look a little bit more realistic than what it is. And then we'll also look at how we can make flickers
and things like that. All right, every one, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
50. Setting up the Light Flicker Effect: Welcome back
everyone to blend of three to one real engine
five Dungeon modular Kiah, and this is where we left off. Now, we've not finished yet. What we need to
do, first of all, is actually make
it so that we can actually see through there
because at the moment, this black is there and it
doesn't look realistic at all, so you need to do quantity
of materials option, click on blend and
put it on off clip, and then you'll
see that it looks. Now, also, we might
as well come over and just put on screen
space reflections on, and you'll see that that
stones a lot better. Turn off refraction because we turn on refraction because
we're really going to need it and turn half strace off because we're not
actually going to need that, and we'll put something down the bottom side
about what that is. Alright, so now when we press play, we can see we've got this. It's looking really,
really nice, but we're not actually done yet. Because we can see that
between each of these, this actually is really not
moving or anything like that. But before we do
that, let's come in and actually show you
how we can mess around. If we bring this up,
see, you can actually bring this out a
bit more like so, so you can make it a little bit more cartoon or you can bring it down and
make it more realistic. We can mess around with pretty much everything on
this, as you can see, And I would advise
you to actually go in and actually mess around
with all these things, just making sure that
you're just very delicate when you're actually
playing around with them. So now what I'd like to do is actually like to mess around with this actual noisy because of the moment
when we press play, we can see that this
isn't actually movement. It just looks like
it's wobbling, and we don't actually
really want that. So what I'm going to do is
I'm actually going to bring it down a little bit, like so. And then what I'm going
to do is I'm going to come over to the
left hand side now. I'm going to click on
this actual button here. What I'm going to p is on
the dope sheet. So like so. And now I click on my
flame and I open this up, you'll see we've
got nothing here. But, the moment I come down, to where my Z is and
I click on here, we will see that now we actually
have a key frame on 18. Don't actually want to on 18. So one I'm going to do
is and I'm just going to press Control Z. I'm
going to set this then down to one,
something like that. And then one going to do
is, I'm going to come down to where it says the
Z. I'm going to click. And then I'm going
to go over to frame 50 And then what I'm going to do is I'm
going to turn this up to let's say 4.5,
something like that. Click the borne, and
now when we press play, you'll see that this is
actually moving around. Albeit, it's actually
coming to a stop. But what we can do is we can
actually right clip and come down to where it says easing and put it on
automatic easing. We can also right
click interplation, and let's put it onto bezier. Now you'll notice
when I click on it, it does actually stop, and then it'll restart again. So let's try put it
interpolation linear instead, and let's see what that
looks like. I see it better. Yeah, and that's bars,
you can see now. Now, the one problem
we've got is that you can see that it's going
the wrong way round. So I need to change that round. So what I'll do is I'll
delete these off for here, so I'll delete the keyframes. I'll come back to my Z and then what I'll do is
I'll come back to my 50 and put it on two, 4.55 I'll just put it
on 53 or something. Put it on -4.5, and then it's going the right
way. Press the board. And then what I'll
do is now, I'll press right click
and interpolation. Let's try linear.
And now let's press space bar. And there you go. Much much better for
double tap the A now. Now it's actually
looking a lot more realistic than what it
was before. All right. So now let's come in though
and actually make it a little bit bigger because it's feeling a little bit too small. So what I need to
find is I need to find this part and I
need to find this part. Or we can try just
making this part bigger. Let's just try that first.
I'm going to make it bigger so double tap the A. Okay. And I think that's actually about
the right size now, and it's actually
looking really, really nice. All right. So the next thing now
we want to do is, well, you can be free to mess around with the flames
as much as you want. But what we need to do now is we actually need to
bring in a light. So what I'm going to do is I'm going to go back to Muddling. I'm going to press the tapon, go back to my render. And then what I'm going to
do is I'm going to make sure that my cursor is in
the center of my flame. So if I grab my flame, and then what I'm going
to do is I'm going to press shift, cursor selected. So let's now press shift A. And what we're going to
bring in is an actual light, and we're going to bring
in a actual point light. So we're bringing
the point light. And you'll notice
at the moment we can't really see anything. For the moment we turn this, let's say to 100,
something like that. Now we actually have some light. If I turn this up and down, you can see it flickering, and that's exactly kind of what we actually
are looking for. All right. So now let's head on over to our animation panel. So this one up here. And then what we'll
do is we'll put this onto our actual graph editor, which is this one here.
Put it on graph editor. And at the moment, we can't actually see
anything in here. But if we're coming over
to the right hand side, click on our little light icon and then go over to where
it says power and press, you'll notice now that we've
actually got a actual point. Now, let's actually
press Control D, and we'll just put this on one, first of all, put on one, press, and then
bring it over 250, and let's put it on I And now we've got the
full range going 0-50. Now, we still can't see
anything at the moment. So what we need to
do is we need to just make sure run
our point line, put it on to normalize, and now we've actually got
something we can actually see. Now, pull this out
a little bit more. What we need to do now
is press the end bone and we need to bring
in a modify it. Let's bring in then a noise, modify it, and now we're starting to
actually get somewhere. If we put this then onto
our render settings, and now we press play, we can should be able
to just make out that this light is going
to be shining on here. Now, the moment, you won't actually be
able to see anything. And the reason for
that is because this light actually is
in the wrong place, it's actually
blocked out by this. So what we need to do is
we need to move it up a little bit or move it down a little bit, it
shouldn't be perfectly. So if I press shift space bar, bring in my move tall, and I'm going to move it
down a little bit, and now we can see that when a press plate on the
actual animation, we're actually
getting something. Now, let's put this
on something like a nice reddish orange color,
like what it should be. And now I can see
it's pretty standard, but as I'm moving this along, you can see that the power
is changing a little bit. But the problem is that it's not really changing enough to
actually alter anything. So it needs to be a lot
more variation in it. We can also see we've
got a scale here, which we can bring out like so, and then let's turn
up the strength of this to something like 120. Let's try something like that. And now in a press space bar, now you've actually
got that nice flickering effect
that we wanted. Now, I do want to
actually bring in one of my something like
this over here, this actual floor shifty, let's bring it over
because now I need to check to make sure that the floor is actually going
to be lit by this light. If I press dot, now I can see the floor is
going to be here, probably down here and when
I press space bar now, you can see we've got
that nice flicker and that's basically
what we're looking for. You're just basically
making sure that you're happy with how this
actual flicker is, if it's too weak, if it's enough, things like
that, and I think it's fine. The other thing you can do
is if you grab your line, you can actually change
the radius of this. It changes like that,
and then You can see we'll grow a bit more
shadow or we can bring you all the
way down, like so. Then the shadows
are much harsher. So you can mess around
with this as you can see. You can see this jumping
up and down now, and I think I'm
actually happy with how that turned out.
All right, then. What we'll do on the next
one is then we'll get this flame attached
to each of these. We'll also put it onto
our actual brasier there. Then we can actually rename it, put it into our groups and things like
that, and hopefully, then we should be pretty
much done and ready to move on to start actually
creating our actual dungeon. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
51. Creating the Flame embers: Welcome back, everyone
to Blender three, T el engine five Dungeon
Modular kit bash. Now, I did actually forget. We actually need a particle
system on here as well to actually make this
flame a little bit more. Just push that a
little bit more. You have a little few particles and things like
that coming off it, so we might as well do that
while we've actually got it. So what I'm going to
do is, first of all, I'm going to go
back to modeling, I'm going to add in a plane.
So I'm going to press it. Mesh, bring in a plane, make it a little bit smaller
and just bring it down to so it's under this actual
flame that we've got. Let's press S, bring
it down even smaller, maybe a little bit smaller. Something like that
things absolutely fine. Press control yo transform, clip, set origin geometry. And now let's come over
to our particle settings, which is this one over here. Click the plus born and
let's name it flame. I also tend to when I'm naming
this also name it on here. I'm just get into the
habit of doing that and then you're not going
to actually lose it. Now, let's click this
little shield on, and what that means
is, you're not going to overwrite it or
anything like that. So you know now if you
save it out and even if there's nothing using it. So if nothing is using this
actual particle effect, then it's still not
going to disappear. Normally, when you save out a blend file, and you reopen it. If something's not being used, it has a tendency to
actually delete it. Click in the shield, make sure that that doesn't
actually happen. And now when you press play, you will see that
the particles just basically come down and just spawn to the
bottom of the floor. So we don't actually
want that either, so let's just press space bar, and now let's alter a
few of these settings. Now, for our particles, let's actually bring
in a UV sphere. So I'm going to
press Shift A Mesh, bring in a U V sphere
and turn this down. To something like
three and three, just something really, really low that we can actually use. Let's make it a little
bit smaller as well. And basically, this is
what we're going to use a little bit randomness
and things like that. For our actual particles
coming off of this flame. Now, what we want to
do is we actually also want to give this
a material as well. So what I'm going to
do is I'm going to go, over to my actual materials. I'm going to click
the down arrow. And what I'm going
to put it on is the actual torch flame. Now, I don't actually want
it to look like that. I don't want it to
move like that, you can see it's moving kind
of weird at the moment. So what I'm going to do, I'm actually going to
duplicate this. So if I come across and
I click this one here, what I'll do is it'll make
a second copy of this. Now I can come in and
actually get rid of that. I'm putting embers instead. And now I'm going to do is I'm going to go to my shading panel. I'm going to delete
everything because we don't need all of this on it. All we need to keep realistically
is the actual emission. What we're going to do
is we're going to plug this into my surface, like so, and then I'm just going to go
in and delete all of these, delete them all out of the way, and you should be left
with something like that. And that's all we don't
actually just want that either. We want to actually get
rid of this as well. The only thing I
actually want to keep is matual color ramp. So all I'm going to do is, I'm just going to delete all of these and this and just
keep that color ramp, and now you can see,
we've still got some nice actual color on there, some little
bit of variance. So that's what we
actually want. Now, let's come back to our actual emitter. So if I click on my emitter, let's go back to
modeling as well, because we've pretty
much got everything set up anyway as it is. So what I'll do is
I'll come back to it. I'll come over now to
my particle system. And what we're going to do
now, I'm going to come to, where is it not vertex
groups, field settings. I think it's a field weights. There we go. So all we're going to do is
we're going to turn off. Gravity. And now we're
going to do under velocity, we're actually going
to increase this through something like seven. Alright, let's press space part, and we should end up with
something like this. We get in there. It's getting slowly, but
we actually get in there. So now we actually need to change this over
though so that it's not actually these little
bowls or anything like that. What we need to do is
change it over so that it's actually a render as,
as you can see here. We want it as an
object, and the object, we want to render it as is going to be this here,
object is sphere. And now you can see that if
I press space bar that we've actually got little particles actually streaming
off as you can see. Orbit they're going too fast. Now, let's open up our
physics tab and put the physics type to Brownian. So let's put this up. All right. So now we just need to actually make this a constant stream, and they also need
to put this down. So let's put this on ten,
something like that. There we go. I think we need
a few more. Let's put it. Let's actually put
this up as well. I'm going to move this up and
have them start from there. Yeah, that's looking
much much better. There we go, as you can see,
that's looking a bit better. Let's put it on something
like 20, a few more. Now I need them dying a lot more random Lifetime
frame start frame end. Let's put lifetime randomness at one. So look at that now. And there we go,
that's got is out of that stage where I think we just need to be probably
a little tiny bit bigger, so we'll come down and I'll
also p rotation as well. Let's put some of that
randomize some rotation. Random phase, let's
turn that off as well, and think now, Yeah. I think I'm happy with that. The only thing I need now is to make them think a bit bigger, so I'm just going to come
to where my scale is. Make them a tiny bit bigger. And there we go. All right. Do we need them going up faster? That's something
that we might need. Again, where is
velocity up here? Here it is. Let's turn it off. Okay. Yeah. Okay,
I'm happy with that. That looks pretty nice.
Okay. There we go. That then is the
actual emitter done, and the sparks done
for our flame. And now all they need to do is I actually need to
hide this mere. So you will notice
if we come down. So let's come down to
where the render is. We need to hide meter, but it doesn't get hit, so you can also hide the emitter
on the viewport as well. So you open up the viewport. You can also hide the
emitter on there, and now you can see exactly
what it looks like. We've got actual spark we've got actually a flicker,
we've got a flame. And basically, that's
our actual flame done. Now, let's actually
make another flame, put it next to this
one, and then we can make one for our bezier as well. Let's do the bezier first. The first thing I'm
going to do with this is I'm going to
come to materials, I'm going to put it
onto not embers. Torch flame. And let's
have a look at that. Double tap the A,
and there we go. That's our little and there we go and you can see the
shape that we made. It's really, really
suit in this well. Now what we need to do
is we need to actually duplicate this actual light, and we need to duplicate this actual plane where it's got these little
sparks off it. So let's come into this
plane and see if we can actually click on it
because sometimes it's really really
hard to click on, so I'm going to go to not my MT. It's going to be a plane. I think it will be
actually there we are. There's our actual plane.
Let's actually show it now, and then we'll hide it once we actually have a few of those. So once we've
actually go in place. So the first thing
I'm going to do is going to come down
to where it says, where is it object, viewpt display, show emitter. And then one going
to do now, I'm going to grab all of these. So to grab this one, this one, I'm hoping. You can see I've got
the actual empty here and an empty here as
you can see, so that's fine. So all I need to do now is
bring them over to this side. What I'm going to do is I'm going to hide this out the way. I'm going to grab this part here, so I'm going to press tab, and then I'm going
to come in and try and grab one
of the top ones. If I press seven can actually
grab fat w's on mike easy. All shift click Shift S, it's selected like so, and there we go.
Let's press tag. Now we'll bring in our light. And our emitter. Then we'll do is
I'll press shift D, and then I'll press shift
S and selection to so. All right. Now, all we might need to do is just
move up this light. We've got a little spots
coming off. They're great. It's just this little light
that we need to move up, and now we should get
some actual flicker on. I'm just going to hide
this one out of the way. So I can see we can see that
isn't at the moment, moving. So let's see. Now it's
actual flickering over. Now it looks really,
really nice. All right, so I'm
happy with that one. Now finally, let's
do this one here. So what I'm going to
do is, I'm going to grab everything I need also that one there, as you can see, I'm just making sure I've got my line.
I don't think so. So I'm going to press
tag grab my line. I should now. Actually I need to grab this first D to come in. Grab this with face select
press cursor selector. Now let's come in and grab
each of these and the MT. Let's press D. Let's hopefully now press shift
and selections cursor. We can see that we're
a long way off, so now we need to pull it up into place where
it's going to go and hopefully now, There we go. Now, one thing I do need to check is I need to
hide both of these. I need to just make sure
I've got some flicker. You can see why I'm
doing that. We haven't got which flicker at
all at the moment, so I can see that I need to pull this up probably
a little bit. Again, I'm not
really getting a lot of flicker from there, so
I'm going to pull it down. And now let's see.
Yes, there we go. Now we get some nice
flicker and we're also getting some beautiful
shadow off there as well. Let's bring it down. To there, try it up a little bit. I've just got a
little bit of that. I don't really want this big
shadow on there on this one. So what I'm going to do is,
I'm just going to come down. I'm going to bring up
the radius, maybe. Let's try that. That's not bringing up the right way,
so let's bring it down. You can see that
it's very harsh now, so let's bring it up massively.
Then we get no flicker. Let's keep messing
around, messing around. That's not what I want really. I'm going to bring it down. And then I'm going
to bring it up. Maybe a little bit more. Yeah, and I'm still not happy with that, so I'm going
to bring it down. That's the way I want
it, but with a tiny, tiny bit of a
shadow. There we go. That'll do now. I
can see a little bit of a shadow coming off it. It's flickering around, and that's absolutely
fine. All right. So let's press Space part, tag, and there we go. We're actually finished
now with the lights. On the next list. Now
we need to do then, join them together, rename them, put them in our groups
and things like that. And finally finally,
we're on the part where we can actually start
ping this dungeons together. Alright, everyone, so I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
52. Finishing the Dungeon Modular Pack: Welcome back everyone to blend the three T reel
engine five dungeon modular kickback and this
is where we left off. Now, what I'm going to do now is I'm going to grab all of these. Basically I want to grab this, this, I want to also grab this. And finally, I want to grab my flame and then
my actual torch. And I want to press control
p and object keep transform. Now, if I grab this, I should be able to
move it over here. Now, the one thing that
you won't be able to do is if you actually pressure, you'll see that it doesn't
all come over there, and that's one thing
where you need to grab them all and actually
duplicate them all. Unfortunately, that's
the way it is. What I tend to do
is I tend to stop it and you'll see that
when I've stopped it now, that all of them part
from this one, actually, stop where this empty
is actually there, and that makes it then a bit easier to grab
them because we're not going to have a lot of
braziers anyway in the sceam. It's going to be like
a couple of them. I'm just going to
leave it like that. I'm going to do
the same as well. I need this actual Ember. We need to keep that
because if we delete it, it won't have anything
to reference it by. I'm just going to put my
ember near my actual cube. So I'm just going
to print it here, and then I've gone
both together. Then what I'm going to do
now is I'm going to do the same thing with
this one here. If I come in, press the doll board, now
what I'm going to do it. I'm just going to leave
this floor out the way. I'm going to move my
little guy out the way, and then I'm going to
grab all of these. I'm going to grab this,
this, light, the flame, and the torch control p, And then one we're going
to do is keep object, keep transform
because I still want the animation to go and that's why we keep from the transform. Finally, then, we've got our
brazier grab the emitter, the flame, the light. And finally, the brazier press
G, it should still work. Now if I press control P,
keep object transform. Now, let's grab the brazier pull it over here and see
if it still works. Yes, it is. It's still
working. That's good. You can see a little bit of light flicker coming off there. And what I'm going to
do now is grab this. And basically, I can hide
these out of the way now because I know
unless I'm copying them, I don't actually
need to see them. So basically, I'm just
going to go the top, shift, copy them, and then I can actually be
able to move them. So we'll just give
that a try actually. So if I go over the top, press B, shift D, move it over, hopefully, now be able to grab this one and move it together like so, and that's exactly what I want. All right, so that's great. Now, let's come to this then. And then we'll come
down to where we viewport display
and hide a meter. Let's do the rest
now and I'm looking. I don't know why that
one's there like that. Let's leave that
one out of the way. No idea. Actually, let's
just put this over here. We can see we've got
our sparks over there, so that's fine. That's moving. Yes, we've still got our
spot, so they're good. We've still got
our light as well, as you can see here,
so that's good. And making sure everything's right before actually
move them over. Let's come down, turn off the emitter and the
same on this one. Turn off the emitter. I
should also check to make sure that it's also
turned off in the render. Show emitters turned off and I think there will be. I'm
just going to go with it. I'm hoping they will
because for rendering out, we don't want to
see those anyway. Let's now delete that. I think we don't need that. I'm just going to press play. Making sure that
everything works. Okay. What I'm
looking for is this here doesn't seem to. Yeah. The flames not moving on there, so I've actually messed
up there a little bit. Yeah. You can see it's because this didn't
get moved over there. Let's have a. There you are. It's because since I moved it, I didn't actually move
it in the right place. You can see I
didn't copy it all, and that was actually
the problem. Let's actually press plate. Still not moving. So let's
bring it over there. Now there we are. Okay. Now we've got it all. So now can I move
this? Let's have a. You should all move together. Did I actually put that there. That's the reason, I need
to grab them all again. Grab my emitter, grab
my flame, like so. Grab the brazier last
put keep object, and now I'm hoping that when I move that, it
should all move in. Yes, it is. All right. So just needed to make
sure that everything's working Yes, it is. Okay. Now we just need to go back in and hide these again. I can also check now as well
and make sure that they're hidden on the render and
they're hidden in the viewport. That's that one. Let's
come to this one. Same thing again. Show a miter, show a meter, and then this one. Show miter and show. All right, cool. Now, let's grab this one and we'll move
this then over here. And then what I'll do now
is I'll grab both of these, pull them a bit closer together. I'm going to grab one
of them, press dot. Grab this one, pull it over, and then I can just
grab them both. Now they should all
move over together. If I press seven, press G, should be able to
move them all into place now. Let's press dot again. And let's move them a
little bit closer to this one, double tap the A. There we go. All right. That's looking pretty nice. Let's put it on two
material, there we go. This is the whole of
the dungeon parts done except this part because
I totally forgot about it. We didn't actually
give it a material. Let's actually do that now. We'll grab both of these. We'll press tab A,
and Smart UV project, click, and let's come in
and give it a new material. We'll call it gold so then what we're going
to do is we're going to come over to our shading panel. And I'm going to press
control ship t and then come in and I'm looking for my textures, which
are these here. Blender ones. I open this up and there's
my gold, bring it in. Press the dot b to zoom
in, and there we go. Now, let's grab this one. And I'm also going
to go to material. Click the down
arrow, click gold. There we go. So nice date
gold, and you can see already. It's already on the render, you can just see really looks
really nice. All right. The one thing is though, I think it needs a little
bit of it back on it, so we're just going to put
a little bit of it back on. I'm going to try and
put it back on anyway. Let's see if I can. The problem is that Yeah, there we go. I can put it back on like so, and then I and then all des I'll come in and just pull
that back a little bit. Just to make it a little
bit different like that, make it look nice. Okay, so this is based of the final check that
we're doing now, and we also need to go over
it and name are tortures. This one here, can
grab it this here, press the dog born
will be ornate torch. This one will be just a torch, like so, and then we've got the Brazier which
has already named. Now I should be able to right click and I'm not sure actually, if I mark is asset, will it actually
come with everything in it? I don't actually know. Let's actually have
a look at that if we go to assets and we look for our bra I'm fairly sure it's
not actually going to bring everything
in, unfortunately. Let's just look. And where
is it actually let's. Type in Brasier there's
our Brasier you can see that it's not brought
everything in, looks like that. So can we open this up and
grab all of it together, right click and
then mark as asset. And I don't think that
that's going to do it. You can see that it's not
actually going to do it, even though they're all marked
as assets for some reason. So I'm not sure how actually
we get that to work. With the actual lights and things like that,
so you can see, it's not actually
doing that, but we've still got
them in the scene. I think has to do with
the particle system. I don't think Blender can actually save them out yet as assets and
things like that. But if anybody know,
just then please let me know and I can actually
change that as well. All right. So now let's
con to this torch. Let's press down, click
Marksset same for this one, right click click and Marksset announce grab this
one, this one, and this one. And then we're just
going to drop those then into where are the all of these we've done now into there
like so. All right. Let's close that up. Now
I need to just check. I think, all of these are going to be things like the torches
and things like that. I just need to now go into
all of these, as you can see. All of these, including this need dropping
in there as well, even the point lights because
the point lights are, of course, with the other parts. So I'm just looking every
time I click on them. I don't know what
that sphere is, so I'll just drop
these in for now. Now I'm looking at my empty, which is going to be this over here, I can
delete that now. We don't actually
need that. Then I can come to my sphere, which is going to be my Embers. So I'm going to leave that
there if I press dot now, it should be the
Ember, which is good. Then the second sphere, which is going to
be this one here, which is the flames,
so I can go in there, and then the stonewall
template is that part there. All right. So everything
now is actually done. All we need is to put these in our references or
something like that. So lighting and references, you can see, they're in there, so they should be
absolutely fine, and we'll make another one
when it comes around to it to make our cameras and things like that. All right, everyone. So that is the actual dungeon modular pack
actually built. And now what we'll do
on the next lesson is we'll start putting
this actually together. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
53. Building the Dungeon Sewar System: Welcome back to
everyone to blend the three real engine five
dungeon modulate Kish. And now I recommend we
actually save it out first. And we have every single
part in here now. So now it's basically a question of actually
building now. We don't even need
our guy in anymore. We might as well, actually, we will leave him. We'll
just put him over there. And the reason is,
I just want to make sure that when we
create in one part of the dngeon where we
actually have to go underneath that is able to
actually go under there. Just trying to
scale it so that if you want to take this through
to Unreal engine five, then you will be
able to do that. Now, this brings me to
the next point, actually, you might want to create your dungeon in
Unreal engine five. Or you might want to create
in both or just in blender. This part now will actually
be the blender part, and then actually render it
out within blender itself, in cycles, or e render engine, whichever one you might choose. I'll put a little note down on the right hand side about what actual lesson
you need to go to, where we actually go in, and we actually make sure that
all these are correct. For Unreal engine
because of the moment, they're actually just
correct for blender. In other words, we have orientations which are
right in the center, and the orientation for
real engine, pretty much, should be in the center
of the W to start with, and the orientation should probably be at the
bottom of here, which is going to make
it easy then just to drag them and drop
them into place. We've already got the doors actually set up in the correct
place, as you can see, we set our doors with
the orientation on here so that we can open and close
them and things like that. All right, then. Now let's move on and actually start
creating this in blender So the first
thing I'm going to do is actually put my
cursor to world origin, cursor to world origin. And then what I'm going to
do is I'm going to bring in another actual
image reference. But what I'm going
to do is I'm going to go over the top this time, and then I'm going to press A. Come down and where it says, image reference, and let's
bring in that dungeon plant. So you can see here, this
is the dungeon plant. This is what we'll
be working to. Let's make it much, much bigger. And there you go,
as you can see. Now, it's up to you
whether you put your actual blocks or modular parts over the top of this or you just use
this as a reference. I think for me, I'm actually just going to use
it as a reference. I'm actually going
to put it over here, and then I can work from that pretty much
all of the time. I actually know
this does have to build it so many
times pretty well, so this is going to be fairly easy for me to actually
build this. All right. So let's start off then with
one of our sewer parts. Now, I recommend when
we're doing this, what we do is we press
T D, not Shift D, and the reason we're going to do that is because it's going to save massively on performance because basically
what it's doing is, it's actually taking it and
although it's duplicating it, it's actually making
a second copy of it rather than a
complete copy of it, which is what you do with shift. The other thing is, if
I press T D on this, bring it over, you'll see
that we've got a copy of it. But if I go in and
actually change this one, for instance, so I press G, this one will also change. And that's really important
because what that enables us to do
then is actually change things on the fly if something's not working or something's not
fitting properly. Now, if we go to this
one and change it, you'll see that this
one changes as well. Now, if you want
to change one of them on its own, just press D, and then you'll see that
coming to this one now, pull it out, only
this one changes. So that's the reason why
we're going to do that. All right. So let's actually
glee out of the way. Let's bring in our
first part then. And we're going to put
it pretty close to where actual parts are
because then it's going to make it very easy to
actually build this out. Let's actually make this
a lot smaller for myself, just to make it easier for me. I can just then work out
what this actually is. I'm also probably
going to put this up on my other screen as well. So I recommend you
actually do the same. So now with that done, actually, I'm going to leave
mine out of the way. I've got it on my screen, I can see it perfectly
well there and that enables me then to
work kind of freely, and that's exactly what I want. Alright, so now I'm going
to do is I'm going to grab this part here.
I'm going to press D. I'm going to bring it
along and then just fit it into place like so. And then what you
can actually do, the problem is with D as well. If I join both of
these together now, control, you'll see that I
actually joins them together. In that way, and that's
not something we want. So we just need to be
careful of that as well. But what you can do
is you can still grab both of the press O D, and then we can actually
bring them along again, like so, and then D, bring them along, like so. All right. So now let's
put an end on this one. And what I want to do is I
want to put this end on. So D. Like so. Okay, so let's
rotate this round now. So I 90, and let's
put this into place. Let's press dot, and
just make sure that it's fitting into place really
nicely, which it is. So what we're going to have
actually in really is, we're going to create
some water that actually comes out of this piece
here, and then comes along. These pieces here basically
are just kind of gateways, and this is the main
type of sewer system. Alright. So now let's bring in this party so I'm
going to press O D again. I'm going to bring it over then. I'm going to spin it
around, so is hundred 80, let's spin it around
seven to go over the top, and hopefully, it should
fit into place like so. Once I brought it up. There we go. We can see that one is a little bit
bigger than this one. We can make it a little bit smaller
because we've actually pressed D. Let's make it
a tiny, tiny bit smaller. Like so. I'm hoping that it
should fit the rest of it. All right, something like that. You're going to come across a few niggly things like this. Don't worry too much about it. Let's actually get it
into place, pull it up. And then let's make it a
little tiny bit smaller, pull it down a little bit, there we go, that's
into place. All right. So especially when you're dealing with modular
packs anyway, there's a lot of times you're
going to be using parts, which you didn't intend
to be used in that way. Let's now come to
this part here, D, let's bring it over. Let's press seven
toco to the top. Let's put this into
place like so. Again, I might need to
make this a little bit bigger or just pull it
up a little bit like so, and I think actually that's
going to work quite nicely. All right. Now we've just
got to bring these over. So if I press D now,
I can use this one. In fact, what I
might as well do, I might as well
actually pull out now, delete it, grab both
of these, press OD. Bring them over and then
rotate those round. If I now come in and
put it on medium point, I can press Z -90, rotate it round seven, and now we can put
this into place. And you can see,
because we've built all these modular parts, just how easy it is to
actually put them together, very, very easy for
us to do that now. What I'm looking for though
is just to make sure that they all go together,
which I think they do. And then what I'll
do is I'll put one of these now I
think on the next one. So I'm going to press D, bring it down, and then spin it round. So Z hundred 80. Like so, and let's just
put that into place now. Then I'll grab this one here. I'm thinking actually
that this should be here, so I'm just going
to move it down. I'm going to move this
one up into place, making sure it's fit together
going all the way around. This side and this side look around the same,
which they are. Then I can grab this part, hold D and bring
it straight down, then this part
straight into place. Now, actually, we might need to use this part of the
and I think we will, what we'll do is we'll bring
this down D. And then z 180 and then just fit it into place like so,
making sure it fits. This actually is the most fun
part of the whole process, putting your dungeon together, like so, and then
I'll grab this one D. And bring it into place.
All right. That's that. Now, let's get two of these, so I'm going to press T.
If I actually press seven, then I can move it perfectly
over like so because the G then we'll only go basically along
the x and y axis. As you can see now, it's gone in perfectly because
I've actually done that. Well, not quite perfectly,
but you can see it's actually kept the right
high and things like that. I'm going to pull it up a
little tiny or pull it down, whichever is the case, like so. Is that actually fit
in there? Yes, it is. Let's press seven again, D. Let's bring it over
two this part here. Like, so let's move
it into place. That actually looks
fine. Remember, you're going to actually be
in the sewer system, so that's actually fine. Now let's bring in
our first step. Let's see how the actual
steps are going to work. So we'll grab this
one here, or D again, bring it over seven, and then I want to
fit it into place. Down here, like so. And you can see now why
we put those steps the way we did because we're
going to need a pillar. Let's going to go next
to each of these. You can see we've
got a quite fair gap there. Let's pull it out. Let's pull it up a little bit like so, and
now you can see, I just need to probably
pull it down a little bit it slips into
there really nicely. And now I need one
of the pillars. Let's come in and grab
one of our pillars, which will be this one here. Let's grab this.
I'm going to press D. The seven to go over
the top. And then G. Put that in place. Let's
have a look that looks like. Bearing in mind if
we're using this an unreal engine
that you need to make sure there's a
big enough gap for your character to
actually go in. Something like that would
be absolutely fine. Now, all B again, and just bring it over
to the other side now. There we go. That's looking really
nice, as you can see. Let's try and even
them up a little bit. Like so. Let's also think
about this actual step here. It needs to probably
come up a little bit, see if we can get away with it, how much can we
actually get away with, and see that probably needs to move it either
backwards or forwards. Let's move it a
little bit this way. Yeah. I think I'm going to be
happy with that. All right. Let's double tap the. Now, let's work on the actual first floor. The first thing we can
do is we can bring in the scale of our first floor. Let's grab not this floor. Let's actually grab
one of these floors. And what I'll do is
I'll press D. Okay. And I'll bring it over
and the way I imagine this floor is
probably going to be coming to something like here, and then going to lift it
up, put it into place. Something like that, and
then we need our walls on. I'm just making sure
that the steps, generally, be it would be like a little step there
double tap the eight. Now, you can see
there's a little step, but imagine that it's
probably going to be a little step like that. Something like that, I
think it's going to be absolutely fine. If
I press one as well. You can see as I
work my way along that by the time I get
to this part here, I should be asily going up another another load
of steps, basically. All right, so I'm just
going to move it over a little bit because I'm
going to put a wall in here. And yeah, let me think about which wall,
I'm going to put in here, and then we'll go up and
we'll actually save it out, and then we'll carry on with
this on the next lesson. I hope you enjoyed putting
your own dungeon together, and I'll see you on
the next on everyone. Thanks a lot. Bye bye.
54. Creating our First Dungeon Room: Welcome back everyone
to Blender three to real engine five dungeon
modular kit bash and this is where we left off. Now, I'm thinking
that I'm going to need a lot of these because
I want this to be six. So what I'm going to
do is, I'm actually going to leave that
one out of the way. I'm going to come
then to my three, and I'm going to use instead. So A D, bring in a 37, quover the top, and let's just reposition this one
as it's going to be. So we've got three,
and then I'm going to use another three and then another three
and another three. So it's basically six by six.
It's going to be squared. So we'll do it like that, go to make it much,
much easier for it. So let's bring it up
to where we need it. So under there. So there's a little tiny step on there,
and let's bring it out. Like so, and then
let's bring it over, so D. I'm going to
spin it around so Z 90 and then put
it back in place. Then what I can do then
is grab them both, grab them both and then
old D, bring them over. And then we'll spin them
around on the y axis, so y, 180, and then that makes them look completely different from the others that we
bring in place. Which is what we wanted. So now you can see, that's
exactly what we wanted. Some little cracks
in there as well, so that's perfect. All right. So now let's bring
in our first wall, and the wall we're
going to bring in is going to be one of these, which are three because then that will make it easy
for us to carry this on. I'm going to press D. I'm
going to bring in a wall. There's the wall
I'm going to use. I'm also going to bring
in another pillar, so D, bring in this pillar, and
then we can build from that. All right. Let's come
in with this one. Let's place that right
where it's going to go, which will be something
like there and probably bring it
up a little bit as well onto there like so. Then let's bring in this wall. The wall needs to be obviously in the correct place
to fit two of them. I'm going to bring it here. Then I'm just going to bring
it up just a tiny bit, and then I'm going
to bring it in. Something like that
as you can see. Then if I put my next wall on, so D, and then I can shuffle them along and
fit them all together. So you can see the fit
really, really nicely. So I can get the next wall, D in the center, and then D, another wall like that looks absolutely
fine like that. Then what I can do is I can
grab all of these walls, and I can just press D and
bring it all hopefully. A D, bring them up. And put them on top of
those walls like so. Okay, they look really good. Now, let's think about putting
them around this side. So I'm going to need literally all of these and then
I can press A D, and then I can spin all
those round together. R 90, and I can put those well these two
at least into here. I'm going to press seven
to go over the top. I'm going to line
them up first of all with this, like so. Then I'm going to put
that one into then. You can say I need a bit of a bigger wall on this
one. That's no problem. We've lined them up. Just want to make sure they're lined up really nicely, which they are. And then what I'll do is I will grab all of them
again, actually. So I'll just press controls
there just to grab them all. I'll press all D, and then I can bring them
over the other side. Spin them around. So I'll d hundred and 80
and then press seven. And put these now in this
place here, like so. Now let's look at this wall. I'm going to spin these round. So I'll say 90, and then I'll try and move this up a bit. Can
I get away with it? I might be able to just
get away with this one, if I pull it out and
yes, you can see a cat. If I grab both of
these together, then we can move
them both together. We can also see that they're sticking out here and we
don't really want that. If we grab everything, we should be able to
pull them all back. And get them into a
better place like so. Even though this one's further forward because we
can deal with ours, we're going along
actually. All right. So now what we need is we
need our first door as well. So let's think about our door. The one I'm going to use a
thing for the first one, There will be this one here. I will also use this one here, the kind of singular one. Maybe something like
that. We'll use that one. As far as the door goes, let's use this door here. Grab all three of them. D, bring everything
over, and there we go. Now, let's start
moving our door first. Can I grab my door,
put it in there. I don't really want it
in there. All right. Let's bring it over seven, bring it into the place. I'm going to need it, something like that, and
then just bring it up. Basically you want in the
halfway point on here, now let's see if I can
actually use these walls. I might not be able to
get away with them. There might be a little
bit to b as you can see. I might have to
use a smaller one, or we can hide it with a
pillow, which will also work. You can see here. I've got to lift it
up a little bit more. Just making sure there's
no gap under there, which you can see,
there's a little tiny bit of a gap under there, so
I'm going to bring it down. Then one I'm going to
do is I'm going to grab this one and this one. I'm going to press
all D, bring it over. Like so, and then I'll grab this wall here
and then p the and bring that one over into
place then. All right. So now you should end up
with something like that. Now you just want to
fit this in here. Now, can I actually fit this
in? I might be able to. Shift S cursor selected. Grab the archway, shift,
selections cursor. Yes, that looks like it's
going to fit very nicely. Now let's put the door at least in the position
where it needs to go. Shift S, selections cursor, and then seven Let's put
it into position there, and let's bring it down. Now we need to see how far that's actually
going to drop down, so we need to bring it
up, move it to the side. Now we need to make this
actually fit into place. So we have a problem with this one here, and
we have a problem. We need to lift them all up, so we've actually got something our door can actually open. So now you see that's fits
in, much, much nicer. Now, the other thing is
about the door is, remember, you need to actually make
sure that the door is brought out there because it
has to open from here. So if you press head,
now you can see it's not catching on
the top of there, but if I push it back in the
middle and then open it, you'll see that it
catches on this, and we don't actually want that. That's why we actually
avoiding that. Let's actually put it back
to where I wanted it, which you'll be here, making sure everything is lining up. That looks absolutely
perfect. All right. Now we've got our first
actual part of our dungeon. Now let's move on
to the hallway. So we're going to move on to the little hallway that's
going to go down here. Again, I'm probably going to use the same bricks for this
or do I use small ones? Maybe let's have a
change of scenery and use some smaller bricks instead. We'll do that, what
we'll do is we'll go and grab some small bricks. I'm going to press
and bring it over. Then what I'll do is, I'll pull this out and spin it round. I 90, and I'll pull this into place in a base of one to line up so
you can see already, it's lined up with the
bottom off here near enough. If I pull that up then will
line up with the rest of it. I'm going to press
D and bring it up. So now you can see, it's pretty much lined up, so I'm going to grab
them both and put them a little bit
more in the middle. Then for the floor, I'm going to use pretty much the
same floor, I think. I think I'm going to use the more ornate floor for the actual library that
I'm going to build. First of all, I'll
bring these over. I'm going to press. Well, actually, I'll
bring my floor in first. I'll make it a little
bit easier for me. I think we can use this one, so we'll try D.
Bring it over seven. Let's have a look. Can
we get away with that? I think we can't. I think
that has to be the one, so we'll bring in
the bigger one. O D. Let's see if we can
get away with this one, and I think that one's
going to fit much much better than the other one. So let's bring it up.
Remember, don't worry if it's a little bit too big because you can
always shrink it, so don't ever be scared of shrinking it or
anything like that. So I'm going to have
it act under there. So And then what I'll
do is I'll press S and X and shrink it down a little bit like so you can see it works out absolutely fine, and now we can pull it out
to where it needs to go. Then we're going to have
another one. D. Then we're going to spin
this one round. S hundred 80, spin it
round, double tap the A. There we go, you can see how
nicely they go together. Now I'll do is we'll actually
create the next part. I'm going to grab
both of these, D, bring them over and then D, bring them over,
like so. All right. That's looking pretty nice. Okay, so we need another one over the other
side, I'll grab this one. I'm going to press
D, bring it over. And now we'll bring in our
next pillows, I think. Let me just save this out because I don't want
to lose my work. So I'll bring in the next
pillow, which you'll be. Can we use that pillow? This pillar I think
I'm thinking whether we should use the
same ones along here and use this one in
the library, I think. Actually, I'm going to use the same one. So I'm
going to press D. I could actually have
grabbed them from here. I'll do that instead
because it's going to make it a little bit easier
for me, so seven. D, bring it over
like so. All right. So what I want to
do now is I want to another doorway in here, probably towards
the end of here. I'm going to actually
press D again, bring it all the way
to the end, like so, and then there'll be a
kind corner turn here. I'm not sure where
it's going to be yet. But what I'm going to do, is I'm going to just
get my door ready. So basically, we'll
use this one. We'll use this wall. So I'm going to shift
click this one. And then what we'll do
is we'll use the locked. No, not the locked
door. This one, which is a little bit
more ornate field. So we'll use this one as well. And then we'll just press and
I'll bring them all over. Bring this one over and
then bring this one over. And then what they're there for ready for building
on the next one. All right, everyone. So
I hope you enjoyed that. It takes a little bit of time
to get this actually going. But once you've actually
got a lot of things in, then you can start
actually pulling parts from other places
and things like that, and that actually
makes it a lot easier. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
55. Starting the Library Room: Welcome back to
everyone to blend the three T real engine five Dungeon modular kit bash
and this where a left off. Now, let's actually put this
with this first of all, so I'm going to grab this one. Shift S urs selected, grab my R shift and
selections cursor. Then I'll just make sure it's in the right place first.
I'm going to press dot. I think I'm going to
have to pull this up a little bit just to
get more into place, and then shift and
selections with my door. Of course, because the door has got the orientation
on the other side, it's not quite going to fit. So let's pull it down
into a nice place. If I press one, I can see that if I put it there, it's
going to actually fit, and now I just pull it back
and hopefully hopefully, that should go in
the actual wall. So yeah, that fits, that's good to know, and
now I can spin it around. So R z -90, spin it around, and then seven. Now, let's put this into place. I'm thinking I need a
smaller part here, actually, and then I'll have my door probably up on top of
here somewhere like that. Yeah, I think, something, something like this, and
this will come to the end. So if I bring this over here, O D. Put that there. Then what I can do is I
can grab these pillows. We just a little bit
of forward thinking, actually, put these here, for instance, and
then this now will be a turn of the corner. If I grab, let's
say, a smaller wall, smaller one of these walls, which I think these
are the 4 meters, press dot, this is four by four. But if I grab this one here, this is a three, so I press D. Bring this one over. And
then I'm just got to make sure that it's going to turn that corner and
give us enough room. So you can see, it's going to be a little bit
tight like that. So I'm going to need a little
bit more room, I think. I'm going to press
D, bring it up. Make sure that it's
in place like so, and then I'm going to
grab both of these and pull them over just
to see how much room. Probably that much room
would be nice if I had it. So let's bring it over. I'm thinking that that will look nice because then it's going
to lead up to some stairs. Let's bring in the
stairs as well. So I'm going to grab the stairs. D ring it over. Hopefully, these
stairs should go above this sewer system. Hopefully, let's say where
we first need to put them. I'm just going to
line them up so that the stairs
start press dot now, just above with the floor. If I pull this down, you can see they're just going to
start round about there, which is exactly what we want. Now if I pull them over
and pull them into place, and we should be able to put a pillar in there
and they should just go over or round
this part here. Which they don't. I need to just pull it
over a little bit. I think I can get away
with it just there, which will be absolutely fine. I'll be happy with that, and now I just need to
pull these out. So now, I just want to check to see the actual width of there. You can see that's quite
large that corridor. This corridor here, it's
going to be quite thin, but I think we can actually make it through there,
so that'll be fine. The one problem we do have is that we need to
have two of these. I'm going to pull this back, and then we press de
put this next to here, and then I'll grab a thin
piece of wall for on here. So let's come in and we're
looking at this one here, probably. Let's press hole deep. Bring it into
place, and then 97. Let's pull it into place
with G M as we use G. You can see here that my wall, looking at this is a
little bit out as well. So going to grab them all. You go over the top
with seven again, pull them back now
so that my door is in line with these
going down here, you can see I need
to pull it back. There we go. Now you can
see that my walls here. The right height, I
just need to press D, bring it up, put it into place. There we go. All right. That's looking pretty good. Now, let's bring over both of these bottom walls, so
I'm going to press D. Bring them over so seven
to go over the top, making sure they fit like so. All right. Now you
can see on this one. I'm probably not going to need it, so I'm going to delete it. What I'm just going to do is pull this one then into place. Like so. Okay. Now, let's
make this corridor, so we need this
corridor going over here so I can probably
get away with another one of these so a
press D. Bring it over and it fits perfectly
in place like so, and then I need a smaller. In fact, there's no
point actually doing a smaller one because we're
going to make this library. Basically, all we might
as well do is grab all of these press D and just
bring them over like so. Then what we can do is we can spin them round individually now because we've already
turned them round so far. Spin this one round,
so our dead 90? So it's not looking
right that way, so I'll do it the other way. So R 90 and then x
hundred 80 actually, Rx hundred 80, spin it round, double tight, and there we go. Now it's looking
much much better. All right. So I'm
happy with that. And now probably I'm thinking that might need
two more on here. So just to bring it out. Let's see if it might be too big if I bring it out that
far as what I'm thinking. Doesn't want to be that huge. So I'm thinking
probably, have a look. Could we use a three on
there instead. So 333? Let's actually try, so we'll press all D, bring them over. You see this is supposed
to be a library, but it's going to be
more like a courtyard, if it's that sort of
size. It's huge really. I think that's probably too big. We'll come in and grab. These are four. These
are let's press dot. This is four by four.
This one should be three by three and I think
that one is going to be b. Let's try that one,
so D's bring it over. Seven, go over the top, and then I'll just lift
it one grain into place. I can see here, bring it up, put it into place like so let's double tap the A and just have a look at that what that
actually looks like. I think it's a little
bit out of the moment. Let's pull it over, pull it
this way, spin it around, so I'll add 90, and now we can start
pulling it along. D and then D. And
then finally D, and we're probably
going to be, we're not. We're actually level, so
that's really good as well. Yeah, that's really good. We've come together
really nicely. That should be
absolutely finer thing. Now, let's grab both of these. Let's press D and
bring it this way. And I'm thinking that could we actually get away
with a bigger part, so to press D and
then bring it up. I'm just wondering if I can put this in there instead
with the pillared side, probably going to
be a bit better. So what I'll do is, I'll
grab this one, pull it down. Making sure it lines up and then pull it a
little bit into place, and I'm hoping that my pillar should be able to
cover both of those. If I delete those now, press D, bring it all, like so. All right. Yeah, that's looking cool. Let's
grab this one. Hold D again. Pull
that over to there. Then the same for
this side as well. So hold D. Pull it
over to here, like so. I'm actually thinking
though, do I actually want these
pillars on here, or do I want the
more ornate ones? I'm thinking probably more
the ornate ones to be hot. I'm going to put
that just there. I'm going to delete
both of these, and then I'm going to bring
in the more ornate pillars, which is this one here, press in D, bring it over, let's hope these pillars
actually fit and look next. Let's bring them
into place like so, and then we do is press D, bring it up into the next one, and let's have a look
where that one starts. So that's looking a
double type of A. Yeah, that actually looks
quite good there. And it's actually been
really nice there. So yet they look really cool. So let's press all
D, bring it over to the next side. Hide in that. So when you can see now flows really really
well. All right. We've got these two pillows. What we could do now is we could use those to actually
make this library. It's going to be a bit more
ornate than not having those. Let's first of all grab one of these big walls and press D
and see how that's going to fit because I think we'll also need a two threes
basic is what I think, because if we put
a four in there, it's going to be
a bit weird with a pillar here and a pillar here. So, maybe 23, let's
try that instead. We'll come over and
we'll grab this one. D and bring it over to
where it needs to go. So seven, it's going to
go roughly around there. Then I can pull it down
just in the floor. Then what I can do is I
can press D and bring it up into place to
match the other one, making sure it's on the
actual floor, there it is, and now I can grab them both, seven to go over the top, and then old D and bring them over and then I
should be able to get away with putting
these pillows. This one, might as
well use them both. O D seven to go over the top. Okay. Bring them
into place like so, and then D again, bring them over into place double tap the
A and there we go. All right. So let's have
a quick look at what that looks like now in rendered
view. There we go. Let's take this off as well. You can see already, it's
looking really, really nice. All right, so I'm really,
really happy with that. Again, I'm going to
say about my work. Just make sure that you
don't delete any of these, probably better off saving
at a separate blend file, rather than actually using
these parts and having, you know, the option of not actually being
able to get it back. If you do lose your
weight by the way, what you need to do is
you need to go to file. You're going to recover
it, and you're going to recover auto saving your notice. You get a load of
auto saves on here, and then you might be able to get it back from picking one of the saves that was done yesterday
or something like that. All right, every one, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
56. Finishing the Dungon First Floor: Welcome back every one to
blend the three to real engine five dungeon modular kit bash and this is where we left off. Now, let's think about
finishing our library. So what I'm going to
do is I'm going to bring actually, we'll
bring in this one. I'm going to press
bring in the wall, press 97 to qover the
top, spin it round. I'm going to put this
wall into place. Now, I might actually
be able to get away with putting
it let's say here, and then another one over here. If I put this one here, for instance, how many would
it take to go down there? I might actually be able
to do it like that. That might be the easiest way. So I think I'll do is, I'll
drop it back a little bit. Let's see, something like that. And then what I'll
do is press D, bring it up and then put this one into
place where it needs to go. So you can see, I need to bring the bottom
one up a little bit, jaws to come in
line with this one. And then I'm just going to
go around the front now. Yeah, and that's looking
absolutely fine on both sides. It needs to come in
this way a little bit as you can see. All right. So now let's grab both of these, and I'll press O D.
Bring them over, like so, and then
D, bring them over. Some looking how
far they are out. Yeah, I'm thinking probably going to have to get away with
the three instead of that. I'm just going to delete those. I'm going to grab, let's
say, I got one here, just looking if I've got three, I don't think I have except this one here or
this one actually. I'll press D and
I'll use this one. I'll press 97 to the top and then bring
it into place like so. Then what I'll do is I'll bring this one up to where
it needs to go. H D, bring it down. Like, so remember these walls of the bomb are
going to be hidden. We're going to actually bring in some supports of the bomb. So if I press D on
this, bring it over. And then D again. Okay. And
then old again. There we go. I'm Jos looking at this. I don't quite want it
sticking out there. I'm Jo going to pull
that up a little bit. Now let's I think we'll just
copy all of this actually. So I'm Jo going to grab it all. L so make it easy for myself. Press and bring it over. Like that. I should fit in. Absolutely. Perfectly. If I bring it over a little
bit more like so. All right. So that's
figured in pretty nice except maybe this bit here. So let's even bring these
back. Just a little bit. Just to cover those up. Yeah. I think I have to
actually pull it down. I think that's
what the issue is. So let's see if I can actually pull these
up a little bit. Can I hide those out of the
way, pull them back now. Pull them off a little bit more. Let's have a where
they are. Yeah, and that should be absolutely
fine. All right. So now let's
actually think about bringing in our supports. So if we come over here, we did make some supports. These are the
supports down here. I'm looking at the
size of these, probably going to be
using these ones, so let's use these ones. And because it is the library, let's also put some top
supports on as well. So we'll grab let's say
some of these ones. I'm going to grab this
one and this one. I'm going to press old D.
I'm going to bring him over, and we'll start with our bottom, so we'll use the bottom first. So I'm going to press seven just to get it into the right line. So I don't want to come in past this wall because
I don't want the corridor to be the same. So I'm going to put it
into place like so. And then what we going to do is I'm going to bring it all. Like so and there you can see exactly what
we're going for. And now we just need to make sure that all fits into place. So I'm just going
to pull it back a little bit, should
be around there. But the thing is, do we want it poking through the
back? That's the thing. So we might need to make it
because it's on this wall, a little bit thinner. So
let's actually do that. So what we'll do is we'll press Y and bring it in
just a little bit, and now we've got a little bit more room to actually
play with so it can come out to there and not poke in the
back of that wall. All right, I'm happy with
that. And being as I'm going to use this one most
of the time, should be fine. So D, let's bring it over. Now, let's spin it around. We're going to actually
we're going to need them both over here.
I'll do that first. I'm going to press all
D, bring them over, like so, put them into place, making sure that they fit
in back into that wall. Okay. Like so, making sure
they're not poking through. Actually, it doesn't matter if they're poking
through this back, and we've got already this here. We could use a
cliff or something like that to hide that as well. All right, so what I'm
going to do now is, I think I'll grab one of these. I'll press all D. I'll press 90, and I'll just spin it
around into this place. Now, just put it into place, which is probably going to
be a little bit easier. So, and it is poking through,
again, a little bit, so I'm going to poke it through just to make
sure it's not like so, and then I'll see how much
room I've actually got, so we can see it's
sticking out a fair bit. So what I'll do is I'll bring I'm going to actually
bring it all back now, that'll make it a little
bit easier for me. So let's bring it
all back, like, so And there we go,
do I need to bring in all of this
back. I think I do. I'm going to grab all of these. I'm going to grab the
ones underneath as well. So let's have a look. Where is those,
easier, these here, and let's line it up a little bit better than where
it is. All right. That now is looking tons better. All right,
let's double tap. Now, I think what I'll do is
I'll finish these off now, so I'll need I'll
need another three, I'll need a four,
and I'll need a one. So let's grab all of those now. So if we come in, I'll grab
a three, four, and one. Let's press all D like so, and let's then bring them over. Let's spit them all
round at the same time. R 90, and let's put
these into place. First of all, let's bring
them up to the right height, something like that,
let's bring them across. And let's drop this
one into place first, so I'm going to bring it
into the right height, pull it back into place, making sure it's fitting
in there just in there, which you can see,
which is really nice. And now I can grab my three
and put that one into place. Like and then grab my one and also put
that one into place. Like I'm just making
sure it's long enough, needs to be a little bit longer, S and y, pull it out a little
bit, double tap the eight. And there we go. All right. I think I'm going to
leave that part there. I don't think I
want one on there. We could just bring
it over, of course, if you really want to, but I think I'm actually
happy with that. Now, let's think about the tops of these because it is
a library after all. What we'll do is we'll use this. I'm going to press
seven. I'm going to bring it over the top. I'm thinking it might be a little bit long
to go on there, so I might need to just
change this over to a three. What I'm going to
do, though, I'm going to put this on
there to start with. Os 90, let's line
it up along there. So, that's where
it's going to be, and then let's pull it down
into our actual walls. I'm going to pull
it down into place. Like so, and I'm
thinking that needs to just this way a little
bit to fit in there, like so. All right. Now what we can
do is we can come over and grab. Let's
save this three. I'm going to press D,
bring it over then. Spin it around so R dead 90. Let's put it that way first. And then what we'll do
is we'll bring this down into this one here. Like so, get it lined up, and then put it in place
and then finally bring it. Into place like so and should go relatively
nicely on here. Normally, if you think
about would have another actual roof on here, we'll tap the eight
have a nearly fit in log as you can see. But because obviously we are working and trying
to show this off, then it's not actually
got a roof on so. Let's press all
D, bring it over. Then z 90 press seven on the number pad
to go over the top, and then we're just
going to fit them into place now on top of here, Let's see where it
goes on that side. I think it'll be
halfway between. So I'm going to put
it a little bit more there, bring it over. Put it on this one, like so,
and then grab them both, D again, and then drag them
over to here, like so. All right, so let's
have a look at that. Double tap the e. Then
we go you can see exactly where we'll
be looking like if you was walking
into this library, you'd have some bookshelves
and things like that. One piece we need to put in
is, of course, that one. So I think it'll be this
one. I'm going to press Alt. Bring it over, spin it round, so we sed 90, and then let's press seven, get it into place first, and then we can
actually bring it up, so it's going to come
into this place here. Might need the one instead, do I have a one? Let's have. Yes, we do. We might
need to use that one. I think this one is a little bit small so I'm going
to grab this one, a little bit too big,
sorry. Spin it round. So I 90, put it into
place into place here. And here, yeah, and that one's going to fit much, much better. And now let's bring it up. We put it into place like so. All right, double tap
the eight. There we go. There is our library actually
finished. All right. So now what we can do is
we can start actually working on our upper floor now. And basically, once
I've done that, I can actually bring in then my cliffs and I can
bring in all my flames. I tend to work like
this, building out the actual floor pan first. And another thing
we'll have to do is just grab everything, like so, and just move it now
a little bit over to the left hand
side because now we're going to be
working on this bit. Still keep it relative
and close to what you're working with because that
will make it a lot easier. And last of all, what
I'm going to do is I'm going to go out
and save it out. Alright, every one, so I
hope you enjoyed that, and I'll see you on the
next one. Thanks a lot. Bye bye.
57. Starting the Dungeon Armory: Welcome back if you want
to blend the three to re engine five Dungeon
modular kit bash, and this is where
we left it off. Now, as we got these steps, I would like to use the bigger blocks as
we go up here again. So let's actually start that. So what I'll do is I'll think I'll grab my
two, first of all. Let's surpress D, and
let's bring it over. And I'm thinking that I'm going to bring my
steps up to here, and then what we'll
do is we'll have a step coming down here, as you can see on the
dngon floor plan, that'll make it
very easy for you if you've got that
actually open. And then what I'll do is
I'll spin this round. So 090, let's spin it around, and I'm going to put it
into place over here. Now, what I'm also going to
do is I'm going to use these, these posts here, and
I'm just going to bring them over. D,
bring them over. I'm going to fit them
into place. Into here. I'm going to bring
up this one and put it into place
round about here, and then let's grab these two, press seven on the number
pad and let's bring them in two places near the
end of our steps, making sure nothing's
spoken out and then D, bring them over to this one then just so
nothing's spoken out again. And finally, then
let's bring them up. If we grab both of these, D and then just
bring them all into place now we can see that they're a little bit
too high as we can see. We need to bring this one
probably two about there, and then what we'll
do is we'll grab them all and just drop them down just a little tad just so they fit a
little bit better. There we go. That's
looking pretty good. Now what I can do is
I can grab this one. I press D and bring it over, and this is where this
one is going to be. Now let's see if I can
bring that floor in. What I want to do
with my floor is, I want to make it six by six. If we come over, we
can use two threes, so we can use this one, D that will make it very
easy rather than using a four and a two
and things like that. Let's bring it over into place. The top bit will be six by six. Let's put it over
something like that, and then let's press
salt. Move it over. We can see that not
quite going to fit, so we need to pull them
out a little bit because this is where that wall is
actually going to go across, even though it's not
actually going to be a wall. A going to do is I'm just going to spin this around first, so I 90, just make it look a little bit
different from this one. Grab them both and
then let's put them into place where I
actually want them, and then let's actually
work with them. If I bring them up now,
we can see that they're going to go just
under my floor there. Like so, and we can also see that I need to pull
these around a bit, so you can see that
I need to grab these and I need to pull them out just so that
actually hide in it like so, and then I can
probably get away, as you can see, with
a lot more then. All right. So let's put that
more into place like so, and let's also just move
these over if we can, a tiny, tiny bit, something like that, and now I can move these
over a little bit more, and now they should
fit in place. All right. So now we've
got something to wit with. Let's double up our floor. D bring in our floor, and let's also spin these over. So if I press Y, 180 spin them over,
double tap the A, and now just put the near each other because I can see
they're a little bit out, like so, double tap the A, and there we go. Okay. So now let's think about actually creating the
rest of this room. As I say, we don't
actually want to wall. What we want
is some steps. So let's bring in our steps, which is going to
be this one here. I need to press D instead. So old D, bring in
our steps, like so. Let's bring them into place. Press seven, go over the top. And by the way, this dungeon
layout is going to be exactly what it's going to
be in Unreal engine as well. Let's bring them down
to something like that. Okay? They're
looking pretty nice. And now we need to do is
we need to just bring in the actual platform that
this is going to sit on, which will be these ones here. So pick whichever one you want. I'm going to pick
this one, I think, so D. Let's bring it in seven, to go over the top and let's put it into this place first, and then we have a good idea of where our steps
are going to go. So if I pull this up now, for instance, I can put this right on top
of that, like so. And then what I can do is I can push it all
back a little bit. So if I pull this back,
yours a little bit, like so, and try and then get this
all to fit in place, which is the hardest
part, actually, because these are
quite big as well. All right, so let's now
grab this one again, so D, bring it to
the other side. So round here, and
now you can see, I've got a ton more
room to actually with. So if I grab these now, and
actually pull them out, and I can also pull
this out now and get it right next to
that actual wall there. Same for this one, right next
to that actual wall there. And then what I can do now is, I think on the bottom one, So I'm just looking
at my own reference, 41 or we could use
three and three. We need to actually fix
this wall first, I think. So we'll actually yeah, we'll actually do that first. So let's bring in this
one and this one. So I'm going to press
D, bring it in. And then what I'll do
is I need another part here that's going to take
me a little bit round here. So I use this again, and what I'll do is
I'll pull them down. So D, bring them down, so, making sure that wall
is actually touching, and we've got no gaps. So like that. And
we also now can see that this wall needs to come back a little bit.
I'll bring it in. Like soap, so it's
all nice and tight. Then what we can do now
is we can grab this one, D, bring it over
and spin it around. Z 45, spin it into place, and now we can put it into
place from probably here. Now you can see, I can
get away with that because what we want
to do down here is actually have a door around this part here or maybe over to the
right hand side. Okay let's grab these. Let's press all
D. Let's bring it over into place, so
something like that. And now let's think about
bringing this down now. So we need a floor down here. So let's see if we can actually
make one of these fits. So I'm going to press O D. There in in mind that we can
actually hide it as well. We just need to make
sure the main part. So if I put this here right
down here as you can see, and I can pull it back to there, and now that should
actually fit into place. And now let's bring it
over as well, so D, bring it over and you can see because we've got two
there and two down here. The should fit perfectly, and this is going to be here via a cliff edge or something
like that. All right. So I'm happy with that. Now I need to think about is my actual door and then
bring in everything over. So let's bring in
the door first, which actual door
we're going to use? Well, it's going to have
to be the block one, and I think on this one, which one have we used. So we've used that
one, that one. We've not used the simple
one, which will be this. Let's grab both of
those. Let's press all D, bring them over. So, let's put these into place, so I'm
going to grab this. I'm going to press
Shift S, cursor to selected, grab this one, shift, selections
cursors wrong way round. Cursor to selected,
grab this one, Shift S, and selections cursor.
There we go. All right. Now, let's grab our actual door. So which door I'm going to use? I don't think it really
matters. I'm going to use this one, but I'm
going to spin it round. So I'm going to press O D first. And then what I'm going
to do is gonna press Shift S, selections cursor. I'm going to press
dot to Zooming, and then I'm just
going to fit my door. Spin it round, so's hundred 80. And again, if you want to
mirror it, you can do. So if you want to come up to Now you've got
it go to object, you'll find you've
got a mirror there, and just mirror it round and
then you can have the door opening from the other side
if you actually want to. So then what I'm going to do
is I'm going to pull it down and make sure that this
door actually works. So if I pull it down, like so, pull it out, and then we
know that if I press card, you can see that it's not actually catching
on top of that, and that space of water
one if it is catching, just pull it out a
little bit like so. All right. So now let's
pull it a bit to the side. And then maybe a touchback.
Let's grab it again. Touch back, double tap
the A, and there we go. That's absolutely
fine. All right. Now I can actually grab all these and press control
P and keep transform, and then it'll just allow
me to grab this one then. I'll grab this one as well. Control P, keep
transform. There we go. And then I'll grab this G and now we can move
it all together. Now, let's put these into place. I'm going to put them,
I think around here. And I'm just going to make
sure that it actually fits. So you might be able
to see that I need to move this up.
That's no problem. We can pull it down
into place like so, and maybe a little bit higher. Let's get jaws above there. We can see now I've got
to pull this one down, jaws to sliver into the floor, and then I've got
to pull this down. And you can see once I
pull all of this down, I've got to basically take these off. I actually made
an error there. Let's press P instead, P, clear parents, and they're
going to drop back there. Now I can actually
grab this shift to selected and hopefully
because I've messed up. I can grab both of these shifts, selections cursor,
and there we go. I messed up. Let's put them back shouldn't actually
have parented them yet. That's the thing that
I shouldn't have done. All right. Let's not try
and parent anything up. Let's get too clever
or anything like that. Now, the one thing I do want to do is just pull those
out a little bit. There we go, we can see what are doors actually
going to look like. Now, of course, we need to
move it a little bit over and get into here and hopefully try and get everything to fit. That is one thing we need to do. Can I get this actually to
fit with grabbing these, pulling them in, and then
pulling it out like so, and then pressing D and bringing
it over the other side. So. Can I do that? I think actually,
I'm going to get away with that, to be honest. Yeah, and I think that's going
to look absolutely fine. All right, that's
looking pretty nice. The one thing I can see is that these are not down enough, so I need to bring them down further right to
the top of there. Double tap the
eight, have a look. I need to bring this up now
a little bit as you can see, so let's bring it
up just a sliver, just so it's on there. And then finally,
I need to bring this door and this arch
probably up as well. So the peeking through the
bottom of there, which is not. So let's bring it up a little bit more double tap the eight. And there we go, now it's
just sliver in through, and then bring it up
a little bit more, double tap the eight,
and there we go. Perfect. All right. So what we'll do then
on the next one is, we should hopefully this
is basically an armory. So we should basically
be able to get the armory finished off and then moving down to kind
of the food hall where the people eating things. But you can see, it's really starting to
come together now. Again, after everyone, I'm just going to save it out,
and there we go. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
58. Creating Under Flooring: Welcome back every one
to Blender three to real engine five dungeon
modular Kivash. All right. So now we've actually been using these the way that this
is supposed to be used. We're going to actually do
it in a different way now. So what I'm going to do is I'm going to move those over there. And then what we're
going to do instead is we're going to
go to our assets, and we're going to basically
use our assets instead. It's going to make it a
little bit easier for us. And basically, that is
what they're there for. Let's come back
now to our armory. And basically what
I want to do now is I want to look for three. Let's see. So something like
three, let's bring you out. So s 97, let's bring it in. Now, can I get away with a three or should it be probably a four. Another post could
go around here. Let's try what size is this? This is actually, let's
use this one instead. We use a four,
which is this one. Spin it around so
90 press seven. Let's get it into place
then and we should have another post
coming over here. I think that's actually
going to work. I'm going to bring it
down just below there. I'm going to press Alt
D to bring another one in put it to there, and then now let's
bring them over. If I grab this one and this one, I'm going to press
Alt D, bring it over. So now you can see, we're really starting to
speed up that workflow. Now, can I grab these and
bring those over as well? So D, bring them over. And let's see, will
they actually fit in? Or do I mean to make them
a little bit bigger? So D, let's bring
in our posts over. Let's put our posts in place. And then I'm going
to actually press S and y and bring them over just a little bit
because you're never ever going to be able to
tell that they've been stretched out a little bit. One thing I do need to do though is I need to bring
them back just so they fit into place double tap
the eight, and there we go. Now with this one, I'm probably going to need to
bring in some three, two, three, and then
a post in the middle. I don't think can this
get away with it? Let's have a go anyway,
O D and then RZ 90, I don't think it will do that because I don't
think it's big enough. Yeah, I could do it if we
bring out another one. I don't think I'm going to
do that. It's going to be stretching it way too much.
So I'm going to do is. I'm just going to bring in a
three and drop that there, and then I'll put this
one into place like so Yeah, something like there. And then what I'll do is now
bring it over to your side. So hold D. Bring it over and then pull them both
into place now, like so. And then finally D,
bring them down. Grab them both. Pull them back. And then finally bring
in this post here, which is three D put it
into the middle, like so. Double tight and there we go. All right, so that's
looking pretty nice. Let's actually think
now about bringing in this food then because
I think I'm looking now, and I think pretty much that's all done. I'm just
looking around. I'm just making sure
that everything's done so we walk over here, open this door, through
here to the library, through here up the
steps to the armory. There's a small armor in here, which you can make
bigger, of course. Let's actually show you how to bring in the braziers then. So I'll put in a brazier
on here and here, just to kind of liven
up a little bit. So I'm looking for.
Well, braziers actually, we'll actually have to go in and copy it all one way because because we know that it won't
actually copy everything. So I'm just going
over the top like so. And then what I'm going
to do now is I'm going to press D and bring
it over like so, and then I'm going to
bring it into place. Down here and I'm
going to lift it up. I'm going to press the
dot to zoom into it. Well, it didn't actually zoom in and I don't
know why actually, but it zoom right over there for some reason, that's
not very handy. You could grab a step of guess and do the same thing,
but either way, I'm going to put this up here, like so and move
it near that wall and you can see the front of it here, let's spin it around. So let's put it round this way. Then what we'll do
is we'll press. Bring it over and spin
it around the other way. Or spin it around so
it's face in this way, double tap the A,
and there we go. Now, if we put on our
actual render vew, we can see if we turn these off, that is exactly what
it's going to look like, and if we press the space
part, there you go. You can see we've got actual
brass actually going. All right. So
that's really nice. That's that part done. Now,
let's press space bar. Let's put it back onto material. Now we've seen that,
and now let's think about working on this part here. This part here, as I say, is
going to be the food hall. And also, as we start
working down here now, It's actually going to start getting a little bit
rougher as well. The top of this ain't too bad, but as we move down, it definitely is going to
get a little bit rougher. Let's grab, first of all, actually, we'll grab,
we'll grab these two. I think what we'll do is
to start with because our actual food hall underneath it is going to have something underneath it as well. So we need to actually
bring these down one. If a grab both of
these, press D, Bring them down,
and then then that will be the bottom part
of my actual dungeon. All right, so I'm
happy with that. Now, let's bring in our first. Let's bring in some floors. So what I'll do is I'll bring in where's my floors, let's
have a look for them. So we don't want any
of those floors. I want the actual bottom floor. Here are yes, this is
my flagstone floor. Four by four. I think
actually I need a three by three, let's
bring in this one. Let's press seven, and
we bring this over here, and then what I'm going
to do is I'm going to pull it down and get
to fit into place. Into place, let's pull
it out a little bit. So it fits on there. Making sure that it's
at the right height, which absolutely isn't.
Let's pull it down. Making sure it fits,
tap the a There we go. We can see we've still
got a gap there, so let's put it into place
like so. That's looking good. Now we need another wall, and we're going to still
use the block one, what I'll do is there
the small bricks, my block ones with
my block walls. If you need to search
for it, you can just type it in as
well, don't forget. I think what we'll do is I think we'll use a
four on this one. I'm going to bring in this.
I'm going to spin it around. So I'll said 90, and let's pull it into place. And I want to make
sure that I've got a little bit of
room down here because I actually want to put in some cliff face
down there as well, just to hide it a little bit
better than where it is. Okay. So now let's pull this up. I think as well, we might
as well put a top on there, because as you can see, we're going a little bit
out on that one. So I think we'll
put we got a top. Let's have a look if
we did make some tops. We could put a
couple of these in. These are the wall supports. These are the top wall
supports as you can see. So let's have a look.
Wall tops, let's put in. This one is a two. Let's
just do out a little bit. Let's bring in that
one, see how big it is. Yeah, I think we'll use that, so we'll bring it
in. Pull it over. So I'm thinking maybe we
need a three instead. So yeah, we'll bring
in a three instead. I'm just going to
hide that one out of the way. Bring in this one. Yeah, that's going to fit
better as you can see. All right. Let's pull
it up into place now. On top of that. Let's make sure it's sticking out both
ways. Double tap the eight. There we go, that's
looking pretty nice. Can I bring it up to sliver just so it's
on top of that arch? Yes, I can. That's perfect. Now finally, that's bringing
in another support. So we know it's a
three. Let's bring in this support and we'll
put that on top of that then and that'll finish it off really nicely for us.
Let's bring it over. Okay. Let's pull it over to
the right place like so, and then let's bring it down on top of that double
tap the eight, and there we go, that's looking fantastic and it's also
looking like an armor as well. All Now let's think
about our steps. We're going to find
our big steps, which where are our
steps, they are, our large steps,
let's bring those in seven to go over the top. Let's pull them
into place like so. Then let's drop them down. Just to make sure
that that top step there goes right up to
this part here, like so. Then this step here also
goes right up to here. So now we can actually start creating our actual wall
for the bit that goes down. So what I'm going to
do is, I'm going to bring now in the wall, which we've not used before, so we'll bring in this one. So I'll bring it in. I'm
going to spin it around. So 90, and the great
thing about these walls is they just meld what's so well together as well.
So there is also that. So if I bring this in, I'm going to put it right
in the center of there. And then what I'm
going to do is I'm going to grab both of these now. So grab them both, D, and then let's bring them down. So now let's put I guess one
pillar in this bit here. So we'll use one
of these pillars. So if I grab this one, this one and this one, press D, and I can bring that over. I'm going to put
those into place. Again, our cliff should be
covering up some of this, but I'm just going to move
them a little bit further over just so it's not sticking
to it there just in case, and it should still be able to walk down there as you can see. All right, so we'll also you can see this
is the stone wall. We want our pillar stone, so let's use this one.
So I bring that in. And that then we'll
feed at the bottom of there just to finish
that bit off. Then from there, we've got
another door leading down. So first of all,
let's put this here, and then let's press D. Again, you can see how well
these melt together. Press card 90, just to spin it around to make it
look a little bit different. Now let's think about
finishing this top wall off. You can see at the moment, we need to bring it out
further this way. So I'm going to grab
this one. I'm just looking at my own reference, I'm looking at it 368 long. I need to bring this out, so O D. I didn't grab it then,
so let's put it back. O D, then bring it out. And then let's spin it around
so I 97 to go over the top. Double tap the a just make sure that actually
fits, which it does, and then we're going to look for another one let's find it, which I'm just looking
for my floor now, so flags don't flow here we go. Let's look for two by two, so I think we can probably use that one, put it into place. I'm just wondering if that is a decent size for it or if
it's a little bit too big, actually, I think that should be fine because there's a lot of food in need store in
here, so All right. So now I'm looking
though to this. I should realistically, I'm thinking my stairs then could be from here, so
I could bring this out. So if I press T, what do I mean? I bring it out to here. I'm thinking that that
is probably going to be the right actual
length. All right. Now what I can do is I can just make sure that this
is the right height, seven again, and then
D, bring it over. Spin it around, so I 90, and then D again, bring it over. There we go, there is where the actual food is
going to be and this is where it's going to be stored
and everything like that. Now, we need to actually bring in some of these underneath. So using them in a way
that wasn't intended, but we should absolutely do it. I'll start with this over here. You can see it's three
by three at the moment. So let's look for
our stone walls. Stonewall three by three. Let's bring it into here. Spin it around, so, R x 90. What we're going to
do is I'm going to actually put them in here first, and then I'm going
to drop them down. So we're going to put
them in ring them up, bring them up into
place, like so. And we want it to be
basically under here. Yeah, basically from here
because we're going to have some stone wall
on there as well. So I'm going to fit
that into there. So. Make it a little bit longer. S and y pull it out a little bit because it is actually
going underneath, something like that,
and you can see probably why I'm doing
this at the moment. Now, let's grab it and what we're going to do is
going to press T. Ring it over. And this is to show you how you can
actually cover these parts up. All right. Now let's
press D, bring it over. And now that should
all be fit into place. I'm just looking
neath making sure it's all thin,
fitting in really, really nicely, and now I need a two by two. I'm going
to grab this one. And I'm going to spin it around, so x 97 to quel at the top. Let's spin it around, put
it into place like so, and then let's bring
it down. Put it in. Making sure if I go underneath that we've got no gaps in there,
which we've not. I can actually bring it
down those as you can see, and then I'm going
to bring it over. So A D, bring it over to here and you can see
I've got to stretch it out. So SY pull it out. Like so. All right. So now let's grab all
of these, like so. And what we're going to do is we're just going
to pull them down, making sure they're all
below that actual floor, double tap the A,
and this is what you should end up
with underneath. Now, what you have
to be careful of, as I've said, is that
where is our guy. So if I go for a search,
I'll look for human. Is he still in the
air? Yes, it is. So let's bring him
in. He's over here. Look. What we need to be
careful of is that we drop our floor low enough so that his head
will still go under knees. That is one thing
we have to be very careful of because
you can see, now, if I bring him up, He's actually going to probably be banging his head a little bit, so we have to be very careful. It should be, it's like a kind of cellar
or something like that, it should be just
the right height actually of him nearly
banging his head. That's exactly what
you're looking for. It actually it is a
dungeon after all. So we just need to take
that into account. So I'm going to do is now I'll grab probably a four by
four and start with that, that'll make it easier, I think. If I go up and look for
that's MbriFlagtones, and four by four,
let's bring this one in and then I'll put
this into place like so. So something. Like that. Let's come round here and
just make sure that's sat in there so you can see it
nearly into place like so, and then let's bring
it over now and see how much further
we've actually got. Then what we'll
do is we'll think I have to bring it back as
well a little bit, like so. All right, so let's press of
D let's bring it over now. So something like here, we can see that actually, they're going to fit,
which is really, really handy for us. All right. So now let's grab them
off D, bring them over. Like so, and they
actually fit in place. Well, they should do
actually, because we did make it that
way, didn't we? So, you know, it shouldn't have any problems
actually with that. So now let's press D and
bring them over again. Okay. And I'm thinking
that this will be the place then
where the guards actually sit because down here is going to be where
the actual prison is. So that's what I'm actually thinking to do with this part. All right, so I'm
happy with that. Now, what we'll do is, I think, we'll bring down, we haven't
actually got one on here, so we need to put a
block in place here. So if I grab this, can
I put that in place. So I press D 90 spin
it round a minute. And I'm just bringing it down. All right, I think
we should end it here though because we're on around 60 minutes
and you tend to get a bit carried away when you're actually
creating these. So I hope you're
enjoying it, everyone, and I'll see you on the next
one. Thanks a lot. Bye bye.
59. Building the Dungeon Kitchens: Welcome back, everyone
to Blender three tonal engine five dungeon
modular kit bash, and this is where we left off just where we're going to put in this actual wall just to hide
hopefully this back wall. Now, yeah, I think actually will use this and
as we come further around, what we'll do is we'll actually use more of these walls because I'd like to have a
gradual difference in how the walls
actually created. So I'll do now is D
this one over to here. It should fit in perfectly. And then what I'll
do is I've grab. These so and then D, bring it over and
fit it into place. Now what I can do is
I can grab this wall. I can press D, and
I can bring it up, and everything should start
to really come together. All right. So I'm
happy with that. Now, let's think about
our end walls here. I'm thinking that I'm
probably going to use where are they sum of the so we can
see this is wall support. I think let's have a
look how big that is. I'm thinking probably
not that one. It's probably going
to be let's have a look what this one is
actually called. One of these. I'm just going to
find out what that's actually called because
to be honest with you, I think I've actually forgot
I think it's one of these. I'm just going to bring
that in. That's too small, so it's definitely
not one of those. Did I actually put those in. That's the thing. I'm
just going to have a look at what they're called
so we can see that here, let's press dot on here. Let's move that way,
press the dot button. That's why it's not
there because actually, I'm not actually put it on here. If I grab both of these, I need to right click
and mark as asset. Okay. And there we go. Now they're actually in
there, so that's fair. If I bring both
of those in well, one of them, and then
bring the other one in. Now you'll see that
they're both in there. All right. I think what I use is this one here. I'm
going to use this one. And what I'm going to
use it for is again, bit nontraditional but we're going to use it to end these. I'm going to press dot seven
to go over the top and then pull it into
place and this is why I'm going to use it to
end this part here. I'm going to pull it down now. And that then should come together just to
put an end on here, so I can pull it
back a little bit. Then that's going
to make it look a lot nicer than where it would. Now let's press Shift D, not shift D Let's delete that. Let's press grab D. Let's bring it over. Now let's think about putting
some post in place. Being as I've got these
already the right height, I might as well go in and use, so I'm going to press D,
bring it together then. Let's actually work on. Developing all of this bit. So you can see the
first thing I'm going to have to do
is get one in here. Now, you can see that I'm
probably going to have to, I'm going to have to put it like that and have a
little gap in there, or I could stretch these
out. It's up to you. I could press S x, pull them out a little bit, like so, and then fit
those into there. That might actually
work better than actually just having one pillar or making two pillars in there. You can see and we have
to also pull this pillar back a little bit or
all of these pillars, because then they're not
going to have enough room to actually
walk down there. So all of this to take into account, we're
actually doing this. I think one going to do is I'm going to grab
the whole thing. Okay. So both of these as
well and these pillars, and then we're just
going to pull them back. So they're in a better place, and now I'm looking down there. I'm thinking, right, that's
looking a little bit better. I'm just looking if
there's any cap there. Still pulling a little bit more. I think that's the most I'm
going to get away with, so I'm going to put
them a little bit more. Yeah, that's about the most I'm going to get away with
what you can see now, it looks much much better and they can actually
walk down there. All right. That's that. I'm
really happy with that. And now I'll do is
I'll grab these again, B as I've actually
created them that size, press all D and bring
them over into place like so and have them just so they're just ing
out past there, and I think that's perfect. Now, let's grab all of
these, not this one, this one here, and
let's press all D and then we'll bring them as actual
pillars into this place. If I put them, let's say, yes, something something like that, and then I can bring
one over on this, and I can make sure my guy I can actually walk
under there then. So D, bring it over,
and there we go. All right. So this part under here now is actually
done, as you can see. Now what we need to
do is we need to make this actual wall here, and this is going to lead to
the actual treasure room. So we might as well
start on that. Let's actually come
in and save it out just to make sure
we don't lose our work. And then what we can do is once we've got
this wall in place, then we can work up and actually finish this actual
food type bit. All right. So what we need
now is we need a arch wall, so for scroll, let's hopefully
find those on there, which will be this one here. So this one here. Let's
bring in our door then. So I think I'll bring
in this door here. And let's also then
bring in our archway. So I'm thinking, do I need
an actual archway on that? Actually, because it's actually
been filled in for me. Let's have a look if I
need an archway on this. I'm going to press one.
I'm going to see if it actually goes in
to my wall without. I think actually might
need an archway. I'm not sure. Yeah. I think actually can I pull
it in a little bit. I'm going to actually
bring in an archway and see what it
actually looks like. Let's bring in just a simple
arch. Let's pull it back. Yeah, I think it's
just going to look better with the actual
archway in there. I'm going to pull it
out a little bit. And then I'm just going
to pull it out so SY just a little bit, make it a little bit bigger, and then have a
look at this door now and this door
should actually fit much better once I've actually got my
archway in the right place. We can see I need
to bring it over to the right and I can see that door fits in perfectly as I wanted it. All
right. That's that. Now, let's spin this round, so -90 and let's
bring it into place, which is going to be I'm thinking right next to
probably this pops down here. Again, as they
come through here, it is probably going to
be a bit more ornate. Let's put it into
the floor like so. Let's come around
this side then and then we can see how
far we need to get in. If I bring it up,
you can see that there probably going to be
the perfect height for it. You can see also we've
got a problem here. We might as well make this stone because that's going
to make it very, very easy for ourselves. I'm also thinking I'll probably put it right over
here somewhere like that, and let's now grab I'm wondering if that will actually fit going across there. So I've got one, two, three, four,
five, six, basically. Absolutely not. It's
not going to fit. I might as well grab one
of these three by three. Three by 390. Let's press seven on the number pad and
bring it into place. So we're going to
put into there. So then we press D and bring
it over into this place. And as I said, the great
thing about these walls is they really do go
together, so you can see now, I can bring it
right down to here, and it still looks like, you know, part of the
wall, as you can see. I can also then as well
bring down this one. I can press up the
D, bring it down, and then I can press S and y and squish it up a bit and you would never even know that it's been actually squished up
or anything like that. So as you can see now they go together so well. All right. That's that. I'm looking
around here now, just making sure everything's
fitting into place. I can see that my door. So this door here is probably this is probably going to have to be
lifted up a little bit. I'm going to lift it
up just a tiny bit and lift this part up
just a tiny bit. A little bit more, and then I'm going to
deal with the other bits. I'm going to lift
it out of place. Now, you can see that
it looks much better. And now I knew that that is what would happen
to this top floor. So I'm going to grab,
is it this one here? Just going to hide this
part, wait a minute. Then I'm going to
grab all of these, like so and lift
them up and then press alth bring back that floor and see that they need to go a little bit higher, so now I can grab them, lift
them up a little bit higher. So then I need to bring
up this one as well. I'm just looking how much room I've actually got
here because that's also really important and might actually have to lift
that up as well. So let's grab all of these, just trying to fit them all into place so let's bring
them up to Tad. Now let's look where
our steps are. Double tap the A. That's
probably still going to be nice, actually like that,
so that's fine. And now all I need to do
is lift up all this just to make sure it all fits
into place because, of course, this is
going to be a bit too low now, so
if I bring it up. Double tap the e there we go. Now that's looking really, really nice and
nothing's showing foru. All right. A little bit
tedious on that part, just to actually get
it all into place. But you can see as well now that pretty let's
actually finish this off. So we might as well
finish off this one, I need a small wall here. Again, we're going to
use our block walls. So let's find where's our block. So there is our block. So we can use the two, I
think. We can spin that round. So I 90, let's spin it round and get this
one into place first. So we'll push it over there and then pull it
into place like so. Then what we'll do is
we'll put it there and then we're going to
press D bring it down. Like so, and then
I'm thinking Old D again and bring it
down once more. And then we've got
a little bit of variation in how tall
some of these walls are, which is absolutely fine. Now what I can do I
can crab this wall, and hopefully I can
put it in place here, so I'm going to press old
D. Spin it around, so 90. Press the seven on the number
pad to go over the top. Okay. And then now I should
be able to fit it into place, which it does just pass there. If I pull it jaws past here, you can see how that
looks really nice. All right. Now
let's do this one, D, bring it over,
and there we go. All right. That's
that part done. Really happy with
what that looks like. I think what I'll
do is I'll lift these up as to Tad like so. The one thing I forgot is I
don't need them down here. So we don't need
to block off this. So one thing I'm going
to have to do with these is I'm going to have to bring them
down a little bit. So let's bring them
both down into there. That will tap the A. And
there we go. All right. So now you can see
it can walk under there through here and now we can actually start with the most
sadistic part of it, which will be the torture
chamber, the cells. But the net part, which is obviously the vault with all the treasure and
things like that. All right, everyone, so
I hope you enjoyed that, and I'll see you in the
next one. Thanks a lot.
60. Creating the Dungeon Mid level: Welcome back, everyone to blend the three T g and five
dungeon modular kit bash, and this is where
we left it off. Now, let's actually think
about creating our Yeah, I think what we'll do is
we'll actually come and create this part down here. So let's find first of all, one of our big walls, which is this one
here, and we'll bring that in. I'll
spin it round. So I 90, let's spin it round, and then that really
fit in here hopefully. So I need another
pillar, as you can see. But basically, I just
want to bring it up and make it fit into there, just covering that
part there. All right. Now, as we go down here now, I don't need this wall so high, so I can keep this wall
relatively low so, so we can still
actually see something. And then what we can
do now is we can have another wall, which
will be the two. Spin that round. So Rs 90
for seven to go the top, and then let's put
that into place. So and then we'll have a pillar. So we need to find our pillars, which I think is this one here. There we go, put
that into place, and then just make
sure that both of these line up, like so. All right, double tap
the A, and there we go. That looks really, really nice. Now, let's think
about bringing in our actual our room with
the actual treasure. So first of all, let's
bring in a floor. Have we got a floor
already here we can use? Now, I'm thinking that three by three is absolutely
adequate for that, so let's press of
D, bring it over. Let's bring it down, so we've got actually a
floor to work with. Something like that. Let's make sure that it's right
next to this door. Something like that. Let's
press all D, bring it over. So let's press all D again, and then we can have
a door down here. Now, if you're not
happy with how these, just spin them around, so y 180, and then 90, so then they'll look
completely different. And now let's put in that
actual main door that we did. Hopefully, we've
got that on there. Let's have a. Here's our volt, so we've got all three
of these parts here. So I'm thinking that
I'll probably use this instead of using that because they're
all together here. So I can go over the
top, grab them all, press and then just bring
them straight into place. If I press seven now to go over the top, I can bring them. Straight into place. Like so let's press dot
and bring them in. Let's pull them all
and bring it in. I need to spin them
around as you can see, so I'll say 180,
spin them around. Bring it in to place, making sure that it's
right at the bottom, because you want that
rather bot because of the fact that our character, if we're using it on unreal. So if we send it
through to unreal like this, needs to
step over there. So you just have to be
careful about that bit. Okay, so I'm happy
with that bit, and now let's bring in
some flagstone floor. I'm thinking four by four maybe. Should it be that big or
should it be three by three? Probably going to be three by three. So I'll bring in a three. I'm going to drop
that down then. So seven to go to the top. Let's put that into place. Let's drop it down then. Making sure that it covers
that little bit on there. And then what we'll do is we'll make it a little bit longer, so I'm going to press
D, bring it over. So yeah, that's looking at
double tap the A are touching. Yes, they are. So that's
perfect. All right. So let's get this
part finished off. And let's also put
in some bottoms on here so we can see
wall supports here. This one is, I think this
one is four by four. Let's look, yeah, I think
we'll use that one. I bring that one to here where the actual
post is going to be. So I I press seven,
let's see. Yes, I can. I can bring that
to there. So that should look fine once
that's in there, and then I'll double it up, so I'm going to put that there. And then I'll press D bring
it over to the other side, and then D and bring
it over to here. And now let's bring in my walls. These are I think four by
four, but let's have a look. We'll bring in our
main block walls. We'll also bring in some pillars on this as well, so
I'll bring those there. Let's have a look
at our block walls, which are these ones here. I think that one is
going to be too big. So if I put that there. Yeah, it should be I think three
by three instead. So we'll bring up this one. You can see now I can drop
that into there pretty much, and then I can bring it down. Pull it into place,
pull it down, so we can actually see into
here, something like that. And then what I'll
do is I'll press D, bring it to the next one,
and then D, bring it over. So we could have made roofs
and things like that, but the thing is, we want to actually be able to
see into our dungeon. So that's why we didn't
actually do that. D 90, spin it round seven
to go over the top. And now let's put
this one in place. And finally, now let's
get all our pillars in. One thing we have missed though is we need one going this way. So I'm going to grab this, D 90, spin it round into place. There we go. That's
that part in. Now, let's put it
in our pillars. I'm going to press seven,
bring in my pillar, put it in right about there, see what that's
going to look like. So put it into here, pull it out a little bit,
pull it out a little bit, and then let's think
about bringing it up. Something like that
looks really nice. Let's then press D, do the same thing
over this side. We know we've got the right height and
everything like that. Let's pull it out, like so. Now let's finally bring
it into this place. I'm going to grab this one and this one because the halfway
points is exactly the same. D, bring them over. Like so. Then finally, I don't think I actually
want one in there. I think I'll leave
this as it is. I think that's actually looking
really nice. All right. Do we want some tops on there as well just to finish
this off? Probably so. So let's have a look at
our top what we've got again so we can see
let's have a look. We've got this one.
We've got all of these. Probably we can use
our three. I'm hoping. Let's see if I can
bring in a three because we've got
a few of those. If I bring this in here, just line it up a little bit. Let's have a what it's
actually going to look like once I've
actually go in place. So something like that, put
it over just a tiny bit. Yeah. I think that's actually going to look really
nice like that. All right, let's press all D, bring it over, in it up again, and then let's press all D. Bring it over and line it
up again onto this one. I'll pull it out a little
bit. I think on this one. I'll actually see. Can I get away with pulling that
wall up a little bit. Just to hide that out the
way a little bit better. Yeah. I think that's fine. Now one more so I'm going to
press all D 97 over the top. On mine, that might actually
fit perfectly as well. Double tap the e, let's
have a look perfect. That is our actual
vault on, and now, obviously, we need
these parts in here. One, two, three, four, one, two, three, four, three, six, nine. We might as well use
the threes instead. So if you grab your blocks, which are these here, bring
in our three, spin it around, so I'll 97 to go over the top, and now let's bring
it into place. So. Then we can press D, and then d d and bring
it in place like so. Now D 90 and then just spin it around and
drop it into place in here. So, now let's grab
these pillows. We've got this pillow here. In fact, I'm going to
actually pull these down because they a little
ridiculous up there, and I'm going to use, I think, I'm going to use one of
these but bring it up then, so D. And then bring
it into place like so. Yeah, that looks
fine. And now we need the halfway point on here,
which is here as you can see, Old D to here, and then old D to here. There we go. All
right. So there we go. That is actually that
part of the room done. So once we've got some tortures and things
like that in there, you can see now it's
looking really nice. So yeah, I think I'm happy with how this
is coming along now. I think what I need to do now is create just this part here. And then this will
actually lead to our actual place where
we're going to have all of the prisoners held
and things like that. So let's actually think how
big we want that first. So if I grab both of these, I'm going to pull
them out with D, And then we want to do is this is going to be a nice door here. We're leading down
to some more steps. So I think actually
we can probably get away with making
this part here first. So this is where
it's leading down to where they torture people
and things like that, and we'll do that
obviously on the next one, and then we can
actually finish off, you know, this
prison type place. Let's come to file then
and save this out, and then I'll see
you on the next one, everyone. Thanks a lot. Bye bye.
61. Creating the Dungeon Prison: Welcome back everyone to
Blender three to real engine five dungeon
Modular it pash. Now this is where we left off. Now, let's bring in
our main actual door. Our main door will be obviously a stone one because it's
leading to an actual prison. And also, I'm thinking
that we should be using this one here really
because that's the most prison lab want
ever bring that in. I'll bring in my stone. So let's bring that one in. And then let's first of all
see if this is going to fit. I think it will, so I have a press dot. Let's bring it in. Like so, and then I'll probably make it a little bit
wider if needed, but actually, I think
that's going to fit. Let's make it a little
bit wider, S and, and let's pull it
into place now so the actual hinges are on there, like so, and I think that
looks pretty good, like so. All right. So now
let's spin it round. So, 180, spin it round,
let's press seven, and let's get this
one into place now, so we can see that that's probably roughly going
to be the middle. Let's pull it down then like
so and then into place. Just look in to make
sure I press dot. At the bottom is still there, so I need to bring
it up a little bit, as you can see, or maybe even
the door up a little bit. So yeah, there we go. That looks absolutely perfect. Okay. Now, let's actually
start bringing in some of these to create
the rest of our walls. So let's see how
big that one is. So if I press salt D, bring it over. Will
that fit in there? Yes, it should do,
so that's good. Let's then bring in
I've go smaller ones. I've got a two and a four,
so let's press salt D, bring them over, may should if I make them
a little bit longer. So if I press S and y, pull them out a little bit, should fit into this
part really nicely. Now, the one thing is I
forgot I need a door, yeah, on the next one, actually. So we'll put that
next door on there. So I just need to make
sure that I've got some room there,
something like that. And I think on this one, I'll
also pull them up as well. So if I press D,
bring them up, Okay, so breaking off
realistically the dungeon between those two parts because as I've
come down here now, probably going to be a
little bit too thin to actually put an actual
clip in there, actually. So I'm going to actually break it up like that
instead. All right. So now let's find a
three. So I need a three. I've got a three that three or is that a four
think it's a four. I'll go in and find myself A three, which
is this one here. Let's have a look
what that looks like, bring it into place.
Pull it down. You can see with these we can even get away without most of the time even using
our actual pillars in there. So that's
a good thing. And then we'll do is D.
Bring it over to this one. And I think with
this corner one, I think I will use
an actual pillar. I'm just going to
look from a pillars to scroll up a little bit. Let's find where's our
pillars. There it is. Pillar stone. And let's bring that into place like
so and then bring it down. I think I might put
it in here as well. So like that. And then D, bring it over, like
so. All right. So let's get that door in and then we're going to
have a good idea of how big we want
our actual prison, so we can see at the moment, we've got this much room, and I'm thinking that probably I probably would
have my door here instead. So what I'm thinking
is that I'm going to I think I'll actually
change it around a little bit. I think this is a little bit too big in comparison with
the rest of the build. It's just where the
actual people who are, you know, kind of looking out for the prisoners
and things. So I think what I'll
do is I'll bring it over to something like that. I think that's just
going to look a lot neater than now we need it. Of course, then we're going
to have to change this one, so I can change this one out. We're also going to have
to put in a part there. So let's bring in our
other actual door. This door is going to
be look like this, and we've also got the
wooden part for it because this is
mainly as we've seen, we'll also bring in
this wood as well. As we've seen, this will be
the actual torture chamber. So we want it to look really rough and ready leading
down to it, so press one. Ring in my door. Let's put it into place then. So let's grab it all. Let's press Oz 97. Okay. Bring it over
and let's see if that now fits nicely
into place there. We can see the press
dot that I can zoom in and that I need to pull
this down. So this part here. Well, let's pull this
up a little bit first. That might make it a
little bit easier. So up there, and
then let's pull this bit down into the floor, so let's look at this part. I think I might need to actually change
both of these out. I'll do that now, so
that's no problem. We can actually bring
in another wall. Let's bring it two by two. Z 90. Let's put that into there. Seven square at the top, bring it in and then
drop it in there. And then we want just a yeah, we might have actually been
able to get away with a four by four on there and
push it into the wall. So not to matter. We can just bring
another one in and then 97. Let's bring it in. Where I need it, can I actually fit it in
Let's have a lot. Yeah, I'm going to have
to probably stretch it out a little bit too much. Let's have a lot S y. We don't want to stretch it
out too much as you can see. Once you start
stretching it out, it can get way way too much. So let's bring in 23 instead, that's going
to make it easier. So I 90? Is it going to be? Or is it going to
be actually two? Let's put this in place. See what it actually
looks like in there. Yeah, and I'm going
to squish it in. S and. Help me out a little bit. Put it into place, and
then I'll do the next one, so I'm going to actually
have a look at that. I'm going to pick
it up a little bit. And then I'm going to do
is grab this one and D, bring it over, and
then spin it around, so 180. Spin it around. And then S and y, pull
it out a little bit. Just make it a little
bit different. All right, so I'm happy with
that. Now, the prison cell. We're going to need
another one of these, so let's press all
D, gring it out, and that then is going to give me my prison cell, which is, I think going to be a good size if we have prisoners
in some cells in here. So when you build
your prison cells, for instance, you
would put them here. I think yeah that will
look pretty good. All right. Then what I want to do now is actually carry on. So I can grab this one,
I can press all D. Will, that's going to actually
work perfectly so. Then I can probably put it
over the other side as well. So D over the other side. I think also, if I press and win just bring
it down a little bit. Like so. And then what I'll do is I'll grab this one. So D. And then spin it around.
So I'll head 90, seven in the top. Put that one in there and then, bring it over to the other side. Now, you got to be careful
where you put your pills in because if you were going
to have prisoners in here, I'm going to spin
this one round, by the way, you wouldn't
be able to put them in there if they had
pillars in there or you would be you have
to build around them. So just bear that in mind. I'm actually going to put in a pill because I think
it will look better, and I would actually
build around those when I was
building my actual. I build basically a line of bars going across here
or something like that. Let's put this in place. Yeah, and I think
this is going to look much better because also, I'm trying to leave this down then to the actual torch a part. Old D's bring it over and
then old D, bring it over. So now we can grab these
and bring them down. O D, bring them down, like so. All right. And then we can grab this and also bring all of this down. So you can see here need to
bring all of these down. Except this one here. We don't Well,
actually, we could bring it down because I think
it'll finish it off nicely. So if I press D now and
bring them all down. So double tap the
A, and there we go. Now we can see we're grain
a lot of the same on here. So y 180, spin it around. And then z hundred
80, spin it round. And now we can see they're looking pretty
different on there. So all of those are looking kind of different, which is nice. Let's spin also these around. So z hundred 80, spin and round. Double tap the eight like so. You can also go in
as well as I say, and use mirror to spin them
around on the mirror as well, which is also a nice
way of doing it. Right. Finally, before
we end this lesson, then let's bring in our stairs. So we've got our
big stairs again. Z -90 this time, so -90. That didn't work out too well. So let's bring them in again. I don't know why I
did that, but z -90. No, Z 180. There we go. Got
there in the end. Now, these should fit perfectly. So if I bring these in
here and pull them down, you can see it's
fitting really nicely, and that is exactly what I want. All right. So let's put
those against this door, making sure that as soon as they step over
that threshold, they've got those steps leading down to this kind of dungeon. Well, it is a dungeon.
It's a dungeon put down here leading down
into the torture pot. Let's press A D and
bring that over. Might as well use that, like so. And then what we'll do now is we need to on the next lesson. Obviously, create some wall going across here
and round here. So that when they get
to the bottom of here, it's a quick corner turn and we are we're into the
actual torture pot. So that's exactly
what we're going for. And on the next lesson, I think we'll near enough finish off the main
part of our dungeon. All right, everyone, so
hope you enjoyed that. See on the next one.
Thanks, lot. Bye bye.
62. Finishing the Dungeon Main Build: Okay. Welcome back if you want to blend
three to real engine five dungeon modular if bash, and this is where we left off. All right. So now
we're on the last bit. Now, I'm thinking to make
this easier for myself, and to actually give this
a bit of a better layout that why not instead of having the steps
leading down here, they're probably
going to be better off leading down this way. So Osd 90, let's
spin them around, and then what we'll do is
we'll bring them over, and I think this is
going to just make it much, much nicer, actually. So if I put them there and then grab a small one of
these steps instead. So let's come on down and
find flagstones two by two. I think that will do it.'s
up seven, go over the top. Pull it into place like so to cover that actual door
and then bring it down. I think that's
just going to make so much more sense like so. Just making sure they're
actually going to fit properly So double
to the A. Yeah. That's going to make much
more sense now because of the fact that as you're
going into dungeon, going down these dank damp
steps and things like that, definitely would
be more like this. If I bring this
over, for instance, now, press O D, bring it over and
you can see that is more or less how it
should actually be. If I grab my steps, pull them over a little bit more because I want them
actually in the wall. I want them into this wall then. And then what I can
do is now I can bring these both of these over. I bring them over,
just to align them all and then bring them
all the way over here. Now, finally, have the ending, which will be probably a two or something
like that sel up two. Let's bring that in. Let's press seven, pull it over the top, and you can see now
that's going to fit in perfectly. Let's bring it down. So something maybe like that. Let's pull it out a little
bit just so we can get past that wooden part and also, I'm thinking we'll
leave it like that, and what we'll do is we'll
just bring it down one, so D, just to kind
finish that off. And then what we'll do is
we'll also bring in a pillar, so I'm just going to search
for my little pillar. Then we go seven again. And I'm going to put two pillars in there just to
finish that off then. So it looks like it's
actual corner there. Bring it down into place. There you go, you can see
it looks really nice. Let's pull it back a little bit. And then we can press
al D. Then what we can have is an actual
flame coming off here. That would be, I think,
much more realistic. All right, let's
grab both of these. Let's press old D,
bring them over. So let's spin them
round, Z hundred 80. There we go. Let's
now bring them over. I think they're four
by four, these one. I'll bring them I'm
thinking probably to bring 23 instead of
bringing those in, but we'll see I'll
bring them over first, so all D, bring them over. Then I'm also going
to spin this round, Rx hundred 80 and then hundred 80 now they look a little bit
different from each other. That's exactly what
I want. Now what we need to do is we need to
bring all of these over. If I grab all of these so it's going to be perfect
for me because I've already turned most of
those round anyway. So if I press Alt, bring
them over, like so. Now, I do want this bottom
part to be a little bit different plus I don't
want the height on here, so I want to bring
them over here, maybe, something like that, but I
also want to bring it round. So what do I mean by that? I want to really kind of make
it a little bit more open. So if I press Z, Can I bring it round to
something like that. In other words, is
what I'm trying to do. So a little bit more open space. The only thing when
you do this is you've got to fit the
floor in, of course. So if I grab all of these and I press deep and
I bring them round, this is why we have
different size floors. So let's look at where they're
going to fit in first, so you can see that
I can probably get away with pulling them
all the way back, and this will be where we have the issue coming down here. So that's what we've
got to be careful of. Of course, we could cheat, and we could just cut it away, and that's probably something
that we'll end up doing because that then will
make it much easier. For us on this occasion. Even in real engine, you can also do that as well. So bearing that in mind, you can also cut away things. Let's pull them over. Like so. Now, on this one, you can see that we probably want
it coming down to here. So you know bending
in a little bit. So I'm going to actually
grab both of these, D, put them together like so. And then what I'm going to
do now is I'm going to grab all of these and my post, and then I'm going to
press D bring it over. So, I think this is just
going to end it off, much nicer than we had it. Now, let's bring in a 27 So let's pull it out
a little bit first, so S and X and then
spin it round so SD, spin it round into
place, like so. And now let's bring it
down into place like so, and then old B, bring it up. Into place, double tap
the e, and there we go. That's beautifully finished off. Now the thing is we
don't need the height. We might as well
take it from here. Let's try that all the
way round to here, press delete, and there we go, that is looking perfect
because you can see now the composition of
our actual dungeon, we can basically see pretty much everything that
we want to see. All right. I'm really
happy with that. Now, one thing is, I said I need to
actually cut these away. I'm going to first
of all, come in, grab all three of these, and what I want to do is cut it away here. I'm
going to press tab. You can see for some reason, it's because they're actually D. I need to be careful of that, so I don't actually
want to D those. What I'm going to do then is I'm going to grab all of these. I'm going to delete
them out of the way. What I'm going to do
is press Shift D, bring that one over there. And then what I'll
do is I'll grab all of these press Shift D, bring them over to there, and then finally
shift D once more, bring them over to here like so. Now, you can see that these
aren't quite f in place. I'm going to pull
them into place. Double tap the A
and there we go. Now, let's grab all of the ones. Okay. Now we want to cut away, which will be all of these. Let's I'm thinking should
I grab my wall as well. Yes, I'm going to grab my wall, and then I'll have a really good idea of how we're
going to do this. I'm basically going
to grab all of these. It's going to make it much
easier in the long run, grab this one here and I'm going to isolate
them out the way. I'm going to press a
little question more. Isolate everything out the way. Now I'll do is I'll grab
all of these first, so we'll cut this away here. I'm going to press tab
to grab everything. You can see, can I grab those? I think these are actually, I'm just wondering
if they're the same, if they're a duplication or not. That's something I
have to be careful of. Yeah, I think they are. Let's
just delete the other way. I'm just going to grab
this one. Shift D. Now grab both of those, press tab and there you go. Now let's see which ones
aren't a duplication. So it looks like this
one here is not. I'm just going to
grab that, delete it. What I mean by that is basically not joined
to the others. It's not using D. Because now what I can do is I
can come to this one, let's say, spin it round, so R y hundred 80,
come to this one, and then R 90, and then just spin
them round it. Now what I can do is I can
join all of these together, and I can check to make sure. So if I press control J, I can check to make sure then, if I press the question mark
now that this, for instance, hasn't changed, which it's not, which means that all of
these now are good to go. All right. So now what
I can do is I can press tab, A, grab everything. Make sure you're
above the top seven, and then come into sect and
basically cut these away. Like so, and what you're going to do is
you're going to come in and clear the
inner or the outer. It could be either one
like so. There we go. Now, let's press tab again, A to grab everything, and then let's cut this
one away as well. Mh, bisect, put it away like so. Then finally, this one here. A, mesh, bisect, put it away and you want
to go the other way now, of course, we'll
clear the in like so, and I didn't need
to fill those in because we don't need
to fill those in. You're never going to
see in them anyway. Double tap the, and there we go. Perfect floor, ready for
our torture equipment. All right. So that's pretty
much the actual dungeon done. Except we need to just
bring in a few cliffs now, so some cliffs around here, some cliffs probably
around this bit on here, and just to finish it off. And then what we can start
doing is bringing in all of our flames and
things like that and really bringing this
actual dungeons together. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
63. Placing our Torches Through out the Dungeon: Welcome back everyone to blend the 31 reel engine five
dungeon modular kit bash, and this is where we left off. Now, let's come up and up
here, we have our cliff. So let's bring in one cliff, two cliff and three
cliffs like so. And let's bring
this one in first. Oz 90 and then Oz I'm just going to actually
let this do the work. So seven, let's bring it in. So I'm going to press G.
And I'm going to try and fit it into place without it poking through too many walls. So you can see, a lot of the time when you're bringing
the clips in by the way, you're going to have to use
the move to a little bit, actually get it to
fit into place, which is going to be a
little bit difficult. You can see it sticking
through there. So what I tend to
do now is I'll get my cliff into place where
I actually want it. I'm thinking let's
spin it around, so let's have a look
at it going that way. I do want it poking over the
wall like sores G. Yeah. That's looking quite nice. Let's put it back a little bit poking over a little
bit too much. Something like that, I
think's absolutely fine. And I'm thinking now just
pull it back into place. I'm going to grab this, press G, bring it out, and
then just pull it back so it's in there. I'm thinking that that's looking quite nice because this is
coming from the sewer system. Now, let's grab this one, and what we'll do is we'll
move this one into place. R is 97 to get at the top. Let's pull it down into
place on this one, I don't really want
it poking into my metal because that
wouldn't be very realistic. I want to do is just
put it into place, probably Something like that. Yeah, I think that can work like so and then come in
and grab this part. And again, pull it back out
of that metal work like so, and I think that's
looking fantastic. So if it was walking
down here, for instance, you can see now it's
looking pretty realistic. All right. So now let's
actually do this one over here. So this wall over here. So I'll grab this one because
I've not used this one yet. And bring it over and then R z and then R
z 180 spin it round, like so, and then bring it down. Like so and then bring
it out. All right. That's looking pretty
nice and then press Shift D. And then Z hundred
80 spin it round. That wasn't quite what
I didn't mind because I spin it around big thumb, so let's press G. Let's
put this in place, and then into place like so, and then I can just
press G and just pull it back a little bit
that hanging over the wall looks a to better
like let's bring it down, so shift and hopefully, I want to fit in it
right into there. So y 180, spin it around, and then Z spin it
around this back way, and I don't want it obviously
hanging over there. I just want it in next to here. So what I'll do is
I'll grab this, press the G button, and just
pull it back a little bit. So making sure it's
not poking through. Little bit poking through there, so let's press G again, bring it back like so. All right. So that's
that. Now, let's bring the next part,
so I'll use this one. I'll press D, bring it up. In fact, I won't press
D. I'll let that. I'll press shift
because then if I want actually bend
it or anything, we're going to have a problems,
so I'm going to press RZD then just bring
it into place. Like so you can see,
Wait wait too big there. Express. Like so. And I'm thinking that still we've got a
few problems here, so I just want to bring this. Yeah, I think I'm going to leave that like that. I'm
happy with that. I'm looking now where
it's poking through, and I'm just going to fix all of these issues that
we actually have. So, let's come in and grab this one and
just pull it back, and then let's come
in and grab this one, and that's going to
have to be pulled back by a fair margin. So if I grab this, pull it out. Let's put it back, like so. Okay, double tap the A. Very happy with that. All right. So that's pretty much done. Let's just take a quick
look on our render then. Take off this and there we go. That's looking pretty nice. And now, now, what we need to do is start
getting our flames in. So what we're going to
do is just put this on. I'm going to grab all of these. So what we do is I'm
going to go over the top. I'm going to press B
one into do is going to press Shift D and bring them out into place then, like that. I'm not sure if I can get away with D. I'm just going
to pm there then one inter is going to press D and see if can
actually bring them in, and I might actually
be able to do that. That might be great. Now, let's pull them a
bit away from each other, so I can actually work with
them like that, like that. The first one we need
is the ornate ones, which is this one here, because these actual tortures Are going to be for the
top part of the dungeon, obviously, because they
are the more ornate ones, and as we work down towards our actual further into the
depths of the dungeon we go, then the less ornate
they would be. What I'm going to do is I'm going to grab this
and you can see, for some reason,
I've got that one. I don't want that, so I'm
going to grab this one. I'm going to bring it over. Okay. And I'm going to pull
it into place over here. And the first thing
is, I'm going to do is just line it up into the wall. Then I'm going to press z 97, go over the top
and then put it in the wall so make sure it's
the right actual height. I think that will be fine. Maybe down a little bit,
something like that. All right. So that's that one. Now, I'm going to while
I've got this one, I might as well put this around my dungeons just going to make it so much easier rather than keep selecting
them all the time. I'm just going to press all D I'm going to bring
it over then to this corridor here and I'm
going to put one in here. So just making
sure that it's not stuck too far in the wall. So something like this. And then one going to do
is I'm going to press D. I'm going to put it
over here, like so. And then one we're going
to do it now is one, probably one here. So
I'm going to press D. And then z -90, I think, it is seven. Put it in the wall here. Press dot, just to zoom in, so I can see if it's
actually in the wall, which it's not into
the wall there. And then one is another one, the other side and then finally maybe just one back
here. Maybe just one. So we'll do that hold
D, bring it back here, and then z 90 z -97
going over the top. Like so, and then bring it
out into my wall like so. Now let's think about
this actual library. So I'm going to just copy it, so D, bring it over. So we'd have one there, making sure it's against
that actual wall, like so. And then it would be probably a little bit more in the middle. And then D, bring it over. Now finally, just
the other side. So you probably
have one in here, for instance, so
D, bring it over. Or even near the door, perhaps so perhaps
here or just here. Yeah, I think
that's actually lop enough, so we'll
leave it like that. One thing I will do, of
course, let's pull it back. Now, we can see we've got
a few mistakes in here. We can see first of all,
we've got no pillars in here. We can see a bit of
wall g in through here. I need to fix those. But first
of all, before I do that, I might as well come up
and put some tortures in this part because this
will be the last part where we have probably
our ornate tortures. So let's press all
deep. Bring it over. And then what I'll do
is I'll spin it around. So z 90, and we're going to have to
lift these up, of course, so we'll put it into this place, press the dot b which won't actually zoom me to it because there's a
lot of things there. Instead, I can pull it out here, pull it up here. Then make sure it's
stuck in place, pull it out, and
then pull it up. Okay. And then D, bring it over. Yeah, I think that looks
really cool. All right. So now let's come down and fix those parts that we've talked
about. So we'll come in. We'll grab both of these,
we'll press old D, bring them over to there, and then old D. And bring
them over to there, and I'm hoping I might need
to bring them over just a little bit and then line
this one up a little bit, which if I grab the bond, we can see that everything
moves along with it, so that's good for moving them. It's just a problem when you want to grab them all
to actually duplicate them. All right, so that's
that pretty much done. So what we'll do now
is we'll bring in one braorry Let's grab this one, and I'll press of seven
to go off the top, and I'm going to put that
into this corner over here. So press dot, again, Won't do anything really. It's a shame. But
now I've got it. I can actually now press
dot and then I can actually pull it up
and spin it around. So z everything will
follow with it. Press space bar just to make sure it works,
which it does. Pull it down a little bit, and there we go. All
right. That's that. Now, that looks really cool. Again, if we press this
button, now you can see, we're starting to get some
real life and press space bar, now you can see exactly how it's going to
log turn this off. And there you go.
Really, really cool. Alright, so I'm really
happy with that. Now, on the next
lesson, and, of course, what we need to do is
just fill out the rest of this with torches and
things like that. And finally, then, finally, we will be on to actually
rendering this out. And then after that, we'll
be on to actually setting this up ready to send
through to real engine five. All right, everyone, so
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
64. Setting up our Camera: Welcome back, everyone to
Blender three to real engine five dungeon modular kickbash
let's carry on then. So we need probably
a torch in here. Now, as I said, I'll put one more on
eight torch, I think, so I'm going to
come over the top first of all though I'll
check to see which one it is, so it's probably going
to be that one there. I'll go over the top,
press the dot seven again. And then what I'll do
is, I'll grab them now. So B, grab them. Let's put this on material, so I can actually
see what I'm doing. Let's press shift D.
And I'm just wondering, is that actually moving? So I'm just wondering where the actual thing is because I don't think I
actually grab down that one, so I'm going to column
two, this one again. Seven over the top. Let's try and grab it all
again. And I'm hoping. Yeah, This one's got it on so I'm just
going to press space, and yes, you can see it as now. So shifty. What I'm
looking for is that actual empty moving just to make sure that it's
there. All right. So now I've grabbed it. I can just grab the
bottom of it and that then is going to make it much
much easier to move for me, as you can see, and now I can
actually put it into place. So I think what I'll do is, I'll put one in here, like so against this wall. And then we'll have one more, and then we should be
done with these ones. So if I grab it there, and then I'm going to have to just go in because I didn't grab it all, so I'm just going to have
to go in and seven again. Grab this piece. Press B, grab it all, and then I can use
that can press shift D. And you can see I've
grabbed that one as well. I don't want to do that, so I'm just going
to press control. Grab this making sure
nothing else is grabbed, which, for some reason,
it's not working. There we go. Just making
sure none of that's grabbed, I'm going to press
G. There we go. Nothing's grabbed.
Then I can press B, box shift then bring it over, and then I can spin it around. Rs 90, what I'm going to do
is I'm going to put this one, I think, in place around
here. Something like that. Okay, so. All right. So there we go. That's
looking pretty good. Now, let's come in
with the other ones, the ones that are less ornate, which will be this one here
and press dot and then go over the top with seven
press B. Scrub it all. L so then ship D, and let's bring it down and we'll start on
the hallway first. So let's bring it in here. Let's bring it back. And
put it into place like so, and then shift D
and then r z -90, and we'll put one in
the middle of here, and then one in the middle
of the other side as well, so going to put it in the
middle of this wall here. Let's bring it out like so, and then Shift D and
put it near here, which some nice actual
lights on here, which didn't looking
really nice. Now, let's press shift D again, and then we'll bring it
under now under here. And we'll put it right next
to this door, I think. So if we can just
grab it with this, and there we go,
look from that door, I'm going to put it
right under here. It's going to have to be a
little bit down on the floor because this is quite a
tight fit under here, so let's put it down
there somewhere. And then what we'll do is I'll
still carry on with this, so I'm going to
press Shift again. And then I'll bring
it over here, and then 180 spin it around. I think I'm going to put
this one on the wall here. Into the wall, maybe up a little bit
higher and that then, if you look is a really, really nice view
going down there, so you might want to take
that view, shifty again. Then what we'll do
is we'll bring it down and just pull
it out of the wall. Like so All right. And then we'll have I think
maybe one over here as well. So shift or near the door,
whichever it's up to you. I'll put it I think I'll put it right near the
door, actually. So z 97 let's put it into place so I'm just going to
pull that up a little bit. All right, now the
actual prison, so we'd have probably
one in each of these, so shifts 180 Let's put it back now into place. Then on the next one, shift D, pull it over. There we go. Now I think I'll do for this, and now we'll have
one over here. Shift D, bring it over. Into this part here, and then now down in the
actual torture chamber. So I think probably one
will do it down here. So shifty bring it down, or maybe one of the back
just to finish it off. Put it into the wall
there here over here, and then one over here, I think. Just to light it more or less
for the remnant, so 187. Let's put it and
twist it around. So, spin it around. Like so, and let's also
pull it down a little bit. And then all we need now
is I think one brazier, which needs to go
under there basically. So I think one brazier I don't think we'd have any in these parts here, to be honest. I don't think there's really anywhere else where we'd have the brazier except under there. So that's what we'll do.
So I'll grab all of this. I'll press it de what we'll do then is now
I've grabbed it, I can just grab this
part of it. I hope. Let's zoom into this part. Let's try and grab this
here and move it all. Let's move it back a little
bit tight working in here, and I think this would be there'll be some
barrels in there. But to light it,
I think it would be stop and over here somewhere, I think that would be
where it would be lit. Making sure that
bits at the front, as you can see, and then
pulling it back to the wall. Then I'm just going to have
a little check in here now. I'm going to try and find
where it is. There we are. And double tap the a And yeah, I think that is exactly
how it would look. All right. So finally,
we're at the end. So now what I can
do is I can make sure first of all I've
got my three lights there and come in now and actually delete
those out the way. So now all we can do
is we can actually take a beautiful render of this. So first of all, what I'm
going to do is I'm going to shift right click,
put my cursor. I'm going to go back
to modeling now. And then what I'm going to do is I'm going to
bring in a camera. I'm going to shift right again, make it a little bit higher. Shift the Come down
and bring in a camera. And now, what I want
to do is I want to set my camera up at
the perfect view. So what I'm going to do is I'm going to put this
on render view. I'm going to take off these two interlocking
links just so I can see it. And then what I want
to do is I want to take a actual view of this with a really,
really beautiful angle, which probably is going to be something like
this because we've pretty much got everything in here that we're going to see. Even if you're
always putting your own assets and things
like that in there, you would be able to see most
of them from this angle. I think it's actually a very, very nice angle like this. I'm going to do is
I'm going to press control, t and zero, and that then is going to put my camera in the
actual right position. Then what I want to do now is
I want to actually zoom in. Zoom in twice with the middle mouse bone if you come over, and come to where it
says camera to view. You'll notice when I
click this on that now when I move out or in, we can see that my camera actually moves around with
it. So that's really good. Now I can actually position
this a little bit bet. You can press control
shift middle mouse to move it very
slowly in and out, and now it allows you to get that perfect view
of your dungeon. So I think if I move
this up like so, that will be the perfect view of my dungeon. All
right, everyone. What we'll do then on
the next lesson is, I'll go through then some
of the options that we can turn on and off to make
this look even better. And we'll also go through a
few of the composite parts, and we'll actually get
a real beautiful render of our actual dungeon. All right, everyone.
The one thing is I'm going to do
before that is though. I'm going to grab my guy
and move him completely out of the way because I don't actually want him in my render, and I'll see you on the next
one. Thanks a lot. Bye bye.
65. Rendering with Eevee Renderer: Welcome back everyone
to Blender three to real engine five Dungeon
Modular kit bash, and this is where we left off. So we've got our camera set up. Now what we want to do is we
want to actually make sure that the render is going
to be really, really nice. So the first thing
you should do is really if you come
over to your weld, you can see that from here, we can actually change the color of this actual background that we've got here, this
gradient, basically. We can also change how bright our action dngon is or how
dull our actual dngon is. So you can see it I brought
this down just by naught 0.1, and you can see it
probably looks a little bit better
for press play now, you can see everything
shining, looking really, really nice, looking exactly
like a dngon should be. All right. So then
what you want to do is you just want to
make sure that you're happy with everything in your dngeon all
the doors are in. You're happy with
how the walls are, how high the walls are,
your clips are in. You might want
another clip in here, or you might want to
show these steps, just for instance,
something like that. Once you've done that, then what you want to do
is you want to head on over to this little
computer here, and this is where all
the options are that we touched on briefly a little
bit earlier in the course, where all our
render options are. Let's say we want to
render this out on v. Now, the first thing you
can see is we've got two options here,
rendering and viewport. This is how many samples, which is how detailed
the actual image is going to be with
our actual render. This is how detailed is
going to be in our viewport. If I bump this up
to let's say 1,000, the viewport will come very, very sluggish because
it's trying to render am very high sample rate. What I'm going to suggest
is put this up to 200. And then what you want
to do now is you can go down and mess around with a
few of these other options. Make sure that your
ambient occlusion is on. Make sure that he bloom is on. Ambient occlusion, by the way, is just to make sure
those shadows are in. So I I turn this off, you
can see how much more realistic it looks when
these shadows are on. You can mess around with these
as well and make sure that you've got them
perfectly set up view. The other thing is, turn off
your camera to view off, and now that'll allow you actually to come in
and actually view your dungeon in real time and just see what it
actually looks like. So when you're messing around
with things like this, you actually get a close up visual of what it's
going to look like. Next of all, then, let's
come to our bloom. When this bloom, if I
turn this up or down, as you can see,
really messes around with how much actual light
we've got coming from here. If I turn this down or up, you can see what difference
that's actually making. You've also got the
intensity of the bloom, which you can turn up or down. And we've also got a clamp which actually clamps it
to a certain amount. So I'm not going to
mess around with that. What I'm going to do though
is turn my threshold down, down a little bit down down down before I get to
that, just like that. Now you can see we've got
a lot of bloom coming off those making them look
a lot more realistic. All right, so I'm
happy with that. Next of all, then, we
don't need to worry about anything apart from the
screen space reflections, which we should
have already done. What this is for is, this is for the metal and
things like that. It really makes them look
much more realistic. If you're clicking this
on because actually, it's especially made
for water and glass, even though we're not using it. But what it'll do is just make it look a lot more realistic. So the next thing
we want to actually look at is our shadows. Now, if we come and
we actually turn this cube size and
this cascade round. What you'll do is
make the shadows look much more realistic. I wouldn't turn this up to
the same as I've got it, but I would turn it up
to maybe 1024 p 2048. I'm going to turn up to 4,096. I'm going to click that
on. You can see already, just down to realistic
about it looks. I'm also going to
put this one up as well that's directional shadow, and now you can see
it looks really, really nice with
all these shadows on the walls and
things like that. Now, let's close that down. And what I want to show you is one that's called
color management. Basically, if you've
got something that's heavily stylized or
something like that. Changing this will really make
it look much, much nicer. For instance, sometimes
though with something like this because it's
a dark actual scene. It doesn't actually
work so well. It's mainly for
things that you want heavily stylized
and lit very well. If you come here where it says, and put this on
very high contrast, now you can see it really
desaturates everything, really brings those colors out, makes it look a lot
more cool basically. Now what you can
do is you can mess around with the exposure and bring that up a little
bit. Not quite there. So let's bring it down
something like 1.5. Now you can see that's
looking a tomb. You can see how much glow
we're getting off these. Maybe it's a little
bit too high. I'm going to put on 1.2
maybe, something like that. There we go. You can see it
looks a lot more realistic. You can also mess around with
the gamut for this on 0.5. Now we can get more control over how well our
actual dungeon is. So you might want a 19. Let's put it on 0.8. Let's have a look at
what that looks like. For me, it's a little bit
too dark at the moment. Thing we'll do is operate
on Let's try 1.1. See what that looks
like. Maybe that's too high, so not 0.9. Let's go the other
way. Yeah, I think that is I think that's
looking so much better now. You can just see how
all of this is really coming out now and it really looks nice and we'll
notice as well, because I've been messing
around with these just how slow now the
actual viewport is. There stop doing this right at the end, which is
what we're doing. All right. That is the
actual EV options. Now what we'll do is we'll
create our first render. I'm going to do before doing anything is come over
and put it on wireframe. And the reason
you're doing that is because you want
blender to basically focus all of its actual
rendering power. Onto rendering. You don't actually
want to, especially. You don't want to
rendering in the viewport and then rendering out in the actual render as
well at the same time. So be aware of that. Now finally, what we can
do is we can come up and we're going to
render render image. And remember, we
put this on 200, so it's rendering
out at 200 samples. So it might take a
little bit of time because we've put
all that lightning and things like that. Basically, the higher
those samples you go, the better the render
is going to look. Now, let this actually render. I might take a little bit
of time. And here we are. Here is our beautiful render, which you can see looks
really, really nice. We might want to think about turning down our
bloom a little bit. It's probably a little bit
too high at the moment. Well, actually, that
is looking really, really cool. All right. That is the EV
renderer sorted out, which we use EV
basically because it's real time rendering
in the viewport. But as you can see, it also does a pretty fantastic
render as well. Now let's close that down. And what we're
going to do now is come to our cycles render. If you put this on cycles, the first thing you'll notice is when I come and put this on. That when this
actually loads up, first of all, it's going to take a lot more time to load up. Second of all, it's really, really grainy. We
don't want that. So what we want to do is come to our viewport and click
this D noise on. What that's going
to do is smooth everything out now
and make it much, much better to actually move around it and
things like that. Now, I think that cycles
renderer gives you a much, much cleaner, crisper,
better image, but it takes a lot longer
than the EV render. So you do need to take
that into account, especially when
we're dealing with all these lights and things
like that. All right. Now, let's come over and
we'll do the same thing. I'm hoping, yes, it's
on very high contrast. I think what we'll
do on this one is we'll just light
it a little bit more. I'll put my strength on 1.1. Bring out that light
a little bit more, and then we'll also
come down and mess around now with our gamma
and things like that. Let's put the gamma up to 1.1, light it up a little bit, and let's also try
putting the exposure on. Let's try 1.5 first. 1.5, and you can see how much detail
wet again in here now. We know that we still
got the same image from our camera where
our camera was set up. What we're going to do now is actually render
it out in cycles. Now, again, with cycles, there's a few options
that we need to consider. What we're going to do is because there is a
lot of options here is we're going to discuss those on the actual next lesson. All right, everyone, so hope you're happy with
the first render, and on the next lesson, then we'll actually give
a render in cycles, and then we'll go through a few of the composite
in options as well. All right, everyone, so hope
you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
66. Rendering with Cycles X Render Engine: Welcome back everyone to
Blender three to one real engine five Dungeon
Modular kickback, and this is where
we left it off. All right. So now we've got
how it's going to look. What we need to do is
we just need to put this onto our wire frame. And then I'm just going to turn that off, actually, I
don't need that on. Basically, that's making
sure that you can actually see through when you actually have
your wire frame. So we're just going
to turn it off, so it looks a little bit better. The visual
is a bit better. Now what we need
to do is need to come to our actual render. So we can see here that our render size is
going to be 4,096, which is a fair few renders. Now, what you need
to do is you need to come up to your
edit preferences, and what you're going
to do is you're going to come over to
let's have a look. It's not on system. I think it's system. Yes, it is. So you can see on our
system at the moment that I haven't got this on QDa
or anything like that. So I'm going to take it onto da. I'm going to take my into corn. I'm also going to make sure
that it's on Optics x, and what that's going to allow
is me to render this out, in the new cycles X. So you might have this available or you might
not might have none, might have incued or optic x. The point here is
that I don't really want to be rendering
it out in my CPU. I want to render it out in my
GPU because it's just much, much quicker, much quicker, depending on what your GPU is, but most of the time, it's
going to be much quicker. All right, so I'm happy.
With the setup of GT. By the way, if these
aren't working for you, it might not just be that the graphics card
isn't allowed for da. It could be the fact
that it is allowed, but you've just not
updated your driver. Just make sure that if
you have any issues with it that you just
update you drive. This hip actually, I'm not actually sure I've
never used this before, so it cries AMD. I think it's just the
opposite of the utter. Let's put on optics x. Next of all we can
close that down. I'm going to save preferences. Because on there, you can
see it was a little star, and you must say preferences out to do that, close it down. What I'm going to do then
is put it on GPU compute. Then I want to put it on
experimental and hopefully, I think that bond there allows me to use the brand
new cycles x. That's what we're
going to be using. Next of all, we'll keep it on
the same amount of samples. Last of all, I want to come down to where it says performance. Now, we can argue
to the cows come home about which way is faster
and which way is slower. Well, basically, tile
size is how small a tile blender renders
at one time. Some people say that if
you're using a graphics card, it's fair to have a really, really large tile size, and some people say
it's a small tile size. Personally, for me, I
found with my computer and my graphic scard and my se that smaller tile sizes work quicker. I'm going to put this on 64. What I would do is I would
try rendering it out on 64, 2048 and just see what
the actual differences. All right, for the
maximum samples for now. I'm actually going
to turn this down to 100 because it is
our first render. I just want to turn this down to see how long it's
actually going to take, and I recommend you do the same. You don't want something
really, really crazy, high. Next of all, then
we're going to come to render and we're going
to render image. Unlike actual EV, you will see that as
this actually works, you can see now it's to
actually render out like so. You can see each of
these tiles renders out, and then because
we denoising on, you will see at the end of this, it actually fixes and it
will denoise everything. So Now it's de noising
as you can see, and you can see just
how quick that was, and you can see really, really nice image that we've
actually got here. Now, is that too bright? This is why I recommend that
you do it on 100 frames, 100 samples instead of
bumping it all the way up. I think actually that's
looking really nice. You will notice if
you go in here, you've got some blurinss
and things like that, and that is because we've actually set this
at 100 samples. If we set this
higher, we're going to get a cleaner image. I want to actually go now
and actually do a re render. Well, turn down this orange. This orange is way too bright. I'm going to close this down. I'm going to come back
to my render options. And you can see how
bright that actually is, and I want to come now to my weld and just turn
this down a little bit because it needs actually
making much much dark. I'm not very happy with
turn it up a little bit. Yeah, maybe something like that. I think it's looking
much better. Maybe a little bit more on
the red side. I have a look. No, I don't think actually that looks good. I'm going
to bring it in. I'm going to desaturate
it down a little bit, and I think now that
looks much better. All right. So now
what I'm going to do is this is for my mid render. So I'm going to put
onto my y frame again. And then what we're going to
do now is I'm going to come over to my cycles, and I'm going to put this
on maximum samples is here. I'm going to put this
on the maximum samples to be at 500,
something like that. And now we're going to go again, go to render render image. Again, it's going to
have to wait to load up. As soon as it's load up, you'll see it is a little
bit slower now. Okay. And then we're going to
over what that looks like. Make sure we're happy
with it before we go to our actual final render. You can see because I've
pulled those samples, much, much slower, you can also see that it's still
really blurry. That's because it hasn't
done the de noise and yet, so we just need
to wait for that. And you'll also notice
as well that in cycles at the moment, we don't actually
have any bloom coming off of these torches
and things like that, and that is because we have to actually do that in
post processing, which I'm actually going to
show you how to do as well. Let this just render out. We'll have a look at it, and
then what we're going to do is going to render out
our final version, which I recommend
you do the same. And finally after that, then we can actually go into
post processing. That's the way we're
actually going to do it. And then the post
processing, you'll see, you'll be able to alter a
lot of things. All right. So let's let this
finish and there we go, ley D noise, which is going
to take a little bit longer. And now you can see a lot
more crisp crispness on this. It's a lot there with you know it looks a lot
more high definition, for instance, but we're
not finished there. So now what we want to do is
I want to close this down. And then what I'm
going to do now is come to my compositing panel, and you can see now I
need to click on U nodes. So the moment I
click on use nodes, you can see that this
is our actual render. And now I'm just going
to move these over. What I want to do is I want
to bring in another one. I want to see this
because at the moment, I don't really want to zoom in to actually see what
this looks like. What I'm going to
do is I'm going to bring this out, not this one. I'm going to come
to the bottom here. I'm going to drag this
If you hold it and drag, you'll see that you
can drag it back. So what I want to do is I
want to bring it out from here and pull it to
the side like so. All right, that's what I want. Now, let's come in
and bring in now. I want to open up
my image editor, and I want to come down now and look for one that says render. You can type render
in because we have actually got a lot
of things in here. And as soon as you
bring in your render, then you can actually see what
you're actually doing now. So the first thing I want
to do is actually bring in this image and plug
it in to my composite. Let's press shift A, and what we're going to
do is we're going to go down to where
our filters are. And the first filter we're
going to bring in is glare. So let's bring in some glare and put that in
and there you go. Now you notice, well,
something's happening. We can actually create
some bloom from this. So I'm going to do is
instead of streaks, I'm going to put it on for
glow, and there we go. Now, if I turn, not that one. Let's put that on
zero. I think it is. Now, if I turn this up or down, you can see we've actually got some really,
really nice blue. Let's put it on zero again
and let's bring it down now. There we go. Let's
bring it down one. There we go. We've got
our beautiful blue, albeit it's two high I think. Just going to put this
down a little bit. I think I'll also bring this
mix to point, naught two. So look at that. Let's
also bring this size down. There we go to six or something, maybe seven and play
around with this. You can see it
dropping down as I bring this one up
now, and there we go. Just play around
with it till it's something you happy
with. All right. The next one I want
to do is I want to bring in some sharpness. Let's press Shift A. Let's actually go to the filter. What we'll also bring in is
anti Alising what they'll do is make sure that all of
our edges look really nice. I'm going to bring
that in as well. You can see if I
bring this up there. It actually sharpens
up all of these edges. So round corners, for
instance, round in. You can see if bring
that up or down. We get some difference there. Okay. The next one I want
to bring in is a sharpen. Shift, let's bring in a filter, and I think the sharpen is
going to be under this filter, which says soften at the moment, if I drop in there, you can see everything gets soften up. We don't actually
want that, of course. What we want to do is
bring in a sharp and, you will notice we've got all of these options actually Yeah, I don't think let's have a
look at that because some of these are really good for
whatever you're trying to do. So you can see this
here, for instance, really actually sharpens it
in a real different way, and it actually might
be something you like. I think what I'm going to use is diamond sharpen and there we go, now you can see how much
sharper that actually is. So if I bring this down, bring it up, maybe
a little touch. So maybe down just
a little bit more. All right. So I'm
happy with that. Last of all, then, let's
bring in some colors. Well, change the colors, so we'll bring in a RGB curve. Shift A, search RGB curves. Let's drop that one
in there, like so. Just like Photoshop now, I'm able to come in and
actually turn it darker, or turn it lighter
and have a lot of control over how
actually well this is. So basically, near enough, everything you have in photoshop to do with levels and
things like that, you can now actually do within blender as post processing. So I think I'm really, really happy with that. Now all I need to do
is I need to come back to my actual modeling. Let's go back to modeling. Now I'm going to do
is going to render it out on a much,
much higher one. I'm going to put it on 4,000. Then what I'm going to
do is render it out. Before though I do that, what I'm also going to show you is, if you come to your camera, so let's search for a
camera come to your camera. And the moment I
click on the camera. Let's go to my camera now. Where's my camera, press zero. And I'm just going to put it on here so I can
actually see put this on. I just want to find my
camera. There's my camera. If I come over to here, you will see as well that you can also change the perspective. I think we should go through these as well before we finish. If I press zero, put this
then onto to graphic. You can see now that this is basically a straight on version of it, and
to bring that out, all I need to do then is
bring this out like you might actually have a much
nicer image from this. I'm just going to put it
onto perspective again. Then what you can do is you
can also change the size. So to change the
size of the camera. So let's say we want
to square image, 2048 by 2048, you can make a
square image just like that. I'm actually going to
leave it on 1920 by 1080, because for us, actually
creating an image for the course and things like that is much better on this. I'm going to do now is
I'm going to go over, put it back onto my wire frame, and then I'm going to actually render this out at four K. Now, I wouldn't recommend
you actually render yours out at four K I
would go up slightly, so maybe to 1,000 or
something like that. And now I'm going to do is
I'm going to speed this up, and then at the end, we'll come to the
actual next lesson. So let's go to render
and render image.
67. Setting up Collections: Welcome back everyone to
Blender three to real engine, five dng Modular kit bash, and this is where
we left it off. All right, so have
a look at this. It looks really, really nice. The lighting is really nice. Everything is really
nice with it, and I'm really, really happy with how this
has turned out. And I hope that you are also really happy with how
your own has turned out. You can see that the one
thing that we might need is just some light in this actual treasure room or
something like that. You can also see that
probably I've turned up that sharpness just a
little bit way too high, but apart from that, I'm really, really happy with
how this render. So just one more
thing I want to go through before ending
this part then is, I just want to close this down. It will save the render out, so don't worry because
your render will be saved out under
your composite in, you can see here
now that I can go in and change now how
sharp this actually is. I can actually bring it down
and change it on the fly. We don't actually
have to worry that the render turned out this way. We can also change how dark or how light
this actually is. You can see now everything
is available to change. We can also come in and turn
down, where is it our glow. Let's bring this
down a little bit, let's bring it
down a little bit. Maybe to something like that, turn it down one, like that. And now you can see it just
looks much, much nicer. And yeah, I think I'm
really happy with that. And now all you
need to do is you just need to go and save image, save ours, and you
can save your image. So what I'm going to do
now is remember that once you have actually
rendered it out, if you close down blender,
it won't save it out. So when you come
back, I don't think your image will be saved
out ready to render again. So I'm just going to go to
file and save mine out though. And now I'll do is
I'll just put this onto my actual object mode, and now I'm actually free
to move around again. All right. That is that part
done. Now, one other thing. If you do want to have a
transparent background, all you need to do is come over to your options and
you'll have this on both EV and on
cycles, come to film. Then what you want to do is put transparent on the moment, I put that on, so let's break
it back onto our cycles. And when I put that on,
everything goes like this. When you render this out now, it will be on a
transparent background, allowing you to take that
then into Photoshop or something like that and make
it look a lot lot nicer. Now, What we want to do is I want to grab basically
all of these things. Not the camera, I
want to grab all of this, B, grab everything. Then what I want to do
is now I want to take the camera off and I want
to make another collection. I'm going to come in, right
click new collection, and I'm going to
call this dungeon. I think I'll have
to close that come down to the bomb and
I'll call it dungeon. Okay. And now I want to do is I want to
grab all of these parts. B, grab everything. And now you going to do is open this up and grab all of these. So I'm going to
grab them all, I'm going to drag them all the way down to the bottom and
drop them in my dungeon. Now when I come in, I can
actually close that off, and all you should be
left with now is all of these and they should
have, if I close that up. All of the asset managers, as you can see in
there, I've got a plane there, which I
don't know what it is, so I'm just going to delete
that out of the way, and then I'm going
to come to the rest of them. I've got my human. I don't actually need my
human in for this part, so I can finally delete
them out of the way, scroll up, making sure I've
got nothing else in there. There you go. Everything
is actually done. All of these parts done now is basically all of these parts, which means now I can
grab all of these, and I can just bring them over. I don't know why that
actually happened. I shouldn't have
happened like that. I don't want to drag those over. What I'm going to do is
just make sure and I've got this on medium point.
Now if I drag them over. It's still going to
bring those over. The reason is because it's not bringing them over
in the correct way. The thing is as well, that if we make basically a
collection of these. If I bring these over la there, you can see now they actually come over in the correct way. I'm going to bring
them over nearer to the center and I'll show you why I'm actually
going to do this. Let's bring them over
here. Then let's drag this one because
this is the other one. Bring that one over. And now I think I should be able to
bring everything over. Yeah, grab one of
them, bring them over. There we go, without
any problems. I'm also going to hide my camera away just so
it doesn't get the way. Now the thing is, I
might as well on these, remember that if whatever I do to these or
move them around, I'm also going to have a problem then with the other parts. So in other words, parts done. What I need now is,
I need one that says part send through
torn real engines. So what I'm going to do
is I'm going to create another collection,
so new collection, and I'm going to call
this one unreal. Engine like so. Now I'm going to do
is I'm basically going to copy these
and duplicate them. So I'm going to copy everything. I I press N, just to
move out the way, press B, grab everything, and then all I'm going to do is I'm going to
press Shift D because I don't want to alter
anything of my parts done. If I press sift D now, you can see that I can
grab all of these, right click and
drop them in place, and then what you
want to do now is you want to grab all
those. If I come in, And you'll see that I'll
be able to grab them all, so if I find them first. If I press dot, actually, that might take some to some. Now what I can do is I can
drag these and drop them in, pull all the way down into
my unreal engine like so. Be very careful
when you do this. Now what you should be able to do is if I scroll
all the way up, keep scrolling all the way up, there's a lot of parts in here, a lot of dungeon parts as well. So let's close that
down, close that down. And now I should
be able to do is I should be able to hide
these out of the way. And I should now only have, as you can see, my actual
unreal engine parts. Now if I grab one of these, shouldn't have
anything behind it. If I grab my be
Brazier for instance, shouldn't have
anything behind it. And you'll also
notice that these now have no lights on
or anything like that, but they have all other
textures on and things. That is exactly what we want. Now, one thing we have
lost for some reason, is this part here. Let's have a lo see
for great name. Okay. So they're all named. Let's search in here. Let's actually
bring on our parts and see if they're
actually in there. Yes, they are. They're
in there are parts. Let's click on it, press G, and you can see that
there's two parts of this. What we need to do is we
need to grab both of these, press the dot, and then you
can see we've got a vol. Let's come to this one first. Let's press do you
can see this is the one that hasn't got the
asset manager behind it, so I'm going to drag
it all the way down, and I'm going to put
it into where is it? Should already be
in here actually. I don't want it in parts done. I'm going to actually just try and drop it into where
is it going to say, come down a little bit. My Unreal engine,
which should be there. I'm going to drop it
into there. All right. Now, let's close that up and let's close this one up again. And you'll see why I'm
doing this in a minute. So now, forgo parts done. Now again, what I'll do is
I'll hide that other way. I'll hide this one
out of the way, and now I'll grab this one,
press the dot board again. That's my vault door,
so I can hide that one. And now I should
have one behind it, which is the one which
is not my asset manager, and now I want to bring
that into my real engine. So drop that in there, like so. Now, let's see if I've actually got that
right, I should have. I'm going to scroll
all the way up. Little bit of
fiddling around here. And let's close that down. So we should have
our unreal engine. Let's click on there. Let's press tag, bring
everything back, and now this should close
everything. There we go. That's exactly what I
wanted because I want this and this to be able to move those into the
center as well. So now I should be
able to move those, and now I should be
able to grab all of these and move them
apart from this. These parts, as you can see, are in my lighting
and referencing, I should now be
able to close those down, and that should hide. So, I do seems to have
this part in here as well. Into Unreal engine, because
I think what I did was, I copied it, I'm
going to press dot. I'm going to leave
that other way. And then I'm also going to
leave this little Ember, which is also there
out of the way. I'm just making sure that it's
in my unreal engine part, which it is, and there were going to leave
out of the way. Now, what have I done
there? Basically, I've created a second
copy of everything. So on one, we have all
of our own real parts. On the second one, we
have all of our dungeon, and on the third, we have all
of our parts actually done. So I've got three
different things here and on the fourth, we've got a lighting
camera embers. I'm hoping my member is there. Yes, my member is still there. Everything else, basically. Let's come down to the
unreal engine part, and basically, why did
we split those up? We split those up
because we need to send these through to unreal
engine in a certain way. In other ways, they have to be sat in the center of the
world on the actual floor. In other words, if I press one, all of our parts should be
sat on here, basically, when you bring them
in an unreal engine, following Luke's advice,
you'll be able to bring them in and they'll be
straight onto the floor. That is exactly what
we're trying to do here. We need to reset all of the actual origins to
the actual center. That is how we're
going to do it. So let's actually end
this lesson here, and then on the next lesson, we'll be able to bring
them in and actually make them so they're actually
ready for real engine. You will also notice that pretty much everything
is named as well. It's just got 013 or
whatever on the end. And that is because obviously, if I come in and try and
rename these stairs now, let's see large stairs. Press the bone, you can
actually rename them. So that's what we'll
be doing next, ready then to go to real engine. All right, everyone, so
I hope you enjoyed that, and I'll see you
in the next one. Thanks a lot. That money.
68. Setting up Assets for Unreal Engine 5: Welcome back if you want
to Blender three to real engine five dungeon
modular kit bash. Now, let's go pull these. I'm actually going to pull
this down a little bit, so I can really, really see
what I'm actually doing. And what I'm going
to do first is, I'm just going to go in and do the tedious job of renaming all of these just
to make sure that they're okay to use
an Unreal engine. In other words, you want it
so that everything on here. Will be the correct name
and things like that without 02 on the end of it because then
when you bring them into unreal engine, they're going to be
named correctly, you'll be able to see
what you actually using. Although it is tedious, it's a job that you're going to have to do and the other
part is also tedious. But again, it's going
to make it much easier than trying to reset all
of the orientations, for instance, in Unreal engine, although you can
absolutely do that. That's the reason
we're doing it. So just go in and just
rename everything. It's a shame that we can't do
them all at the same time, but we have to do the
tedious way of doing it, but I don't think
it's going to take longer than 5 minutes
to rename all of these. Then of course,
we're going to start bringing in all
of these parts to the center and changing the
orientation of everything. Now, we could do it all
in one go, I think, but it might make it so that the parts aren't all
in the same place. So we'll do them, I think, like a group of
pieces one by one. I think that's going to be
better to do it for us. Okay. I'm hoping that we're going to get near the end soon and
that little thing won't keep popping every time I click one because then will mean
that I'm near the end, and that is what I'm hoping. You can see stones though now. Okay. This happened obviously because
when we duplicate them, lender naturally
puts them to this. But then when you've come
in a different collection, it's like having them
in a different layer, then you can actually
rename them and make sure that they're not actually duplicated with
the actual names. They can see now and the bomb it's not bouncing up anymore. So finally, just
the last few now and it took around about 2
minutes, so not that long. Okay. All right. So just
the last few now. Then we can start
preparing pal engine. Okay. There we go. All right. All of those are done.
Finally. Now, let's port our curse to the sensor. Shift S cursor to world origin. Let's do these four first. I'm just going to grab
all four of these. And what I'm going to do
is I'm going to press Shift S and selection to cursor. Now, you will notice
that when we did that, it doesn't actually
work so well, what you need to do is you need to grab them individually. Shift, selections
cursor, Shift S, selections cursor, Shift S, and you just keep
working your way around. Well, there is a good thing
about this, as you'll see, so shift because we eventually we can do them
all at the same time. So again, selections cursor. Like so. Not that one. This one. Selections cursor. All right. So now you can see that these
are pretty much sat there. Now, if I bring them
up, just very slightly, so they sat on top,
of this ground plane. They're a little bit underneath
and now I need to do is right click Set origin
to three D cursor. That basically is going
to make sure that all of them are reset to that center. That's those done and now I can hide those out of the way. Now, let's come back
to these ones here. Same thing again, show
ship de selection, cursor, and then go over to them and basically
the same process. You see we've got great
actually thing we forgot to put our grades actually
in our main dungeon. But hey, he, one thing we
forgot, exactly the same thing. I know that these
should all line up pretty much perfectly anyway. Same as the wall should as well because
they're all the same. Then what I'll do is
I'll press grab them, press one, make sure that
they sat just above there. And then right click the
origin to three D cursor. And hopefully, then, if you click on any of these
as you can see, they're all the same,
hide them out the way. Let's do our great now. Shift S, selections
cursor, bring it up. Now, great needs to
go into the floor. So it's sat on top
of our actual floor, so you can see that I'm putting it slightly slightly in there, and then I'll right
click the origin two, three D cursor.
Hide out the way. All right. So now
let's c to our walls. We might as well do them
all at the same time. Shift S, selections cursor, and I'm hoping that the near enough go in the correct place. So What I'm going to do is I'm going to now
grab all of them. So I'll do these first.
So selections cursor. Shift S seven. I'm going to just
do it an easy way. Shift S seven, Shift S seven. It's going to make it a
little bit quicker for me. Seven. I'm just making
sure they're all okay. Shift S seven on the number
pad or you can click it like that up to you or make
a macro for it, I guess. All right. Now we've got those. Let's grab them all, press one and exactly the same thing. We're going to
lift these up now. To make sure that they're just on top of that ground plane. So we can see as we go
through all of these, what I'm going to do is, I'm
just going to grab them all. I'm going to right
click Bens origin, two, three D cursor. And then I'm just
going to go through. So these are my walls,
as you can see. I'm just hiding these big
walls out of the way. And then I'm just making sure
that all of them are done, which they are, as you can see, they're all really nicely
just above that ground plane. All right. So now, the doors. Now, the doors are a little bit different because we need
them above the ground plane. I'm going to do the
same thing here. Shift S, selections cursor. Then I'm going to do is
each one now individually. Shift S, selection
cursor or seven. For instance, shift, seven, Shift S, seven, shift and seven, and now I'm going to press one. What I'm going to do
now is pull them up. I'm going to pull
them all up now just above that ground plane. These ones need to
be just above that. I'm going to pull them up
just above there because you want the actual little parts
of the wood underneath. So just above there
and just above there. Now you're going to
grab them all, and the reason you've done
that is because you still want them to open
from this orientation, but you also want to make sure they're above
the ground plane. So now for press right click, origin to three D cursor. We can see if we grab one, we can still open
it from that place, but now when you bring them in, they're going to be
on the ground plane. That's exactly what
we're looking for. Grab them all, hide them
out of the way. All right. So that's the doors
don. Now, let's come with these ones here. Okay. So these ones are
all the bottom ones. So again, tedious job, but we have to make
sure that we do this. So again, Shift S seven. I'm wondering if we can
press Shift S and seven, no, it doesn't actually work. I wish they would all move at the Same time but we
can't actually do that, so shift S, seven. I actually k search to see if there's a way of
actually speeding up this process because it's a long process
doing it like this, shift and seven, and
then we'll press one, and we'll press B, bring
them in, pull them all. S on that ground plane and then right click
Ogthree D cursor. Then we can hide them
out of the way and move on to our next ones,
which are these ones? Like so, and then ship
S selection to cursor. All right. So now, let's do these ones and then we'll end
this lesson and then we'll come back and we'll have to do this till we've got
all of these in. But once you've done
that, basically, you're pretty much ready for real engine to build your dungeon out and to
actually get your character in, start running around
that dungeon. So that's a good
thing. The other thing is you will have an option. You can see that
these are not right. So I'm going to reset them. Well, it doesn't
actually matter because the orientation will be
reset to there anyway. Makes no odds, actually. Yeah, you can see though they're not come in right in the center, so I need to just
make sure that. Again, I'm going to press
control a all transforms, SgenGeometry, shift,
and selections cursor. We'll do this one first. What I'm going to do is
I'm going to actually have a look at these
because this one, these are not all
going to be correct. So if I bring all of these up, you can see like
the bigger ones. They're not actually going to be sound there but I think I'm actually okay with it being
like that. All right. So let's come to this one, you can see it's
right in the center. So I can press right
click Oginthree D cursor. Hide out the way. This one, you can see it is in
the center as well. So I can right click, Origin three D cursor,
hide out of the way. Same for this one, right clip. Hide out of the way. And now we get to the ones where
they might not be. Which are these ones.
And as you can see, this is not Control A, all transforms, right clicks
the origin to geometry, and now Shift S, cursor
selections cursor. Now bring it up again. Now you can do right click
Oigins three D cursor, hide out of the way, and the
same for this one as well. So Control A all transforms, origins geometry, Shift S, selections cursor, bring
it up straight up that is. Like so, and then
right click Origin, three D cursor, hide
out of the way. And I think this one
is the last one, so I'm going to pull
it down just very slightly. Right click. Hide out of the way and no, this one, Control A, origin geometry, Shift
S, Bring it all. Right. Hand out the
way and there we go. All right. So we can
see on the next lesson, then we should be finished. We should be finished
on the next lesson. So that'll be great. And then basically, you've got either you can send through the whole dungeon Twel engine or you can send
through these parts. We've done both of them, so they're actually
perfectly done. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye.
69. Final Blender 3 Finishing Preparation: Welcome back everyone
to Blender three to real engine five dungeon
modular kit back, and this is where we left off. All right. Let's now
come to our stairs. Same thing as what we've been doing before selections cursor. Keep offset, press the dot on, and let's now put this two here. Shift S and Shift S. Press one, and let's do this
small one first. So we're going to
bring it so that the bomb step is right
the bomb of there. And then right click origin, three D cursor, hide it out of the way. Same
with this one then. So we need to bring
it all the way up making sure that this
bottom step is on here, right click Sargen
to three D cursor, hide the other way. All right. Now let's come to
the next one and we'll do the actual arches. Same thing as well.'s
bring them here. Press the dot, and
we'll grab this one. Shift S seven Okay. Okay, so let's
bring them all up. So I grab them B, grab them all, and let's see if we need to bring up some others,
so problem like that. I'm going to grab this
one, bring it up. I'm going to grab
the one behind. And then finally,
this one behind, and then grab them all, right click Origins,
three D cursor, and now you can see
that they're all done. Hide them out of the way. That's that do. All right. Now, let's deal with this vault, so we're going to grab it and more press shift S. In fact, can we bring them
all, same? Let's see. Keep offset. Yeah, we've grabbed we've pretty much
grabbed everything there. We might as well bring miss ones as well the torch so shift. All right. So now let's
grab, let's grab. Let's actually put that
back a little bit. We need this right
in the center. So I'm going to try and put
this in the center now, so I'm going to press
seven because we've grabbed it all and I want
to keep it all together, so I'm going to try and grab it in the center as you can see, press one, bring it up, drop it right on the
bottom of there, and then right set origin
three Dcursor and there we go. Now, we do have a problem with the actual door honey here. So the door still needs probably I'm thinking
its own orientation. So probably going to have
to move it from there. So the door is probably
going to have to be, it's probably going to need
to be separate the door. So I'm going to just hide those out of the
way in a minute. And then what I'm
going to do now is I'm going to grab my door. I'm going to pull it over. So I'm going to pull this over, like so and I want it coming from there.
That's the angle. So now, origin,
three D cursor, Z. Now you should should be
able to come from there. So Z, there we go. That's how I want my
daughter come out. It's still not right.
I press seven. We can see that this needs
pulling back a little bit. That's the problem we do have. So I'm going to pull
it back to there. Right click origin,
three D cursor, and now should come
out perfectly. All right, so that's
that part done. So I'm going to leave
that like that. We'll have to deal
with on real engine. Now, let's come to the brasier
shift One, bring it up. Right click Set origin, three D cursor, Torch. Shift S, and then bring it up. Right click Set origin, three D cursor, it out the
way. Same for this one. Again, a tedious job, but something we have to do. All right. The the hood
ones out of the way now. Let's deal with these ones here. Shift. He's just basically
working your way around. And then let's grab
each one of these now. Shift seven Then we'll
bring both of those up. Bring them both up, making
sure they're just above there. Right click Sargen,
two, three D cursor. Let's grab that one first,
hide out of the way. This one you can see,
I need to do again, good job, check that.
Hide out of the way. And now let's deal with
these pills so shift. Selections cursor. Shift S and seven makes it a
little bit quicker. Bring this one up. Okay. Bring this one up and
finally, the big pillow. Pillow, sorry, not a pillow, and then right plates at
Origins three D cursor. Tie them out away. All right. So now the door arches
Let's grab this 17. Okay. Now, let's bring this up. Let's bring this
one on. Right click set three D cursor. Hide
them other the way. All right. Let's do
these parts here, shift Shift S selection cursor scrab each one of
those. Shift S seven. Let's sum in now to that one. I'm going to spin
that one round, so I 90 because I want
it facing that way. Okay. All right. Now, let's grab this one first. Put it jaws above so we can use this end of it to get
it jaws above. So. Let's grab this one. Like, All right. I'm hoping that will be
good enough to do that, so now I can grab all of them and press right click
Origin three D cursor. We might have some problems
with those in unreal, just a tiny, tiny
problems, but we'll see. It's nothing we can't
fix in there anyway. Can you bring them up? They
look good actually like that, but then I will have
to move them back. So kind of no point
really doing that. So let's grab them all. But I am getting a little bit tired of doing this actually. So as you can see, probably
feeling the same way. But once it's done, then the fun begins. Shift S, selections cursor, grab one of them, S in. Shift S and Shift S
seven. There we go. Shift S and seven. Now, press one and bring them both forb soon as they're
exactly the same. Bring them both for just
above that ground plane, and then shift right click set origin to three D
cursor hide them away. Now, if I come off,
and open these. So if I grab all of these
press voltage, there we go. Everything now is
there. So everything's in the center of the world, and now we can finally go file, save out our file. Now, that is basically
for the blend part. So you've pretty much
built your modular system. You've put your
dungeon together. You've got an amazing
render at the end of it, and now basically, you've
created an asset manager. And now you've also
created all the assets ready to go
through to re engine. So I'm just going
to pull this But I really hope you enjoyed
this part of the course. It took a lot of time actually
to put this one together. So if you did enjoy it, make sure it to
leave as a review, and now we're going to move over to the actual
unreal engine part. So I'll see you on
the next one Ebron. Thanks a lot. Bye bye
and happy Modeling.
70. Creating New UE5 Project: Hello and welcome everyone
to Blender free to Unreal Engine five Dungeon
Module Kit Bash course. And in this part of a course, we're going to start off
a lesson by creating ourselves a project which we can use to work on our level. So to start it off, I got myself an Epic
Games launcher on. Then within the
Unreal engine tab, we're going to click
ourselves onto library. And from it, we're
going to be able to get ourselves
engine versions, which we can use to open up
the Unreal engine launcher. Currently, I'm using
a version 5.0 0.3. But you can use
anything above that. All you going to do is click
on the plus ember over here and select the
latest version. Right now, for me,
it is a 5.0 0.3, and afterwards, we're just
going to click Install. Then after you're
done installing it, we can go ahead
and click Launch. And once the real
engine launches, and we're going to get ourselves an unreal project browser. The way we're going
to be using it is we're going to get
ourselves a template, and so on a left hand corner, we're going to click on games, and we're going to
select fir person. This will allow us to create
ourselves a project with a template for first person and we'll be able to use
it in any way we like. So I'm just making sure that the template is set
with blueprint on. This way, we'll be
able to do some basic coding using blueprints. And also, we're choosing
target platform to be set as the stop with a quality
preset to set to maximum. But start of content, we can
always import them later on. So usually leave this off. As for the ray tracing, it definitely gives
a better quality in regards to
reflections and whatnot, but it is quite a heavy
on performance side. So again, we're not going
to be using that as well. Now, for the project, in order to select where our
project is saved, we're going to click on browse for a folder icon over here, and I'm going to find myself
a folder to put this in. Right now, I'm just going
to keep it in here, and I'll call it in the modular. And select folder once
we're inside of it. Now for the project name, in order to change the name, we're going to change it over here on the bottom right corner, going to delete my
project, instead, I'm going to call it
DND modular bash. Afterwards, all we have
to do is click Create. Then once we load
up our project, we're going to get
ourselves a couple of messages on the
bottom right corner. Currently, I have new
plugins available. I'm just going to dismiss. And then afterwards,
it's going to ask us to update our project. So all we need to
do is hit update, and that'll just right
away, update our project. Okay, so we're going
to leave it here as a relatively short
lesson in the next one. We're going to get
ourselves introduced with the UI and how we can navigate it throughout
the project and how we can navigate ourselves
throughout the menu. So thank you so
much for watching, and I'll see in the next one.
71. Introduction to UE5 UI: Hello, welcome back on to Blender Free T
Unreal Engine five Dungeon Modula Kit Bash course. In the last lesson,
we left it off by creating ourselves a
project which we're now going to be able
to use and create ourselves a dungeon using
the kit bash that we have. But before doing that,
we're going to introduce ourselves with the
Unreal engine itself and just simply familiarize
ourselves with the overall UI d. So
before doing that, though, I'm going to go ahead and go to the upper left corner, click on Windows,
and go to layout, then select default edit layout. This way, we're going
to just make sure we're going to have a
same type of a hut, which we're now going
to be able to make use of and follow
along this course. Now I'm going to play a
quick introduction for an unreal engine five
UI I'll see in a bit. Hello and welcome everyone to Unreal Engine five basic
statorial video in which we're going to introduce ourselves to the Unreal
engine five software. So Unreal Engine
five is an engine, which was firstly developed
as a game engine. Over these days,
it's been widely used within other
creative fields as well, such as architecture
and film industries. But even with all the
versatility and design changes to appeal to a industries, a lot of the co
design photo layout has been kept as
the game engines. And right now, we're going to
go through the set layout. So it would be easier to follow
along the future lessons. So first things first, we're going to start off
with the upper left corner. And within it, we'll
find a safe button, which we can use control
and S to save our project. This, however, will only
save the current level. And if we're making changes
outside of the level itself, let's say we're having a
material or an asset edited, we'd have a different window
that we're working on, and we'd have to save
this independently. So it would have a safe button or we can click Control and S, and that would save the window that we're
working on only. Basically, if we're working
with different window, we need to make sure
that we save that out, and then afterwards,
if we're making changes for the level itself, we need to save this
out afterwards. So if we were to change this, we can only have it saved by clicking Control in
S and saving it out. You have made a new level, you'd be prompted up
with naming it and selecting for where
your location is going to be for the level. Then after which we
have select mode. By default, you're going to
be within a select mode, which you'll be able to use to make selections
within your asset. You can also go ahead and use it to change
it into landscape, folage mesh paint, and
other types of modes, just to change up your workflow depending on what
you're working on. But by default,
most of the time, I'd say 80% of the time, you'd be working
on a select mode. Moving on, we have
quickly add the project. This button will allow you to add more assets
into your project, the simple default ones. That should normally get in within any type of
rendering software. So basic lights, shapes, and such can be found here. If you want to search within it, you can click on it and search
for light, for example. This way we'd be able to see all the assets with
light within its name. What you need to keep
in mind, though, is that when you click on it, you need to make
sure that your mouse stays the same within
this icon over here. Otherwise, if I were
to, for example, drag my mouse to shapes and
then search for lights, You notice that it only searches it within
the shapes location. Whenever you're searching for an asset from within this bar, just make sure you keep the mouse table within
this icon like so. Then next up, we have an icon that if we
were to click on it, we'd be able to
have some options for creating blueprint classes. Lo prints work similarly
to a sort of a prefab. However, for the
sake of introduction to Unreal Engine five layout, we don't need to get
into it too much. So the next one, we have a level sequence
and mass sequence that we can add from
this button over here. This is used when
we're going to be needing to set up our
project to be rendered out. But again, let's move on
with the rest of the layout. We have a play button. This will just start
off the project. And if you have a
third person template, for example, like I do, it'll just set off your
character to be played at. It'll also set up all the
simulations and whatnot. So this makes it really nice to just check
out your project. And when we click Play, we get to be loaded
in within our level, and now we get to
walk around it and actually experience what's it like to be within
or build it level. We can jump around, we can run around the way
we want it to be, and it's actually
quite nice to see what we're like within
our own built level. We also have this
free dots over here, which, if we were
to click on it, we have some additional settings like simulating the
entire project. This will just allow
you to hit play button, but without actually needing to lose control
over the edit mode. Again, we don't really need
to go too much into it. But basically, this section over here will play and
stop your project. Then after which
we have platforms, but this is only for
when we're breaking out our entire
package as a game, and we don't really need
to worry about this. So let's go ahead and move on. After which, we have
a settings button. This will include
a sort of settings like project settings
and plug ins, which can also be found within this upper left
corner over here. So basically, this just make sure that
everything is in one place. We don't really need to
go through it as they're usually not needed for when
we're creating or scene. Anyway, moving on the outliner. Outliner will have everything
that contains within your level though and it'll have all the
assets within it. And right now, if
I were to select any type of an asset
from within this level, like this one over here, it'll right away make a selection within
our outliner as well. After which we have
detailed step. Detail style will
give you all types of options for your selected asset. So I'll include all the
type of information that it requires to be
placed within the world. For example, firstly,
we have transforms, and this will include
the scale, the rotation, and location on this
specific asset. We also have the type of static mess uses as
well as the materials. Each type of asset would have its unique type of
information set within it, which can be found
from detailed step. After which, if we go down
to the bottom left corner, we get ourselves content drawer, arc plug log, and CMD. Content drawer is
by default hidden, but if we were to click on
it, we get it opened up. Now, if we click on anything else outside of the
content drawer, by default be hiding it away. We can also open up
the content drawer by clicking control and space, to give us an easy access to
where our files are located. The content drawer is
basically a file manager. You keep all your folders, all your assets for
not only the level, but for the entire project
of the real en five. We can also dock the content
drawer by clicking on this button over here
by selecting it. We simply make sure that they're always going to be
within this location, and even though we click
off the content drawer, it is still going
to be within it. Can easily do this step
by simply clicking on disclosed minor tab and we can open up the contra and draw we
just like we used to, by clicking control in space. The output logs are pretty
useful for whenever we want to find out
some information if something is
giving us errors. If our work is not
focused on coding, we don't exactly often use this. Let's go ahead and
close this down. MD is useful every once in a while for whenever we
want to make a command. Right now, I'm not going
to go too much into it, but we can make use out of
it and do things like taking high quality
screenshots or getting a different type of view
within our viewpoart. Okay. So now we walked all
the way around our window. Now we're finally
going to go ahead and talk about what's
in the middle of it. By default, we're going to
get ourselves a preview. Going back to the
content drawer, within it, we need to
enable certain settings. By click on this
button over here. We'd be able to view the type of different
folders that we have. Usually, I recommend
you to enable the show engine content
and show plug in content together you get more out of our
unreal engine pipe. So after you enable it, you get yourself a folder, other than a content
folder, which just engine. So this will have all
types of presets and plug ins which we can make use out of and speed up our
creative process. Something to keep
in mind, though, is that this is not
part of our content. Tough basically, this is already within the
engines folder. And if we were to change
any one of these folders, we'd basically be changing it for entire on real engine five, meaning that even if you
create a new project, the things that we
change within it within this section are
going to be changed throughout the entire all
the other projects as well. That is why by
default, it is set to hidden to make sure that
none of the content that is set by oral
engine five itself is changed in any way and messed up throughout
all the projects. But we can avoid this by
simply knowing that we can't change anything within
the engine folder itself, and it's better to
whenever we make use of this content folder is
by simply making a copy out of whatever is inside and
then dragging it out onto your content drawer
just to make sure that all that we use is only set
for the project itself. This way, we can make as
many changes that we want without ruining the entire unreal engine five
content files. And that is going to be it for Unreal Engine the UI
Introduction guide. Hope you got a lot out of it, and we'll be quite
useful to you going forward in the future for
your Unreal engine projects. And now let's get
back to the course. Welcome back, Everyone. I hope that the video was informative, and you were able to
familiarize yourself with overall menu for
Unreal Engine five. But that'll be all
from this lesson. And the next one, we're going to familiarize ourselves
with overall navigation for Unreal Engine five in order to get better controls
over our viewport. So thank you for watching, and I'll see in the next one.
72. Introduction to UE5 Viewport Controls: Hello, and welcome back
everyone to blend the pre to Unreal Engine five Dungeon
Modula Kit Bash course. In the last lesson, we're gotten ourselves over a quick
introduction for the UI. And in this lesson,
we're going to actually get ourselves
a little bit more familiar with the
overall navigation of a viewport within
Unreal Engine five. So without further ado,
let's get started. I'm going to go ahead and
play ourselves video, which will explain you
everything you need to know about it. I'll
see you in a bit. Hello and welcome
everyone to Unreal Engine five basic guide for
the camera motion, and we're going to start
off by introducing you to the camera type of motions
with an unreal engine five, in order to help you and follow
along the lessons easier. So to start off, within the middle section
of the software, we have a perspective
camera view by default. And using this, we can
move our camera around. The main thing that
you need to remember for when you're moving
your camera around is that by holding Alt and e
one of the mouse buttons, you'd be able to make
a certain motion. So for example, by holding
lt and left mouse button, you'd be able to rotate your
camera around, like so. By holding old and
middle mouse button, you're able to pan your
camera around just like that. Finally, by holding old
and right mouse button, if you were to scroll up
and down using this motion, you'd be able to zoom in
and out of your view. Alternatively, you can simply just scroll your mouse wheel and zoom in or out of
the project like that. Now, if we want to zoom in
towards a selected object, what we can do is if I were
to select this box over here, for example, I can
click the letter F, and it would zoom in
right onto the object. Now we can use this to
rotate our camera around and simply see our level with the object
selected as the center. If we were to select a
different one and click F, we zoom in onto our asset. And if the asset is larger, like this ground plane
over here, for example, if we were to click F, it would zoom out and
make sure that the camera view has the entire
selection within our view. So this is pretty
good for whenever we want to zoom in
onto our selection. However, you do need to be
careful since if, for example, were to select a
sky and click F, it would zoom out all the way, and we don't really
want this to happen. So make sure that before
clicking F though, your selection is not
something like a sky sphere. Now, if you want to have
more control over camera, and let's say you want it to be similar to a first person game, what you can do is by
holding right click, you'd be able to enter a sort of a camera movement mode
within your editor. Right now, if I were
to hold Right click, I can simply rotate
my camera as if this was a first
person of a game. Now, what's nice about
it is if we were to hold Right click and use ASD, we'd be able to move
around our Ack so. So by holding R click and
W would be able to go forwards by holding right click and S. We can go backwards, A, to go left, and
d to go right. Also, if you want to go up
directly or down directly, you can use the
combination of Q and. So by holding right mouse
button and holding Q, I can directly
dissend outter level. Similarly, by holding
right click and holding. We can go up the
level just like that. Now, if the camera is a little
bit too fast or too slow, we can make use of this icon
in the upper right corner, which says the camera speed. If we were to click on it, we can use the slider over here to set the speed off our camera. So for example, if I
were to set it to one, I'd have a really slow motion
and we'd be able to have a really fine control over where our camera with an
editor mode is. If we were to set
it up to eight, we'd be able to go really fast up and
down, just like that. But by default, it should be
set to something like four. There is a value underneath
it, which is set to one. If we were to set it
to two, for example, this would multiply
our four speed to be all the way to eight. Right now, if we were
to go up and down, you'd notice that
it is way faster. This is quite useful for when we're working
with different scales. I personally only
recommend you to use this value for when you're
going up and down in scales. So for example,
if you're working with planetary kind of scaling, we'd want this to
be increased to, for example, like 14, and then this way we'd
be able to go all the way out real
fast out of a level. But by default keeping
it at one and simply scaling this up and
down will do just fine. Now, within the
perspective view, we also have a couple
of perception modes, and those would be seen on the upper left corner off the window for our
perspective camera. Right now, we have
set two perspective. We can change those to be
top bottom left and right. What these would
do is basically it would help you get different
types of used for our level. So right now because
I'm set to bottom, if I were to set it to left, and if you don't see anything, we can always make use of the letter F and go back onto
the level just like that. This is quite useful
for whenever we're creating environments
and assets, and we just want to make
sure they look good and proportional to rest of our level and from
all sides of angles. Again, by default, this
will be a perspective. If you do want to change it
to be into multiple cameras, though and you want to see
multiple of them at one, we can click on the upper
right within our view mode. But over here, you click
Maximize or restore viewpoint. This way, we get three
different viewports, all from which are different
types of perspectives. Now, other than the perspective, all the other ones will by
default be set to wi frame. If you don't want
this to happen, we can always set
them to be lit, especially when
designing a level, this sort of a view
might be quite handy. To go back onto one view, what we have to do is locate our perspective camera and click on this button over here. Within this perspective view, we can also change the way our camera perceives
the entire level. And right now it is said
to be default of lit, which means that all the shading would be seen with proper
shadows and whatnot. So in order to change that, we'd have to click on it, and if we were to, for example, select on lit, which would show
you all the level without any types of shadows. We can go ahead and do that. We get to this sort of result. It's also something
like a wire frame which you'd see in vo cameras. If we were to click
on it, we'd see the types of geometry
that we'd have. So it's quite nice to know, especially if you by
accident sometimes click on one of them and you don't know how to get out of, can always go on this button
over here and select lit. After which, we also have
show icon over here. This one will get you
different types of visualizations for your
respective camera. But what you need
to know though is if you have something that's
a little bit off, like, for example, I have
my grid right now, which is barely visible, but is often quite useful for when we're
creating our level. But if this is not
visible, for example, if I have this turned off
with this button over here, and I want it on, but I don't know which
one exactly it is. We can always go ahead
and click Use defaults, and this will bring back
all the selected defaults that is usually set up
by the default template. That's pretty much all there
is to the camera controls. I hope you enjoyed the video. And now let's get
back to the course. All right, welcome
back, everyone. How we got ourselves to
basics out of the way. In the next lesson,
we're going to continue of by
creating ourselves a level and importing all of our assets from the Kit
Bash onto your project. So thank you so
much for watching, and I'll see you the next one.
73. Creating New Level and Importing Assets: Hello, welcome back everyone
to blend the free to Unreal engine five Dungeon
Module Kit Bash course. In the last lesson,
we left it off by familiarizing ourselves
with the viewport. And in this lesson, we're going to go ahead
and create ourselves a new level and get ourselves the assets imported
onto our project. So without further ado,
let's get started. Now, in order to create
ourselves a new level, we're going to go onto
the upper left corner and click File,
then hit new level. And then we're going
to select basic. Then we're going
to click Create. The reason we do it is
because we're going to get ourselves a new
clean level to work with without any type of assets that we have normally within the
third person template. With it, we can still go
ahead and click Play, and that'll just create
ourselves a character which we can then use to walk
around using WASD. I'm just going to click
cap to go out of it. If we want to have more control
over where player starts, we can always do so
by going on to the quickly add two project
if we click on it, and then without moving our mouse if we were
to search for start. We're going to be able to
get ourselves players start. And then by clicking
and dragging it onto our level like
so, onto our viewport, we're going to get ourselves
to sort of a capsule, which will determine
where our player starts. So if I move it onto the
side a little bit like so, and then click Play, this is where our player is going
to start basically. Now, if you want a
way to fly around your scene while having
the press play button on, we can always do so as well. If we go on to edit,
then underneath it, if we were to go on to project
settings and click on it, we're going to get
ourselves a window from which we can go ahead and change the game
mode that we use. So right now if I were to
simply search for mode, L so we get ourselves
a default game mode. Now if we were to change it from a blue fird person game mode, and if we were to change it to a simple game mode instead,
if we have it selected. Then if we were to close
this down and play, we're going to get
ourselves a hoverle character with pretty much the same controls as you
have in the viewport. W SD to move around Q and
to hover up and down. This gives us a control over
when we have a level built. Instead of just
walking around it, we can always just hover
around it and see it from a a bird's eye view on how
the scene would look like. While the entire level
is being played and not within the
editor only itself. That is one way to do
it. Now, to go back, we'd have to go onto Windows. Sorry, going back on to edit. We'd have to click
project settings, going back to Gay mode. So I'm going to search for mode, and then going back from Gay mode all the way to
third person gay mode. So by selecting this back, if we were to now hit
close and click Play, we're going to get
ourselves a character, which we can now use it in
the same way we did before. So with that out of the way and with our level being
freshly built. We're now going to make use
out of it and get ourselves some assets to be used to
create ourselves a dungeon. Right now, by default, this level has some nice clouds, some weld metric, which we're
going to be able to use. But before doing that, though, we're going to have to
need to make sure that we save out this entire
project as a level. So right now, I'm just going
to go ahead and open up my content drawer and just click D to dock it
onto your view. Just to see what's going on. Now if we were to have our viewport selected and if
we were to hit Control an S, it'll prompt up save as because we never saved out
this level to begin with. We're going to need to
go ahead and do that. I'm just going to go ahead
and call this a dungeon, so. Then going to go
ahead and click Save. This will create
ourselves a level within our tent drawer. Now if we want to open this
project up another time, we're going to get ourselves a default third
person map instead. So in order for us to load up straightaway into this level, what we need to do is we need to go ahead and go into windows. Sorry, I mean, edit, then go to project settings. So, and we're going
to go ahead and select all settings up on
the upper left corner. Then we're going to
scroll all the way down. On title we find
ourselves default maps. If we simply search for
maps or map to be exact. We're going to find
ourselves map section. So now, we'll need to
change editor start up map, as well as the game default map. So if we were to
change both of them, we'll be able to get ourselves project that always
loads up on this level. So we're going to change
it to a dungeon scene, the one that we had it named
previously by selecting on this box over here and just simply changing it up
like If you don't see it, make sure to just
scroll it up or down until you find
it within a list. So now that we've done it, we can go ahead and hit close, then we're going
to hit Control S to make sure it's being saved. And now if we were to get ourselves a resource
pack opened up, Currently, I have it
in a window like so. Then we're going to
have to make sure we have ourselves a
dngon module kit, which is an PX file. So once we have that,
we're actually going to go ahead and go back
onto a real engine, hit right most button
onto our content browser, and we're going to create
ourselves a new folder. This is just to
keep ourselves more organized within our project. So now I'm just going to call
it as an assets like so. And now we're going to double
click on it to enter it. Now, I'm actually going to go back onto the resource back. And the way we're going to do it is if we were to just simply lick and hold and then drag it from our window onto
the content browser, onto our assets folder, we're going to be able to
import the entire FBX file, which contain all of the assets. Alternatively, though,
we can also go ahead and just simply right click
and click Import two, which opens up this window, which might be a little bit
easier to navigate with. I just personally
prefer to use it a way. But we can also do this in
this kind of manner as well. I'm just going to
navigate resource pack, get myself dngon modular
kit and hit open, and I'll just
basically prompt up the same FBX import options. Now, within those options, we have a couple of settings
that we can work with, and to start off,
we've got to make sure that the skeletal
mesh is ticked off. Otherwise, it'll give us
complete different options that have something more
to do with animations, you're not going to
have the same kind of settings to play around with. They're going to be similar, but not quite exactly the same. But by default,
if you don't have any animations on the Px file, usually that's going
to stay ticked off. Now, we also want
to make sure that the generate mission
collisions is tikton as well. We're not going to keep
a build anit tikton ever because although it's a really nice
functionality in order to optimize mesh with large
amount of topology, when you're using it on
less amount of topology, usually it's not a good idea. Use it because it is quite
performance heavy in comparison to the
default kind of way of having a mesh
within your scene. So we're going to
have this ticked off. Now, for generate
missing collisions, we're going to have to
make sure that this is ticked on for most
of our assets, it's going to work just fine for things like
walls and whatnot, where it's just basically
kind of a flat surface, which is quite easy to get ourselves a collision
that basically is going to allow us to
stop the character not allow it to walk
through the walls. But for certain assets,
for example, stairs, we're going to have to make a couple of tweaks
and make sure we adjust those in order to have
a smooth walk in animation, for example, or not make sure
that there's no clipping in between walls or
the player is not getting stuck on
the asset itself. But anyway, moving on, we're now going to go
onto that and tab. There's a lot of
settings, a lot of useful settings that are often hidden behind certain tabs by default with
an unreal engine. So often we have to do is just make sure we open them
up and check through them. So we're going to click
on this arrow over here and make sure
we get this open. And now, We're going to
mainly ignore most of them as they're mainly focused
on the performance itself and just optimizing
the important meshes. But what we need to make
sure is that we need to have generate light
Map UVs enabled, which will give us more optimized shadows to
work with basically. And then we also need to make sure what's crucial
for us is that we need to make sure that the
combined meshes is ticked off because the entire kit bash
is set within one FBX file. All the assets would be
combined into one object, and we wouldn't be able
to basically make use of the assets as its own
independent objects. So what we need to do is
we have to make sure that the meshes are not combined
with this ticked off. And then afterwards, I'm just going to leave the
rest of the settings as is as they're just going
to work just fine by default. So moving on, if we
were to scroll down a little bit onto
the transform stab, we're going to get ourselves
the import uniform scale, which basically allows us to control how large
the default acid is. Because right now, the kit
bash is set to a proper scale. We don't need to touch it,
and we can leave it as one. But if, for example, if we have been working
with centimeters and we want to upscale the
entire asset on to meters, we'd have to just simply
change this 1-100, which would
automatically upscale the entire act by 100 units. That's quite useful. We don't
want to touch the rest. The world space is set
within zero, zero, so most of our
assets are going to be within the right places. We don't need to touch
them, and then afterwards, we're going to go
ahead and move on, actually, we don't need
to touch the scene. We're going to have
a converted scene to an unregin coordinate system converted to make sure that
they're properly facing up. And then we don't need to touch the rest of them because of it. Afterwards, we're also going to have an advanced
step, which, again, we don't need to
touch it because it just simply
overides the name, and because the
naming is set proper, we don't need to worry about
that within this asset. So let's go ahead and move
on for the materials. We are actually going
to want to make sure we create new
materials because this simply allows us to easier replace them later on as all of the materials are
going to be allocated properly and just assigned
in between assets. Which otherwise you'd have
to assign them manually. So we're going to
go ahead and keep the create new materials as
a material import method. Okay. And moving on, we're going to be able to pretty much leave the rest
of it as it is, we don't need to invert normals. The normals are going
to be just fine, and we don't need to be worried about the order of the materials either because we're going to be replacing the materials
themselves later on. So after we're done, we're going to go
ahead and click import to import ourselves
all of the assets. This will take a
while because we have multiple assets within one
FPx file, but that's okay. We just need to wait for a bit until all of them
are going to be automatically imported within
our unreal engine file. So after we're done with it, we're going to get
ourselves a message log, which is basically
telling us about the zero by normals and whatnot. And that's mainly because of the rocks telling us
that basically some of the vertices are too
close to one another and they're just
creating certain errors. But we don't have to
worry about that. Visually, it's not going to
make much of a difference. So we can go ahead and click clear and then go ahead
and close down this menu. But again, that's
not going to cause any issues when
working with them, so it's going to be just fine. Now, once we have
everything imported, we're going to get ourselves all the assets within
our asset folder. And if we scroll through them, all of them are
going to be white. However, they do have different materials in between them. If we look at all the
materials that we created, we have a variations of
them that are basically assigned into different sections of each one of the assets. Some of them uses
only one material, other ones uses a
combination of materials. So we have to make
sure we remember that. And in the next scene,
we're going to import and sell the materials and the textures to
work with and make sure we assign them
onto all of our assets. So that'll be it
from this lesson. Thank you so much for watching. And I'll see in the next one.
74. Setting Up Basic PBR Material: Welcome back, very on
to Blender free to Unreal Engine five Dungeon
Modula Kit Bash course. And in the last lesson,
we left it off by getting ourselves imported all of the assets onto the
Content browser. And in this lesson,
we're going to start off by creating
materials for them. So to start off, we're going to go onto the Content browser. We're going to right
click on an empty space. So, and we're going to get
ourselves a new folder. So we're going to
click New Folder. And I'm just going to call
this one material slick. Now we're going to
double click on it, and now we're going
to get ourselves a new material folder
within the assets content. With this, we're now going
to get ourselves back onto the resource pack
and we're going to get ourselves real
engine five textures. We can simply click
and then drag all the folder onto the content browser
li and release it. And it's going to
start importing all the texture maps onto
the content browser like so. And then we're going
to get all the necessary textures that we need in order to texture
ourselves the engine assets. So now we have the texture set. Let's just make sure that we don't have everything selected by going onto the
U five textures. We've now we've got ourselves a bunch of folders
that we can work with, And the way we're
going to use it firstly is we're going
to create ourselves a material that we'll be able to make for
most of the assets. So we're going to right click and get ourselves a material, which will create
a simple material for us to make out of. I'm just going to call
it PBR Mt hit Enter. We're going to get ourselves
an empty material. If we double click on it, we'll be able to open it
up and make out of. It's going to make it
a little bit smaller, the content browser, as
well as the material node. Now, we'll start it
off by actually, let's start it off by creating ourselves the material
for the wall. And as you can see,
if you open it up, we'll have a
stonewall base color, normal and occlusion
roughness metallic. Stall materials
like, for example, Let's go up a little bit. Let's go out of the
folder and hot coals. It would have emissive map,
height metallic roughness. All of them would be
basically separate. But with something
like a wall material, we'd have occlusion roughness
metallic as a one material. That's quite nice as
it allows us to get a more optimized texture
and they're just going to be able to make
use of one texture map. We get multiple versions
of information out of it. But right now, we can't exactly
just use it as is because it's just going to give us some distortion out of the information that
we're going to get. So what we need to
do is we're going to need to double click on it, and we're going to enter onto the texture detail stab itself. Then within it, we're
going to get details that tells us all the type of
information that we want. Example, the resolution
for how it's imported and what's being displayed
within the game settings. Right now it's
being displayed to a maximum settings of
what's being imported. But that's not what
we're looking here for. We're here for making sure to get a proper data out
of this texture map. So what we need to do is we need to scroll down within
the detail tab. Underneath the texture,
we'll have to make sure that the S
RGB is ticked off. Now, if you hover over, we'll be able to
see what it does. A basically says the same
thing as if we're using multiple alpha channels as individual masks and to
get the right information, we just need to make sure
that this is ticked off. So once we get that
out of the way, we can go ahead and hit close. Actually, what I'm going
to do is I'm going to go back onto the
U five textures, and I'm going to
go ahead and make sure that all of them
have that ticked off. Stone light, going to
double click on the occlusion roughness metallic,
scroll down within it. Make sure that this is
ticked off as well. Lows the stab. Go back onto
a real engine five textures. Don't floor, going
to do the same. Make sure that this is
ticked off. Go back. Don't dark. Also,
let's go onto it, make sure it's ticked off, and we just make sure
that every single one of them is assigned properly. Nether of them are
going to have any of the issues when we're actually
applying the textures. The pipes also have that. Let's go ahead and make sure
that this is ticked off. Main. Main wood would
have that as well. Make sure that this
is ticked off. And hot calls, hot calls would not require us to
do anything with them. Moving on to gold, Illusion
roughness metallic. We're taking this off for SRGB. Going back onto the
U five textures. Blackstone floor also seems
to have the same x map. Let's go ahead and
take off the SRGB, and go back onto five
textures, cliff rock. Cliff rock would seem
to have it as well as have it ticked off and
finally, black metal. So every single one
of them requires for us to have the SRGB
ticked off, like so. And once we have
everything ticked off, we'll now be able
to make a full use out of the texture maps. We're now going to go back onto the material graph in order
to set our material properly. Then we're going to drag
our textures one by one onto the material graph by simply holding our
left mouse button. And by using the
left mouse click and holding it to drag it out
from the RGB connection, we're going to attach them
onto the appropriate channels. So the base color texture
is going to be going onto the base color link while
the normal is going to be also attached onto
normal area as well. And all we're doing is just making sure we're linking
them up properly, so we're going to be able to use them or our PVR material. Now that we have the
normal connected. It was quite simple
from this matter. We're now going to go ahead and connect to occlusion
roughness and metallic. And by the name of it, you can see that it has
occlusion roughness metallic. So that represents actually
it's quite easy to remember which one to connect to which by the naming itself. And because the first
one is occlusion, that'll represent
the red channel. So we're going to
go ahead and simply drag and drop it onto the
ambit declusion like so. Then the next one was roughness. The roughness will come out
from the green chattel, and we're going to go ahead and connect to the roughness
directly like so. Finally, we have metallic. Metallic is going to go onto the metallic
chattel like so. But we're going to be able
to connect all of them properly and according to the
way they need to be used. We get the most accurate
results for PBL material. All right. Now that
we're done with it. It's going to actually
to to save my project. If you want to save it, you can go ahead and
hold control and click S and just save out
your entire project like so. But now that we've done
with the material, we're actually going
to need to make use of it and make material
instances out of it. The way we're going to do it is we're to right lic on
our texture sample, we can convert it
to a parameter, which will basically allow us to change it from the
instance itself, and when doing that, we also get a chance to
rename our texture sample. So we're going to
actually call it the same name as we have
or for our texture. As base color, we're going to go ahead and
call it base color. Now the reason I like doing
that is because Usually real engine simply likes to have an order set in
alphabetical order. So when we see the first being base color then the second normal third occlusion
reference metallic. It's all because
that alphabetically, they're sorted like so. So when we have it within our parameters within instances, we'll be able to simply see them in the
same kind of order. That's why I like
having the naming to be in the same as
the textures names. Now that we have the base color. The second one is going
to be assigned as normal. Let's right click. Let's convert it to a parameter and
call it normal like so. Now, finally, occlusion
roughness metallic. We don't need to exactly
use the same entire name. We just have to make sure we started off with
the same letters. So occlusion, I
think OCC will be fine then Ruf and metal and met. We can call it like so. It
doesn't have to be full. We can't use a full name
out of it, but honestly, it's just a matter of how much you just
remember it for yourself. So it's just easier to have ourselves to
be organized well. But having it occlusion
roughness metallic, it's quite easy to distinguish
from this kind of a name. So once we are done
with that, we can go ahead and finally
hit Control and S, to save out our material. And now that we're done with it, we can hit close on our window, and going back onto
five textures, we're going to get ourselves
a material for PVR Mt. So now out of it,
we're going to right click and create
material instance. This will just be kind of a
duplicate link fruit material which uses different
types of parameters. So with this, I'm going to
call it Stonewall, start off, Stone underscore wall, and
underscore inst, like so. That's going to be our instance. We can double click on it,
and we can see what we have. So we have an assigned material with the same
stonewall textures. But the way we have
different ones is if we were to click on these icons over here on the right corner, we'll be able to make
changes to them. Right now, we don't actually
need to change them because we need one to
be for the stone wall. So we're going to go
ahead and hit close, and we're going to
create another one. We can create it out of the
material instance as well. So by right clicking
material instance, we get the same menu as from
the material in which we can click material instance and have basically a
duplicate out of it. So instead of the naming though, I'm going to call it
stone light for this one. Let's go ahead and do that. Make sure you have a different name because as you can see it says that the name
already exists, so we can have the same name. So that's why we're
also changing it. So Stone at the
score light like so. And for this one, we're
going to double click on it, go onto the stone wall, like so, and we're going to reassign the base color normal
and roughness metallic. So all we need to do is by simply clicking and
dragging and then dropping it onto the base color like so within our
material instance, we'll be able to change the different assigned
materials like so, simply by using the
same material instance. So just by doing what I did now, We'll be able to
get a completely different PBR
material out of it. So now we're done
with the stone light. We can go ahead and
click Close and go on to another on real
engine five texture. This time, we're going
to create stone floor. Let's go ahead and right click create new material instance
and call it stone floor. Stone underscore inst. Like so. Let's double click on it. And we're going to change
the one floor materials. Let's go ahead and
double click on it. P click on the folder. Make sure all of
them are signed on. So we'd be able to change them. Now we're going to
click and drag and drop it into the needed
sections like so. We're now going to
be going ahead and simply assigning every single
material that we need. Now the next one, Stone Dark. Again, we're going
to right click create material instance, call it stone underscore dark. I'm just going to scroll down
for you to see it dark and underscore so. Now that
we're done with that. Double click on it. Select
every single one of them to make sure we have them enabled so we can use them. Double click on stone Dark. Go ahead and change
the materials like so. Then we're going to go out of the folder and back
onto the material. We can go ahead and
close this material now. Sewer pipes, right click,
create material instance. Call it sewer pipes. L so Int. Double click on it. Make sure we have
them ticked on, and now go on to the sewer
pipes and simply drag and drop the side materials Now let's go ahead
and close this down, move on with the rest
of the material. This is quite a tedious process. We actually have a way of
speeding it up though. We can actually select
the material instance, click control C and control V to make a
duplicate out of it. Now with this duplicate, what you'll notice is if
you double click on it, that all of them are
ticked on already. In a way that's going to speed up our process
just a little bit, but we do need to make sure that they're actually
named properly. So right now, we have sewer
pipes that done the last one. Main wood is the next one. So we can also rename
it by clicking F two. By clicking F two,
we're able to simply change the name right away
off the selected item. So now we're going to call it what is it called Main Wood? We can call this main
underscore wood. Underscore inst
Double click on it, have them all selected already. Main wood, and we're going
to drag and drop it. Into the assign
materials like so. Also, what we can do is to
make it even bit faster. The next item, hot calls will need to be a
separate material, we'll deal with that in the bid. So what we're going to
do is the next one gold. What we can do is
if we select gold, click F two, we'll have
the name selected. We're not going to
delete it instead, we're going to click Control and C to make a copy out of it. So we have the name copied. And actually,
before that, sorry, let's go ahead and select one
of the material instances, click Control C, Control V to
make a duplicate out of it. Select gold, click
F two, Control C, Control V. Sorry,
we just need to hit Control C. Now with
the name selected, we can go ahead to the
material instance, hit F two, control, to make a duplicate
for the name and then simply call it
underscore instance. Like, so, Okay. So now
we double click on it, go on to gold, and make sure we reassign the
materials like so. And this is how we get ourselves say, Hey,
different material. So we're just going to
quickly go through them and make sure we have assigned
different materials. So make a duplicate out
of gold, or instance, we g selected, flagstone floor, Control C, Control V. We have the f selected
hit Control F two. Okay. We have to folder
selected by clicking F two, having the name selected, and duplicating the name and
control V to paste it in. Of course, we have to get our skills underscore
instance like so. Double click on the material, go onto flagstone and simply reassign the
textures like so. Now going back five cliff rocks. Next one, cliff rocks, select one of
material instances, Clif rocks, going
onto the folder. Click on it, click Control
C to copy the name, go onto the material instance, F two, to change the name. We can delete it Control
V to duplicate it, underscore, and
then in instance. Of let's not forget to assign it to make an
assignment for it, and we're going to go ahead and simply assign the
material just like that. Finally, to finish it off, the final texture is
going to be black metal. Select more of the
material instances. Control C Control V. Go onto
the black material folder, click Control C to duplicate it, and duplicate the name, and then go onto the
material instance. Let's go ahead and
rename it Control V. Then simply adds instance. The double click on
it, black metal. And just go ahead and
reassign the normals, as well as reference metallic
and architecture map. So now we're done with it. It's going to be it for lesson. And the next one, we're
going to continue on assigning some of the materials we still need to do hot calls. We're going to do that,
and then we're going to finish it up by
actually assigning all the materials onto our assets and we could use
them within our projects. Thank you so much for watching
and I'll see you in a bit.
75. Setting up Emissive Material: We come back, you go
on to plena free T on real engine five dungeon
module bash course. In the last lesson,
we left it off by creating ourselves some
material instances, and we're not quite
done just yet. So in this lesson, we're
going to continue it off by creating ourselves
material for the hot coals. Now, in order to start off, we're going to
right click within the folder and create
ourselves new material. Now we're going to rename
it as a hot coals. So. Now we're going to open it up and going to scroll
up onto the hot coals, we're going to double
click onto the folder. We have every texture within it. And now, what we're
going to do is we're going to assign them to be
used within the material. So we'll need to make
use out of them. So we'll actually need to make use out of the
base color with AO. We're also going to create
an emissive map out of it. So we'll need to make
use out of that. And I'm making sure
that I'm holding control and selecting them. So the ones that I'm clicking on it will be selected
with the previous ones. So right now have the first
and the second one selected. We don't need the height map
for this one to be honest, so we're going to
leave it as is. Metallic, we'll definitely need. And we'll need a normal
that's direct X. A lender would use open GL, but because we're using
unreal engine five, it actually requires
for us to use direct X. So we need to go ahead and make sure we
have that selected. And also, let's not
forget the roughness. That's what determines how
shiny or glossy an item is. Let's go ahead and make
sure we select that. So by holding control,
I simply selected a first second and
then fourth and fifth, and then finally
last one textures. Once we have all
of them selected, and we have the
material graph open. We're going to simply
click and hold, then drag it into the
material graph like so. Once we have that done, can now go ahead and simply fix up the positions on
each of them individually. The first one like so, then the missive, the second. This one is actually
going to be metallic. We can see the names on the bottom left corner, by the way, if we can simply drag this
menu out and scroll it down. We can see which type
of texture is assigned, if you're not seeing
it, make sure you scroll down a little bit
within a detailed tab. So We're now going to make sure that every single one of them is simply
properly adjusted, this one is going to
be normal direct. Yes. Perfect. And the
final one is roughness. Okay. Now we're going to start off by assigning every
single material. We'll starf by using
base color with ambit occlusion and
ambit occlusion, I think is being
applied as an Alpha. I'll just need to make
sure it is done like that. The way I can check it
is by double click on it and on the top section
of the details. If we were to just
simply take RGB, like so, we'll see
a wide channel. Which by the looks of it wouldn't have any
of the information. It does have some slight
variation of black tint, which is going to get some slight depth
to our texture map, and that's exactly what we want. So anyways, the white areas within
ambient inclusion will only mean that it's not affecting the material in any way
within that regard. So we can go ahead and close
that down and basically, we're going to make
use out of it. So we're now going to make
sure we use texture sample. So we're going to go
ahead and click and hold the RGB link and select it
onto the base color like so. Then the next step
is going to be the Alpha since it
is set with an AO. We're going to go
ahead and click and drag and drop this into
Ambit dclusion like so. Okay. Finally, for the emissive, we're going to go ahead and drag this onto
the emissive table. So what emissive
basically does is it renders color that doesn't get affected by any
type of lighting. So we have a look
at the preview, and if we want to
rotate this around, we can do so by holding our left most button
and rotating it around, we can see that the bright
areas for where the emissive is being applied is not actually being affected
by the lighting. We can also by the
way zoom in and out of the material preview tab. We weren't using this
before, by the way, because we're simply
assigning our material, and We don't need to worry
about it just at the moment, but we are going to get a little bit more
into it later on. So anyways. But now though, all we need to know is that the missive map is not
being affected by lighting. The thing that you
see on the top though is a simple roughness value, which we're going to
disable in a bit. But if we look at the areas where the shadow starts
on, for example, you can see it has pretty much the same color
brightness as you have on top of this material bowl. So it's not being affected
by the color itself. So that is how we get a global look out of
the texture maps. So anyway, once we have that, we can also apply
now a roughness map. So we're going to make sure that that's not a roughness map. This is a metallic so let's
start with the metallic map. We're going to go
ahead and click and drag the RGB onto the
metallic channel, so. Which will give us
a metallic look. It's quite nice to
be using that within a charcoal material because it definitely gives that more of a realistic sort of
a glow out of it. So once we're done
with that, of course, we want to do the normal map
as well, normal direct x. We're going to go ahead and simply click and drag
it onto normal map lax. And finally, we have
ourselves to roughness value. So with the roughness value, we're going to go ahead and
click and hold, then drag it. And if we don't see it, all the material graph, we can simply drag it
up above the graph and it'll just kind pan or view
to the top or down like so. And we can just basically move our entire kind of a link right with our mouse and get it sign right onto
where we want it to be. We're going to assign it to
the roughness value like so. Now once we've done it, we can see the way that the shininess disappears and the
glossiness actually gets a proper result
for charcoal. That's exactly what
we want to see. For moving on though, I do want to get an
additional setting for the emissiveness of this color because if we want to get more
intensity out of it, we can always do
so in the future. The way we're going
to achieve that is if we were to lick and hold one and then tap on our material graph
on an empty space, we're going to get a
simple float value. With this, we're now going
to be able to multiply our emissive texture and get
a more intense color. So we're going to
actually click on number, on or float and convert
to this too parameter. That way, we'll be able
to make use out of it and change it on a go from within
the material instance. Now we're going to
call this emissive multiplier, like so. Of course, we need
a multiplier to multiply the emissive
texture with this value. What we're going to do is we're going to click and hold on our keyboard and simply tap on or empty space
within a graph. That way, we're able
to get a multiply node, which we're then are
going to be able to connect or texture the RGB value onto A, and for the b value, we're going to connect ourselves to the emissive multiplier. This way, we're going to have more control over
our emissive color. Now if we were to assign it onto the emissive
color like so, we're not going to get anything
if you look at it because the default emissive multiplier
value is set to zero. So we're going to go
ahead and change that. By default, we're going
to keep it as one. So within the detailed step, we can change this number
within a default value, if we were to click on
it and change it to one, That is going to give
us a default value. If we set to something
like ten, for example, we can see the value is
much, much brighter. So later on we'll
be able to make use out of it if we want and
change the value on a get go. I'll set it back
to one for now and then going to go ahead and
click Control S to save it. And once we're done with to say, we can go ahead and
close this down. Go back to textures, find ourselves to hot calls. Now, right click and
create material instance, and it's already called
hot calls instance, so we can go ahead
and leave it as is, and now we're going to
go ahead and do that. But I think we're going to leave that for the next lesson. That'll be all for this one. We were able to create ourselves a hot calls material with
an emissive texture map and set it up with an
instance in which if we were to open it and select
emissive multiplier, we're now able to control the
brightness of for texture. It's going to go ahead and
keep it as one for now, since we can change that in the future when
we want it to be. So thank you so
much for watching, and I'll see in the next one.
76. Replacing Material References: Hello and welcome back,
everyone to blend the free T reg five Dungeon
Modula K Bash course. In the last lesson,
we left it off by creating ourselves our
final material instance, which we're going to be using
within our acid kit bash. So in this lesson,
we're actually going to be assigning them onto the objects themselves and
seeing how they look like. So let's go ahead and do that. We're going to go back onto
the asset folder like so, and we're going to check all of our assets as well
as the materials. And now we're basically
going to be replacing the materials
within this folder. But to make our lives
a little bit easier, we're actually going to
get materials as well as the material instances
onto one area. This way, we're going to be
actually able to control on how and from where we're actually
replacing those materials. But yeah, let's go ahead
and do that right away. We're going to locate all
the materials that we have. And in total, we have
nine materials over here. I'm just going to go up
and check if I have more. Yes, there's one
extra over here. Anyway, we're going to go ahead and replace all
of them right away. I'm actually going to drag this content browser that's
actually docked onto the area and just simply get a larger
window out of it like so. Now we're going
to replace all of our extras. Let's go
ahead and do that. The way we're going to
do it is we're actually going to make use
of the acid filter. So let's go ahead and click
on this button over here. And that's going to be while we are within the assets folder. So we see all the assets as
well as their materials. Now if we were to go ahead
and select material, we're going to be seeing
all the materials that is not only
within the folder, but it's actually within the folders of this
asset folder as well. So as you can see, we see hot coals and our PBR
material as well. So we actually want to
replace those materials, the original ones with the
material instances instead. So what we're going to
do is we're going to add yet another filter on
the counter browser. And we're going to instead
of adding a material, we're also going to be
adding a material instance. So within A assets, if we were to hover
open the material stab, we're going to see
more apps out of it. And this time, instead
of just material, we're going to select
material instance. So let's go ahead and do that. And once we have
these two selected, we'll see a materials as well as material instances from
the entire asset folder, including the real engine
five textures that we had. So now what we're
going to do is because They're actually set in an order of an alphabetical order, we're going to be
seeing the materials, original materials next to
the material instances. So that's going to actually make our lives a little bit
easier in replacing them. So the way we want
to replace it is if we hover over white
material balls, the ones that we
need to replace, which is quite easy to tell because they're the only
ones with solid color. So if we were to
right click on it and then go on to act actions. If we were to hover over it, then go with our mouse
onto replace references. We'll be able to make use of the replace reference
window in order to change the way our material
is being linked to the asset. So right now, if we were to drag and drop our
black metal instance, the material instance that we created onto this
window like so, we'll have two of the materials. Within the replace
reference window. So now with these both on if we were to
select one of them, and then when we press consolidate assets within
the bottom right corner, it's going to replace all
the unselected assets with the one that's selected. So right now, what we want
to make sure is that we are going to select the one that
has basically a longer name. And the reason for it is because it also not only
tells you the name, but also location of an asset. So because we had the material
instances within a folder, It is naturally going
to have a longer name because the location of
it becomes much longer. So the original
material would have been within a game asset folder, and it's going to be
called black metal. Whereas for this one,
it's going to be within the game asset materials folder within unreal engine
five textures folder, and then it's going to be called black black metal instance. So we just got to make sure that we select the
instance instead, and then we're going to
click on consolidate assets. So once we click that, we're going to see that it
gets removed out of our list, and we're not going to be able to see the results just yet. Because we'll firstly
make use out of each one of the materials
and replace them, and then we're going to go back onto our assets to see
how they look like. But actually, we can
have a look at it. And if we just turn off our filters by clicking on
these buttons over here, we'll be able to see that the ones that use that material, like, for example, the brazier Is going to have a
completely different texture as well as if you have
a look at the doors, we'll see that they
have a metallic touch to them right now right away. We're now going to go back onto the material and
material instances by clicking on these
filters over here, which were left behind
because we were using them. By clicking on these
two buttons over here, we're able to go back onto the filters and onto the
view that we had previously. So now that we have
the view back, we're going to start replacing
the bo materials as well. So Flagstone floor. Let's go ahead and replace that. Let's go ahead and select it
right click acid actions. And let's go ahead and replace reference with the
flagstone floor instance. Let's go ahead and drag it, elect a longer name, and let's go ahead and
consolidate acid like so. So it's going to take a while
to load it up a little bit. But once it's done, we
now can do the same for the gold as well's
right click asset action, and go ahead and click
Replace references. Actually, we can drag
this window upwards like so to see a little
bit more of the materials. Now we're going to replace
gold with gold instance, and let's go ahead and
select the longer name. Make sure to do it carefully
with this replacement for the actions because
it's quite hard to go back and fix this step. I'm going to show
it in the future, how to fix it up after
we're done with this step, but make sure you are
using the right kind of material as I'll make your life just a little
bit easier in the future. Let's go ahead and make sure we replace gold with
the gold instance, consolidate assets,
and hot coal. Let's go ahead and click. Asset actions,
replace reference. Now we have two materials, actually one material
and another instance, and we want to make use out of the material
instance instead. Let's go ahead and drag this and select the material instance
and consolidated assets. Oh, by the way, before I forget, I see this message so often that I even forget to pay
attention to it. But we get a red X saying that the object to consolidate
are not the same class. And the reason for
it is because we are replacing a material with
a material instance. That is actually totally fine. It's just making sure that our reference is set to proper
because if for example, were to replace a material with an object or an
asset, for example, it would just give
us an error and it wouldn't let us to replace
the reference properly. It's just warning, but we
don't have to worry about it, which can just easily ignore it and close it down and
it's totally fine. Let's go ahead and make
sure that we replace the hot coals with
hot coles instance. Let's go ahead and consolidate. Now let's move on
onto yet another solid material that we have
this time large bricks wall. So right now, we
don't have a material that is named exactly same
as large brick walls. And actually, we don't have a same thing on small
brick wall as well. So we're going to be
using a light ture, which is going to be a
stone light instance. And so we're going to just simply click on a
large brick wall, right click on it, asset
actions and replace reference. And this time, we're going to be replacing not only
this material, but also a small brick wall. So let's go ahead and
click and drag it and drop it into our reference
window over here. And then we'll also want
to make sure we get ourselves a stone light
instance as well. Let's go ahead and
drag it and drop it into our replace
reference window as well. And we'll want to make sure
that we have that selected. So because we have
this only thing selected out of these three, it's going to replace all of our unselected materials
with this one. So once we clear
consolidated assets, we're going to go ahead and basically remove
those materials and its references are going to be linked up with this
material instances. So that's quite a
fast way of doing it. And next for the rock wall, we're going to use a
Stonewall instance. So let's go ahead and
click asset actions, replace references, and we're going to use
Stonewall instance. Let's make sure that
we have this selected, the longer name that
is consolidate assets, and it's going to get
ourselves a replaced material. Next one, sewer pipes. Let's click asset actions,
replace references. Make sure that we have
the sewer pipes instance dragged onto the window. Have it selected,
consolidate assets like so, and let's check if we have
anything else Stone lab. I believe that one
is a dark material. So I think it's going to be. Let me just have a
look. Yes. It's going to be stone dark instance. We don't have anything
assigned to it yet. Let's go ahead and
do that. Let's click right click on Stone lab floor. Asset actions,
replace references, and let's make sure we drag and drop the stone dark
instance onto it. Elected, consolidate
assets like so, and we have it replaced. The final one is wood. Let's right click as location, replace references, and we actually have it
called main wood. Let's go ahead and drag this
instance onto our window, let's make sure we
have it selected, consolidated, and
just like that, we have everything replaced. Now, let's go and take it
off just to see outlooks. Let's take off both of
our filters and see if every single one of our
assets is properly replaced. Now, I'm just going to fix
up the certain materials. So, for example, if we want to reassign a material
on one of them, and let's say this rock would
have a different material. We can double click on the static mesh and we'd have to reassign a
material within it. So let's say we have a complete
different material with it and it doesn't look anything
like one of the assets. It doesn't belong
basically there. So have to change up material
obviously for that. And the way we do
it is we'd open it up and material slots, we could actually
change that up. So if I were to go
back onto my filters, if I were to enable
actually this time, we just need to enable
material instances and then find ourselves some
material that we need to use. So for example, for this rock, I know that is a stone texture, so stonewall instance is going to be the one that's
going to be replacing it. So if I were to click hold and drag it onto the
material slots like so I'd be able to replace this
material instance with another one and
basically reassign it for this entire
mesh that I had. So that is one way
to replace it. However, though, if we have different reassignment,
different reassigned material, all of these materials would be replaced with a
completely different one, so we have to go
into each and every one of them and basically
have them replaced. So my recommendation
would be to have all the meshes opened up the ones that you'd want
to replace, for example, and you'd have to go onto material instances and replace
each one of them like so. So that would be probably the easiest way to have
your asset reference fixed just in case you have it messed up with a
different reference. So yeah, if you have by accident replaced material with the one that you didn't want to, It would take a bit of time on fixing that mistake,
but all in all, if you just take your time
and replace each one of the assets of the materials,
all those assets, you'll have a much easier
time of just having all the materials
properly assigned and ready to be used
within this level. So that'll be it. I hope
you enjoyed this lesson. And the next one, we're
actually going to bring all the assets onto our level and see how they
look like within our scene. So thank you so
much for watching, and I'll see in the next one.
77. Sorting out Kitbash Assets: All and welcome back,
everyone to Blender free to UnregonFive Dungeon
Modula Kit bash course. And the last lesson, we left
it off by assigning all of our materials to be used with those assets that we have
for our dungeon scene. In this lesson, we're
going to actually bring them all together within our scene and see how
they look like under a default light within
the Unreal engine itself. Let's get started. We're
just going to straight away, grab all of our assets actually. It's going to be
quite simple to do. Let's make sure that the
filters are ticked off. So we'd be able to see
all of our assets. Now we're going to select the first one just
before the folder, and then we're going to
scroll all the way down, and then while holding shift, we're going to select the last
asset le we'll be able to select each of our assets except that is for
the material folder. So because we have all of our materials replaced
within our last lesson, we're just going to have
only the assets selected in all of our materials that were within this
folder got elited and changed the references
to the ones of material instances that
is within this folder. So now that we have
everything selected, let's go ahead and
simply click and drag and drop it into
our world like so. And as you notice, we'll get every single asset
within the center of this pivot point placed perfectly on top
of this platform. So now that we have it like so. Actually, what I'd
like to do is firstly, I'd like to get the location to be the fold to be
right in the middle. So what I'd like us to
do is I'd like us to go under the right tab
within a detailed tab, simply click to reset this properties to its default
values for the location. What I'll do is basically
if you click on it, we'll get it to be reset straight to the
center of our world. That'll just help us to keep
everything in the center. Now that we have
everything like so, We're going to make
use out of it. So because everything
was renamed properly within this kid bash, we're going to be able to
have everything properly ordered because it's
in alphabetical order, so everything is
going to be nicely set up for us already. So what we're going
to do is actually, I'll just bring this detailed tab a little
bit lower to us like so, and I'm actually going to get this content browser
down a little bit more. So we could have a
more of a viewport to see what we have
within or scene. So now, everything is obviously going to be clustered
up within a center, and we want to kind of split them up and see how they
look like visually. So what we're going
to do is we're going to go by one by one, and we're going to
separate them up. So it's actually going
to be quite simple, although it looks like
there's a lot of assets. It's going to be
quite a fast process. So let's go ahead
and get started. We'll go ahead and start
with the first one. Actually, before doing that, without making sure that we don't have everything unticked. We're going to click on the upper right folder
icon over here to create a folder for all of our assets that we have here.
Let's go ahead and do that. Let's go ahead and click
on this pardon over here. And because we have
everything selected, it'll give us a folder with all those items
placed within it. Now we can actually rename
the folder as well. I'm just going to delete
the name and call it a kit assets, assets, so now that we have it so
we can hide it hide it, the entire folder and everything will be basically
sorted within one area. So that's quite nice. Now that we have it so we're
going to open it up, and we're going to
select the first one. We're going to drag it out, and we're going to just get everything sorted in its order. Just to help us later on
with the building process. So before doing that, though, I would like us to actually make sure that we have
our snapping tools enabled primarily for the
snapping of the grid. So right now, my
grid is enabled, we set the unit for
the value of ten. So if I were to set it
to 100, for example, we'd be able to move
it in kind of chunks. But we don't want
this to happen. We just need it kind of a
minimal snapping just so we get a more in grid and more everything
aligned to its place. So setting it to ten will be just fine and having
this enabled. Will work really well for us. Then we don't need
to worry about snapping to angle just yet. I'll have this turned off. And we're not actually
going to be using a scaling snapping since although it's quite a
useful functionality, we don't exactly need
it for this course. So let's go ahead
and turn this off. We might use it in
the future, though, but for now, we definitely
don't need to use it. So with that off and making sure that snapping
to grid is enabled, we're not going to be placing
our acids to the side so. So we place the first one. The second one is going to
be if we drag this out, it's going to be a rock chunk. Okay, let's go ahead and Drag this out to
the side even more. The third one is
because it's named properly and everything is
set in alphabetical order, it's going to be cliff,
a second variation. And the third one is going to be a first variation,
which is quite nice. Okay, we can place
them up like so. Actually, I'll just place them closer to one another, like so. All right. This is
going to be quite nice. Okay. So the next item is
going to be a door frame. We can go ahead and place
it to the side even more. The next item is another variation of a
door frame, quite nice. Okay. Then the next one is going to be yet another
variation, lovely. That's nice. Okay, and
then we have ourselves A. If we click F, we can
just straightaway zoom into our position
of the selected item. That is a number
frame photo door. I just wanted to zoom in and
check if that's the case, because from my distance, I couldn't tell
exactly what it was. Okay. The next one
is also a frame. This one is a wall,
actually a hole in the wall. That's quite nice. Okay, that's going
to be quite nice. Then we're going to
drag it out even more. Actually, what I'll do is instead of just dragging
it one side by side, I'll instead get all
these assets to be positioned to the center of
the variations of our assets. So by dragging gizmo to
the side, the right arrow, I'll be able to drag it back, and then I'll use
the green arrow to make sure it moves
only horizontally to it. Also, we can just make use
of the square item as well, the gizmo over here. Just to move it to the back
even further, like so. Now for these frames, I want to do exactly the same as
it did for the rocks, and I'll just have
the variations of these frames to
be set to the side. So it'll just help us to navigate ourselves with
these assets in the future. So I'll just grab
these up like so. And this one is going to be in and these ones because there are wall
variations and of frames. I'm actually going to have a second row and place
them just like that. Now what we have is we basically have ourselves
a row of rocks, row of door frames, as well as wall holes that
we use alongside the walls. Now the next item, we click and drag is going to be yet
another hole in the wall, going to place it
right over here. Next one, going to drag it out, lace it to the side like so, going to be quite nice. See what's the object. That's going to be a
door. Okay. Perfect. The door is going to
be yet another row. We're going to
grab another acid, place it to the side, use the red arrow to drag
it outwards like so. As you can see, Because
we're using a grid actually being placed in more or less the same
area of another door. That's quite nice.
You don't have to be perfectly in the same location, but it just helps to have them in more or
less the same area. So next item is going to
be yet another door, okay? Actually, I don't quite like how this grid snap
is set to ten, and I think I'll
use 100 instead, much larger, that'll just help me to position my
assets in a nicer spot. So, I think that will
definitely help me out. Now the next item is going
to be. Let's drag it out. Let's see. This is going
to be an upper door. Okay. Perfect. And drag it
out to the side like so. Then let's see which
is the other asset. Oh, these are the
tile. Okay, perfect. So the tile, the
one by one tile. Then the second one is
going to be a two tile. Yes, yes, perfect.
Okay. We're going to leave it as a separate
kind of area. Next one is going to be
free this time, I believe. Yes, perfect. A free by three, and the third one is going to be straightaway
four by four. That's nice. Very nice. And the next one.
Well the next one, we have a two by two. That's very good. Then
we have three by three. Okay, perfect. So we have multiple variations to
work with on our dungeon. It's going to be
real nice because when we have different
shapes of rooms, we'll be able to use
each and every one of them depending on the situation that we want to use them in. But that just helps
us to build it up our floors in the
exact way that we want. It gives us a lot of freedom
to work with basically. That's quite nice.
I want them to be all sorted properly and nicely
to be used in the future. Let's go ahead and
drag out another one. This one is a g to
be used later on. That's going to be quite nice. We'll be able to make use
of this to make some holes. Later on, that's nice. The next one. This is a pillar. I'm actually going
to start dragging all the assets to the
side of the platform. Pink. We don't even need
this platform to be honest. We can always
delete it later on. Let's just keep on
working with these assets and start picking up
the pace I reckon. I'm going to start dragging
every single one of them out, and just get all the assets positioned in the way
I want them to be. So this type is the stairs striking
outside of the platform. We've got on ourselves
to a curve stairs part, and they actually have stairs, as well as the walls, but
they're actually separate, and we're actually going to deal with that in
the next lesson. Since we do have a lot
of assets left over. So we'll end this one right now. And thank you so much for watching, and I'll see in a bit.
78. Setting up Kitbash Assets in Order: All right, welcome back
everyone to Blender free to Unreal Engine five Dungeon
Modula Kit bash course. And in the last lesson, we
left it off with the stairs being over here with the steps, as well as the end of the walls
being as a separate part. And what I mean by that is that these steps are
actually separated. But as you can see, the steps actually
have a wall with them, and it's quite easy to drag
them around if you have both of them selected using shift and just
dragging them around. But we do want to have ourselves have our lives a
little bit more simplified. So we're going to make it
in a way that's going to make it a little bit
easier to use. Right now, we're going to get
ourselves the steps selected as well as the walls for the steps
selected as well. I only have these two items selected for one curve
section like so, and we're going to
group them up using control and G. By
clicking Control and G, we're able to have all
the selected items, which in this case happens
to be the walls and the stairs to be selected to be grouped up
within one area. As you can see, we
get those kind of green barriers
around the assets. Right now, what it
means is that if we select it off and
click it back on, both of these assets are
going to be selected and that'll just have an easier way for us to move this
entire section around. So if we want to have
them deselected, if we want them to be grouped, what we need to do
is we need to hold shift and click G. So by
holding shift and clicking G, we're able to have them
unselected, like so. But it now I'll go ahead
and select them back up again and click Control G to
have them both grouped up, and as you can see, we now have both of them
selected again. And also, what you
need to keep in mind is that when we have
something grouped up, it creates a group actor, which basically means
that if we selected, it'll just get us that selection for both of that grouped items. So now we have a nice kind of a staircase that has grouped up for the walls
and as well as the steps. And the reason we
have its separated is because when we're
going to be working with collisions or acid to be usable with a
third person character, we'll need to make sure
that this staircase has a nice collision that allows
us to go up the staircase. Because otherwise,
if we have this as one asset, what would happen? It would basically
generate collisions that would make the
stairs unusable. So we're going to get
a little bit more into that in the
future lessons. So Let's not worry
about it just now. I'm just going to drag
it to the side of these staircases as well
and leave it as is. The next asset is going to be a different variation of a staircase, the
curved staircase. So let's make sure we
select the stairs, as well as the wall for it, which is going to be
right underneath it. So I'm just going
to drag it out, make sure that both
of them are selected, click Control G, to make
sure they're grouped up. And once they're grouped
up, it's going to you help us make it easier to use. Now we can drag this
out onto our side, so next to the staircases,
and to continue on. We're now going to grab
yet another asset. Let's see what this is.
This is actually a torch. I want to keep it
at the very front. So I'm going to go ahead
and drag it out like so. Next to this massive brazier let's go ahead and have
this on next to it. And then afterwards, let's
move on with pillow block. This one is going to
be a pillow block. Let's go ahead and drag this
out even further, like so. Now, the next one is going to be a number pillar variation. That's great. Let's go ahead and move it to the
side, like so. Now we're going to have
one next to each other, which is really
nice to work with. Now we're going to have a stone wall. Okay,
that's perfect. We're going to drag it
out to the side as well. Next one is going to be, I assume another variation
of a stone wall. No. That is actually going to
be a nice torch par to use. Let's make sure we drag it next to the light sources as well. So once we're done it, we're
going to go ahead and grab yet another asset as down
the list of our outliner. Let's check what this is, is actually a door, which is really nice. And I think, I think they are, at door and the vault frame, door is actually going to
be two separate assets, which is really nice because we'll need to make sure
that both of them is Separate because we're
going to be using it to open up our world later on. That is actually perfect for us. We just need to make
sure we grab them both together and actually
click W to go into our move tool and drag
our asset to the side. Actually, I'm going to
drag it to the side of our doors instead, like so. Going to position it to
the side just like that. It's going to keep
it with the frame, I think it's going
to be quite nice. Okay. The next step is
actually before I do that, I would like to group them up
just like I did previously because it's so easy to
work with them after all. I'm going to click Control G
and group them up like so. And in the future, we are making blueprint
for those doors, so we're not going to
worry about them just yet. And we're going to continue with sorting out all of these
assets, just like that. So this is a hole in a wall. Let's go ahead and just drag it out to the
side just like that. We make use out of
it in the future. The next one is going to be okay, these are
going to be steps. That's quite nice. They're going to be the support for the edges of the walls, a Next one is going to
be another variation. That is very nice.
Put it to the side. I'm going to click F two Zoom in just to check how they look. Then the next one
is going to be. I'm going to click on
it, see what this is. Another support, that
is going to be great. Let's go ahead and make sure we align it with our other
supports as well. Let's click on another asset. Let's see what this one is. Another support, perfect. Let's move it to the side so. Another one. Let's get
it to the side as well. And move it just so it could be next to its own variations.
What's double one? Le one is going to be
yet another support. Perfect. Going to help
us decorate the dungeon, which is going to be great. Now, yet another support, okay. We want as many variations as we can because when we're
working with them, it is quite nice to have as many options
as we can basically. Obviously, we don't want them to be with too many
variations because just having them more wouldn't
mean that they're better. If we have too many of them, it would just complicate
certain things. So obviously, we
want to have them as kind of building blocks if
you think of that in a way. So I'll just help us to build the desired
result that we want. So I'll look at it. I think I'm going to
drag these out to the side and have another
variation out of them, like so, and I think
this one is the same. I'm going to drag these out so I'm going to select
holding shift. These ones. I'm going to pull them
in a little bit more. Okay. Perfect. Okay. So we have some variations
for the sides. Let's see what the other one is one done, this one I've done. This one is going to be
another support is great, going to place like so. Okay. This one is
going to be Okay, that's a new variation
of a support, I believe. That is going to go with
these actually, perfect. I'm going to align
it to veta would make it easier for
me to work with. I'm going to grab
the longer ones. Drag this out and this one. Let me just check. I think it's actually a
different kind of. Yes, it is actually
a different kind of. Okay. Perfect. The way I'll
undo it is just I'll click control Z until I get back to my lock because
it's a new variation, I'm actually going to drag
it to the side even more. It look quite similar, so I fall It was the same one. But no, it was a different
variation, so that is nice, always nice to have more of different variations of ornaments that we can work with. Just to make more
detail to our dungeon. So now we're just going
to make sure that every single one of them is set in the right position
and right place. So when we are
building our dungeon, we're going to be able to simply select the ones that
we want and make a duplicate out of it and simply drag them out onto our scene. So that's going to be
quite nice in the future. Let's make sure we every single one of them out.
This is a new one. Let's make sure we drag it to the very front side like so. I'm going to put it
a little bit more to the side to have
them more separated. I'm selecting an at clicking
F that straight up zooms my camera onto the acid with with the acid
being in the center, and that just helps me to get back and forth between
those objects like so. So now that I have another
one selected clicking F, going to them like so, and it's going to be another
ornament. That's quite nice. Go to drag them out like so. And final one. Let's go ahead and select it. Actually, that's
not a final one. What happened to the other ones. Let me just have a quick look. These ones are going to I
think I kind skip them. That's going to be in a bit. Okay. Let's go ahead and
select this one over here. Make sure to drag it out, so going to position it be in
a nice pot just like that. Okay. What happened
to these ones? Did I skip them by accident? I believe I have. Okay. That is totally fine. We can always go ahead
and go back to it. I just want to make sure I know where was the
last one I've done, so the stairs, the pillars. Okay. After the pillows, I thought we don't
have enough pillows, so it was me just
keeping them out, but that is totally okay we just need to make
sure we put them out in order in a way that we able to make use out of them. Now the sewers as well. We just want to make sure that the sewers are positioned
in this kind of position. And we have some variations
for the ends of the sewers, which is always nice
to see as we want some decorations to use when
we're building these up. So we also have
some rings to break sewers apart to connect them
and whatnot. Quite nice. And of course, we have a
long tube for them as well, and I'm just going to
bring them out here. I think I'll do this way. Yes. Okay. So I'll bring
these ornaments back like so. So now we're going to have the end of the
pipes in one area, and then the pipes themselves are going to be in
this area over here. Okay, so let's just
quickly finish this up, and so we could move
on to the next lesson. Going to move a
aperation over here. And what is left? Let's check. We have some walls, we have some floors. Okay. Perfect. So we can go
ahead and move these on. But we're actually going to
do that in the next lesson. And once we finish that up, we're going to move on
with seeing how we can adjust some of the materials to fit within our scene better. So thank you so
much for watching, and I'll see you in a bit.
79. Creating asset color adjustments: All and welcome back everyone
to blend the Free T and legit five Dungeon
Modula it Bash course. In the last lesson, we left it off by getting some
of the assets, especially from the sewers done. And now we're going to
finish it off laying out our assets within the scene and getting the
final assets out. So let's go ahead and do that. I have myself a
dungeon Modula it. I'm just going to move this
all the way up to the side. I think that's part
of another wall. Let me just go ahead and
check that real quick. That is a variation of a wall. I'm actually going
to keep this next to another wall as well. I'm going to select
yet another wall, and that is going to be
another variation of it. So I'm going to just move all these assets that I know
are going to be a variation, just one next to chever can also tell the way they look by the outliner that
you have selected. You can tell that it's going to be yet another variation of this wall since it is such a
fin outliner that we have. I'm just going to move this
out to the side like so. Let me just check what this is. This is actually a staircase. Let's go ahead and move this staircase to the
side and actually let's move it kind of a little
bit to the back, like so. Yeah, okay, let's have it
next to the bigger staircase, and I'm actually going
to move them like so. Just to have the smaller
one to be in the front, so get selected easier in
the future, like so. Okay. The next one is going
to be the staircase. Let me just get it like so. Okay. I going to move
this out to the side. This is going to be a
variation of the floor brick. So what I think I'll do
is actually I'm going to move this next to
the variation like so, and actually, I want
to make sure I don't cover this vent that
we're going to use. I'm going to keep it to
the side just like that. As for this vent, actually I think I'll leave
it as in the side. Now, I'll go back ahead and
select the small tile that we add for this variation of the floor and then move down
the list of the outliner, have another version selected, move it to the
side, edit position next to the upper
tile variation. We'd get ourselves really
simple and easy way to control. On what kind of asset we're
going to be selecting. One is actually
going to be looping. I think overlapping that
is with other assets. I'm trying to think
if I mind that. I don't think I mind
it at the moment. We just have to make sure that we have them
split up so it'll be easier to select and that is actually quite easy
to select later on. That's quite nice.
Now after this, we're going to select
yet another asset, move it out of the way. Get it to the side like so. Just make sure we position
everything proper. So we're going to have all of these tiles that
we're going to be able to make use of
and create our dungeon. In next to chever these
walls are the final one. I think I'm going to
set these walls up to the side likes.
This is the final one. Okay. Now that we have
all of our assets done, I'm just going to
go ahead and check. I think we have another
variation of a wall. I'm actually just going to move all these
walls to the back, so could have them nicely
positioned next to one another. We're just going to
have them sorted in, we're just going
to have them The smaller ones would
be at the front, the larger ones at the back. I think that's
going to be easier for us to use in the future, and it speeds up our selection
process when we do them. Yeah, now that we have
everything sorted, we're actually
going to make some adjustments for the materials, I think as we do have some time, we're going to do it in
this lesson as well. So let's go ahead and do that. Right now, the white walls that we're using all the
sides of the dungeons, we're going to make
use out of them. But I think they're
way too light, so we're going to go ahead
and change that real quick. So one way that we can change
it is if we were to go onto materials textures and locate
the stone light folder. So I think that is
going to be this one over over here, Stone light. Yes, the base color, we
can go ahead and change the base color that we
have for these textures. The way we're going to do
it is the easiest way to adjust the color itself is if we were to double
click on a texture, we can open up the
detail tab which we can make use of to make some adjustments for the
texture specifically. So if we have this lower
down a little bit, so we could see the viewport. And within a detailed tab, if we're to scroll down a little bit until we
get to adjustment tab. If you don't have
it open, just make sure you have this
tab open like so. And once we have that, we have a couple of options
to make use out of. And the main one
that I'd like us to use actually is going
to be the brightness. This will just change
how bright texture is. If we change it to
ten, for example, we weigh brighter texture
as you can see here, which straight up adjusts
the material that we have. But if we set it to 0.1, we're going to get a much
darker version of it. I think we want something
in the middle strike 0.5. That is still too
bright in my opinion. Let's go ahead and change
it to 0.3 or even 0.1 0.2, let's go ahead and
go back to 0.1. I think I want it
to be a little bit lighter in comparison to the rocks that we
have over here. Let's go ahead and
change it to 0.3. Let's go ahead and keep
it as zero point free. I think that's quite nice in comparison to the rest of
the assets that we have. Let's go ahead and
keep it like so. And actually now
that'll look at it, think the slabs or the stairs should be a
totally different color. So let's go ahead and
change that right away. We're going to
select on the mesh. The one that we have
selected within a detailed slab if we double
click on a static mesh, we'll right away just open up a static mesh for this asset. Now what we can do is
we can just straight up change the material
from within this area, and we're going to click
on the element one, which has a stone light texture, and I can see that this was the one that we
were adjusting it. So this time, we're
going to change it to a dark one instead,
stone dark like so. I think that that'll much nicer. Let's go ahead and
keep it as is. We're also going to
want to make sure we are being consistent
with our texture. Let's go ahead and change the
smallest staircase as well. By clicking on the square,
going in to search. Typing in dark and
changing it to stone dark instance that
we have already set up. We're able to change up the
material just like that. Let's just make sure we change it up for every
single one of them. Actually, let me just check
because they're grouped up, we're not able to make
adjustments to them. What I'm going to do is
I'm going to go ahead and click Shift and G
to ungroup them, make sure I only select the
stairs and then make sure I go onto the static
mesh and change the, let's change the material
40s to be dark stone. Let's go ahead and do that.
After we've done with it. Let's just make sure
we go ahead and select the wall as
well as the staircase, click Control G group them back up and the final staircase, let's make sure we do
the same thing as well. We're changing it through
the static mesh and not only through this
area, but the materials, mainly because we want
to make sure that the entire static mesh has a
different material assign. Even if you drag it out through the asset path the
content browser, we'd have the different
material assigned. That is the reason we're doing
it like so. There you go. We're going to have different Let me just check real quick. Actually, this looks
quite nice already as is. I think I'm going
to keep it because the bottom of the stairs
have different material. Let me just check
this level one. Now, I think it'll look better
with just a dark material. Okay. Go ahead and change
it to a stone dark like so. And now that we look at
it, it looks quite nice. Okay, let's go ahead
and keep it as is, let's make sure that we
select holding shift, both of these assets
click Control G, and so it'd be nicely
grouped up together. Then now we have these
materials out of the way. We want to make one final change an adjustment to the
materials that we have. Another way for how we can make adjustments
to our materials is if we were to change our master material that
we made previously. If we go back onto unregifed textures and go back onto our material that
we've made previously, the PBR material that we
had, double click on it. Now if we simply make multiplier with the base
color. So what I mean is. Now if we were to hold free, Let me just make
this bit bigger. If we were to hold free and
tap on our material graph, we get ourselves something
called vector free. Now if we were to select it and click on a constant on
the bottom left corner, we're able to get
ourselves a color picker. If we were to move around, nothing's going to change
because we need to make sure that the brightness
is set to a bit brighter. This time, if we
were to change it, we can see that we get
a different color. Of course, we've got to click in order to see it
within a preview. Now we're going to make
use out of it in order to Multiply this with
the base color. This way, we'll be able
to make some adjustments to the material instances
throughout this material. Now if we hold and tap
on the graph, like so, we get a multiplier and if
we were to mix them up, A and B, the vector free with the base color and apply it
onto the base color like so. Actually, we're going to
convert this to be a parameter. So we'll be able
to change this on the get go using a
material instance. Now if we were to right click, convert the parameter and just color multiplier, like so. And actually, default value, let's go ahead and
change the default value to be a pure white. So this way, we have
it as pure white, we'll basically tell the
multiplier to not do anything to just
multiply it by one, and that will just give you the same exact value,
so that's quite nice. So once we have this
set as a parameter with a completely white texture if we were to hit control
and as to save it up, it's going to apply
this massive material onto all of our
material instances. And what this means is that
if you close this down, go into one of the material
instances that uses it. Let's say we want to go onto
the cliff rock like so. This one is used stone wall, and let's go onto
the stone wall then. If we were to open this up, we'll see that we have a
global vector parameter. And if we have this enabled, we'll just love this
down so we could see the viewpoart we were to
click on this box over here, we can actually
use this to darken the entire stone material. What's nice about it, though, is that not only we are able to darken this entire material, we're also able to
change the color for it. So if I were to for example, want to have a sort of a bluish tint to the color,
I can totally do so. Or if we want to have a more brownish tint
to the material, we can also do that as well. I don't want to sth.
I think I quite like the original gray color. So I think I'll keep
it as a default one. I'll have the saturation set to completely nothing
basically to completely white, and I'll have it set
to white and actually, I'll only use this
value for the stone to darken them up a
little bit like so. Setting it to a value of If we have a look,
we have some values, so the value is the
one that controls the brightness and
setting this to a 0.3, I think I quite like this
a texture for the stone. We can always come
back to it and change it up and once
we're done with it, all we got to do is hit close and get this result.
That is quite nice. All right. So now that's going
to be it from this lesson. We ended up getting
some adjustments for the materials and basically finishing up all of our
assets to be positioned in a way that will help
us build our scene. But we also need to sort
out our colliders as well just so we could walk on them using our third
person character. So we're going to be doing
that in our next lesson. And yeah, thank you so much for watching, and I'll
see you in a bit.
80. Creating Mesh Collisions: Welcome back everyone
to Blender free two on real engine five dungeon
Modula kit bash course. In the last lesson,
we left it off by getting ourselves some
adjustments with the textures, as well as actually finishing
up all the assets to be laid out in a way that would help us to work with them. And in this lesson, we're
going to continue on with our process and
actually get ourselves a colliders for these assets. So what do I mean by colliders? Well, when we first
imported our meshes, we had an option tick tone for the collisions to be normally
generated or our meshes. And what this will basically allow us to do is it'll block our character to be able to
move through the objects. So if we were to
hit play and get our character to try and
go through the walls, it'll not let us do that. And what you'll notice is
that when we're actually moving through certain areas where we should be
able to go through, it'll not let us do that either. Well, what's going on with that? Well, that is basically
the collides that were generated for some of the
assets are not properly set up. For some of the simplier assets like this massive
rock or these tiles, for example, they'd
be totally fine. But for the assets that have some holes, like
this arc, for example, which which you need to
use to walk through, you wouldn't be able to
make use out of it as the entire collido would
be covering up this area. This is just done
mainly to help with collisions in physics
orientated areas. I we'd have some objects, for example, falling
down or whatnot, also helps to have less errors. So for example, we
wouldn't be able to glitch through
certain areas where the colliders are positioned in an awkward way
for some meshes. So for example, if we'd have some of these meshes
like over here, maybe in certain areas, we'd be able to kind of glitch through the walls
on certain aspects. So in order to avoid that, usually we'd get some
simplified collisions to help us with these problems. But again, we have
some problems where We're not able to
make use out of them. So yeah, anyways, in order for us to sort this
out, well, firstly, go ahead and check how
these collisions look like within the
view board itself. So we're going to go
ahead and fix that up by checking them out first. And let's go ahead and go onto the upper left corner and I think it's going
to be underneath show. If we were to go ahead
and click on it. Be able to select collisions. If we have that enabled, we'll be able to see what kind
of collision we're having. So Pis rock, for example, if we have a look at it, we were able to walk
quite closely to it, but if we were to stand
on it, for example, we'd be able to
stand on this corner and float around in the air. Obviously, we don't
want this to happen. But these rocks are
going to be used purely for decoration purposes. So we don't need to be worried about standing on top of them, and we just need to be
worried about the sides, and I think the sides are
actually going to be just fine. So for the o areas, let's go ahead and
check the torches, the lanterns, and whatnot. And I think they're going
to be okay as well. We just need to for
the ones on the side, we don't need to step
on them or anything. We just need to make sure that
when we get close to them, we're not going to be
overlapping and going past them. So I think that's totally fine. This one. We're going to be able to stand on
them a little bit. So I think that's
going to be fine. Actually. Let me just go ahead
and get my player start, and I'm going to drag it
closer to the torch and see how that's going to behave
with the way I stand up on it. So by pressing space,
I'm able to jump on it, and I think that's going to be just fine in regards to that. I think that's going to be
totally okay as a collider. So for these ones, though, we can see that they
have a collision that goes across the
side of the mesh. So we're going to go ahead
and fix that right away. So let's go ahead
and select the mesh. Let's double click on
the static mesh to go into the static mesh editor. And now within it,
we can also see the mesh collider if
we were to get show and simply select
simple collision because we're using a simple collision as a collider mainly. We get this sort of result. Now, one way to fix it is
if we were to simply get a collision from a complex collider to be used as
a simple collision, we'll be able to make
use out of it and just simply get ourselves
through this gap. So what I mean by
that is if we were to change this from
simple collision to complex collision, we see that the
complex collision is basically using the entire
mesh as a collider. So that is what a
complex collision is, and we can make use out of it. By basically telling
the entire engine to use the mesh that it has in order to make use out of it and just
have it as a collider. This is one way of fixing
it in order to get nicer results and be able to walk through this
arc, for example. So let's go ahead and let me show you how
to do that first. If within a detailed tab
where we were to scroll all the way down underneath
the collision tab, we'll find ourselves
the collision presets. And I think, yes, underneath the
collision complexity, if we were to click on
it and select to use a complex collision as a simple
Now if we were to hit S, control S to save
it, closes down. Now we'll see that our
collision is totally changed. We don't have that massive
idea that we had before. Now if we were to hit play
and try to walk through this. We'll be able to walk through it normally. That's quite nice. Now if we were to do that
for the rest of the arcs, it is totally okay
to make use out of that because these arcs are going to be used with walls and it's not going to cause
too many problems. They have a simple
geometry as well. I think it's going to be
totally okay for that. Let's go ahead and select
each one of those arcs. Let's go into them. And change up the collision. So I'm also going to go into the search bar,
search for collision. So, and that's not
going to give us a nice result for
us to work with. So I think if I try
typing in that. Yes. If we type in complex, we'll be able to get ourselves
collision complexity. So with that, just simply replace use complex
collision as simple. And actually, we're
going to do that for each one of those arcs. So let's go ahead and do that. Also, in order to see
it up the process, I'm going to select
the search bar, select tired click Control
C to make a copy out of it. Now if we were to hit close
and go to another asset, go onto a static mesh, and then within a search part
control V, to make a paste, and that way we're
able to get onto the collision complexities
straight away. This way, we're able to make some quick changes
using this menu. I'm also going to make a
change for this as well. These ones are just
basically cubes, which is even
better for us since our collision is going to
give us some nice results. That's going to be quite nice. Now if we were to try
walking through them, We're going to get some
really nice results. We're just going to be
able to walk through them, and it is going to
be totally fine. Yes. Okay, now we've done
it for the smaller arcs. For the rest of them, though, I want to get custom
collision out of them. But actually, I think I'll do the same thing for these
wall pits as well. I don't think it'll
cause too many issues, quite small as assets. And I don't think even if
we have the gaps here, It will cause much of an issue, especially since these
assets that we're using are going to be
static meshes anyway, so we're not going to be moving them around or
anything of the sort. And so it's not going to
cause much of an issue. Let's go ahead and
do that actually. Let's go ahead and
select a number asset. Let's go into the static mesh. Go onto the search, click Control V to paste
in or copy text, and then use complex collision
simple. Now let's move on. Close is down. Go to double
one and double click on it. In the search bar, click
Control V to paste in the word, select use complex
collision as simple. Click close. This one might
actually cause some issues. Let me just go click
play and see how this is behaving
with the character. If it's not glitching through
or anything of the sort. I think it's going to be okay. Maybe it might have some issue when
jumping in next to it. Now it should be okay
because the capsule that the player uses is
basically for the selected. It's basically just this. It has quite a flat surface. And because we're not jumping
on top of these sections, it's just colliding with
the side of the collision and it's not giving us
too bad of a result. Otherwise, if we were
to try to, for example, do some climbing or
something on these rocks, We have a much
harder of a result. But now it's totally
acceptable since we're just colliding it sideways and it actually
works pretty well. Let's go ahead and do that
for this wall as well. I'm going to select it,
double click on it. We open it up, go into
the search detail, change the complexity to be
using a complex collision as simple and move on
to this bit as well. Got to make sure we do it
for every single one of them just so we could make use out
of them as proper assets. And finally, this one as well. It doesn't have areas in the middle because
it's one sided mesh, we can see through the sides. But I don't think
it'll cause much of an issue for the lighters. So let's go ahead
and try that out. Let's go ahead and put it
in the search part complex, Ue complex, collision is simple. And let's see if we can
actually get through the hole, and let's play. And let's see. Okay, if we were to. So we can't simply walk
through it properly, but we need to jump through it. And actually, it is quite hard, quite difficult to get through. Might leave it as it is
for now. It is easy to. So instead of what
I'm of doing is that because this is only going to be used with the frame
for the all door, We're actually going to
set up a collision around this area instead and then see if the character
can fit through it. So until then, we're
going to leave it as is. And then in the next lesson, we're going to continue on with the collision and setting them up and actually start off
by doing the volt door, as well as creating some collisions for the
stairs as well, because because as you can see, we have some issues, and they're not going to
be quite usable otherwise. So thank you so much for
watching and I'll see you in a bit. A.
81. Generating Custom Collisions: Allon, welcome back, everyone
to Blender Free T on Real Engine five Dungeon
Modula Kit Bash course. In the last lesson, we left it off by introducing ourselves so to set up some basic
collision for our meshes. And in this lesson, we're
going to continue off this process and actually get a bit more in depth
with the collision. This time, we're
going to start off by getting the
collision for the Volt. So let's go ahead and do that. I would firstly like to put the voltor to be
within this wall. This way, I'll be
able to tell if we can actually walk
through it and whatnot. I'm going to go
ahead and just get this voltor right
inside of it like so. Actually, let me just
go ahead and hit Shift G to undo the group mesh. This way, I can only select
the door for the volt, and I'm going to hit to go into my rotation
for the gizmo. Then I'll just simply
rotate it like so. I'll rotate around 90 degrees. It doesn't have to be
exact at this moment. We just have to have it open
and see how this looks like. I know that for the fact, this is going to have a
collision, this ring. We're going to go ahead
and fix that first. I'm thinking about
just simply using, let's go ahead and
start off by applying a complex collision
as a simple collider. Let's go ahead and double
click onto this volt ring, and we're going to go ahead
and get complex collider on. Collision complexity that use complex collision as simple. Now we're going to go
ahead and hit close. Actually, we're going to
get ourselves the player. Just going to click W, get Gizmo in, like so and get the player to
be closer to the door. So now we can test it out
and see how this looks. Actually, it seems like
it works pretty fine. It's able to walk
on top of the ring. I think what was causing
the collision issues was the fact that the middle
section had no mesh at all, and a lighter for the
player was getting stuck. In the middle section. So I think that works quite fine now. I quite like it the way
it turned out actually. But we are going
to be setting up some collisions or the
other areas as well. Let's go ahead and just make sure that the door is closed. I'm just going to reset the rotation so we'd have
it closed up like so, and actually, I'm
just going to move this door with the
old going outwards. Because we still need
to set them up to be easier to open using blueprints. So we're going to
just leave it up as it is for now and
move on with the stairs. So for the stairs, we're actually going to generate some colliders
because right now, if we were to try to walk on it, I'm actually just going to move the stairs to be
next to my player. So just to show it and
this is an example. If we were to try to walk on it, We're not going to
be able to do that. Actually, if we try to
stand on top of it, it's just going to cause
us some issues because the collider is actually just floating on top of the stairs. So we don't want this to happen. We're going to fix that up real quick and actually
just going to go back. Now for the colliders, we'll need to fix it up by
going into the static mess, so let's go ahead and
double click on it, and now if we click Show, show simple collision, we're
going to get this result. Actually, I will show you
what will happen if we have a collider to be set
as complex as well. So that'll be nicer to show. I'll just set up my
staircase like this. Set it too complex, use complex collision as simple,
and then click Play. Now if we try to walk on it, we're going to get some results where we're not able
to go on top of it, especially if we're
going slowly, we're able to just
get stuck on it. We don't want this to happen
and we want to fix that. Instead, what we'll do is
we'll just reject default. Stars. So it would use the default simple collider
as a simple collision. Now if we just get ourselves to collision
to be deleted first, we'll do that by going onto collision and remove
collision like so. We're able to remove the entire
collider. Just like that. Now we'll need to generate
a new collider out of it, and we'll do so by
going into collision. And we'll start off by trying
to actually, right away, we're going to go ahead and
use an auto convex collision. So if we were to select this, we'll get this sort of a menu
at the bottom right corner. I'm just going to go ahead
and maximize this window leg. So we have a couple
of options for it. Hole count, Max hole
vertices and hole precision. So we'll start off with the whole precision because that's the easiest to explain. This will basically determine
how close the vertices are. Actually, I'll go ahead and apply just to show
it as an example. So whole precision,
if we were to have it increased for the value, you see those floating
vertices that generated the collision
that we have. Now we're actually able
to use the stairs. I'm actually going
to lower this down, hit play and show it
to you as an example. We're now able to use the
stairs normally because The collision that we have is actually quite decent
at the moment. We have a nice slope
that's able to move upwards for a player and it actually stops
at the very end. So I quite like it
by the default, it quite looks quite all right. But we have a couple of options, so let's go ahead
and go through them just to familiarize
ourselves with it. The whole precision, what it'll do is basically if we
increase the value, we'll get those vertices
to go closer to the mesh, and what this will do is, it'll just make
sure it is tighter, but we can't go too far with it because it'll end up overlapping
with certain meshes. So for example, just go ahead
and remove this collision, remove and apply this
with a much higher value. So it apply actually does take a long
time to compete as well. That's another thing to
consider when doing it. But as you can see, the vertices that we had on the corners are actually much closer to the mesh right now.
That's quite nice. But of course, it's going to generate much different results because it's trying to get a much more precise
read out of it. We're getting some mesh where it goes inwards and
outwards and whatnot. And actually, that would be
a much more complex result. We have a much more probability of getting stuck while
going up the stairs. Actually, I will even show
it to you if I hit play. It does work pretty nice, but we might have a chance of getting stuck in between those, and we
don't want to risk that. Instead, what we're going to
do is, we're just going to x that up, get to default value. If we hit default, all
of the numbers are going to get back to default
and now if we hit apply, it is going to generate
us a new collision. So the collision that we had
by default was quite nice. But again, we're
going to go through the different type of
settings that we have. Max hold vertices
is the one that is the one that controls how many vertices we
use in a collision. If we increase that, we get more vertices for this collider. So for example, if I
were to set it to 40. It's quite hard to
see, but we are getting more vertices for it. Maybe at the back it'll
be easier to see. Actually, I'll try
to lower this down. Maybe it'll be easier to notice. Yeah. As you can see,
because we don't have enough vertices kind of failing in getting
this sort of a shape. So now it's even giving
us a triangle at this sort of mesh which
we obviously don't want. We want to make sure we are
able to stand at the top. So we'll want to increase the
amount of vertices we have. So maybe setting it to 17. Actually, let's go back to
the fault 16 quiet and nice. And one, the whole count. We have holes in the mesh, when we have something like four door frames, for example, we'd be able to increase
the hole count and get a much nicer hole for the mesh that we're
able to walk through, but obviously for
the stairs it's not going to be
affecting it as much. Actually, it will
be affecting it for these sections where the stairs are going as on the sides. So for example, if
we were to increase this and try to apply, we don't have enough
vertices for that though, so we need to increase the
vertices and even more. By doing it so, it's not going to give us the
right kind of example. But if you're
having some sort of curved meshes or any types
of holes, for example, I'll be able to make
use of the hole count and increase
the resolution for that sort of a hole. So that is the way to work it using the convex decomposition. So yeah, going by the
default hitting apply, these basic stairs is going
to be quite nice actually. So let's go ahead and
keep it as is and move on with our
part of the stairs. So I'm actually going to leave these stairs
for now in the side. And going to bring these larger
ones to the side as well, so a test them out and going to bring them
to the side like so, double clicking on a static
mesh in a detailed tab, and then making
sure that we expand this and make sure we are
showing the collision. So we're going to show
simple collider. And then, going to apply convex. We're going to apply the
convex decomposition. Let's go ahead and hit Apply. Right away, it's going
to give us this result. And I think, yes, it looks like it's not
picking up the N section, so I'll try increasing the
whole vertices from 16. Let's go ahead and
increase it to 28, even. Let's apply, and that's still not giving us
the right results. So we're even going to
increase the whole count. Let's hit apply. And yet it's still not
giving us what we want. So I'm trying to figure
out what's happening. I will try to increase
the whole precision instead just by a
little bit to $45,000. And let's see if that
seems to fix the issue, and it seems to work for the most part on
this end, at least. But it's not giving us the
results on the other side. So we're actually
going to increase the max hole vertices
for this amount, and let's just go ahead
and increase it to 22 and see if this works out
and no it doesn't okay. I'll try to increase the
vertice count even more to 28. Let's see if this
does the trick. Yes, now it picks
it up, perfect. That's great. If we have a
look at the top section, we can see that vertices are
being picked off over here. And we still have that
nice lobe that we can use. That is actually quite nice. Let's see if we can make use out of it to walk up the stairs. So let's close down
this window and see if this collision
is set up properly. So we walk up, it seems to
work quite well actually. And yes, that seems to
work really nice actually. So I quite like the way
this is turning out to be. So again, the settings
that I used for this was the number that I used were 28 for the whole
vertices and 45 $350,000 for the
whole precision. If we apply that will
give us the same result. Yes, perfect. Okay. So these
are the numbers that I used. Now I'm going to go ahead
and close this down. We actually have
a lot to work on, but most of them
are flat measures, so we're going to be able
to finish them quite fast. So in the next lesson, we're going to
continue on with that. So thank you so
much for watching, and I'll see the next one.
82. Generating Colisions for Complex Shapes: Okay. Welcome back, Everyone to Blender
free to Unreal engine five Dungeon
modulated bash course. In the last lesson, we left it off by sorting out the stairs, the straight stairs that we
had using the colliders. So we'd be able to
walk on them properly. And in this lesson,
we're going to continue on with setting
up the colliders, and we're going to start off
by getting the colliders properly set up for the stairs the curve stairs that
we have over here. So we're going to
do that by firstly, making sure we have them grouped by holding
shift and clicking G, to make sure we have
them grouped properly. Then we're actually going
to move this area to the side just so we could see how each of them
look separately. I'm seeing that both
of the colliders are actually not
set up properly. Let's go ahead and fix that up. We're going to click on
the stairs and double click on it to go
into the static mesh. Then we're going to go
ahead and click Show and select the imple
collision, like so. We're actually going to delete
the collision and apply a convex decomposition for
this collision as well. So let's make sure
that we have that on with an auto
convex collision, and this will give us this menu. Let's apply to see how the settings would
look like this one. And actually, the default
ones look quite nice. I'm quite surprised by the way, this turned out to
be there might be a bit of an issue
in the middle gap, especially for this area. So let's go ahead
and try those stairs out because I think
that might be okay. The playable character is
actually big enough for this. So let's go ahead and
test it out, actually. I'm going to drag this staircase to the side like
so, and hit play. Now we're going to be able
to test the staircase out and it works
quite well, actually. We're able to stand at
the very top just fine. We're able to jump
on the stairs. We're able to even go underneath the stairs. That's quite nice. But I'm just wondering if
we're able to walk on the side because from what I saw the collider on the side
was quite a bit messy. Okay. But it seems
to work just fine. I think this was the
gap that was talking about the biggest gap seems to be on the
corner of this area. Let me just go ahead and test it out real quick if it works out, and if it does, even if
we're walking slowly, it seems to work just fine. That's perfect, actually. We can bring it back to the place. Since we have a grid lock on, that's actually quite
simple for us to do. Let's go ahead and
position this back in into our staircase
and for the walls, I'm thinking that we
can just make use Yeah, let's go ahead and try to make use out of the collision
generator as well. Let's double click on the walls. And let's start off by expanding this hitting apply with
the default settings, and let's see how
this looks like. Actually, it is trying to keep them separated,
which I really like. But by the looks of it, like it doesn't have
enough vertice. Let's go ahead and increase
this. Let's double that actually, set it to 42, set to max, hit apply and
see how this looks like, and this is not
looking quite nice. This is where the whole
count comes in handy because it's trying to keep up that hole that we
have in the middle. By increasing this
let's get it to a 40, hitting apply, and let's
see how this looks. It's going to give
us this result. So because we're actually having some holes, in the
bricks as well. It's actually trying
to pick those up and giving us
separate measures for the thinking if it's
actually worth keeping this or if it could actually
decrease the whole amount. So I will try lowering the whole amount as
well just because I don't want any sort of weird artifacts in
this area as well. Let me change this to 20
and see how this looks. By hitting a ply, that
might look better. We don't need the whole
vertices to be this hi. I'll change it to 25 actually
and see how this looks. This looks really nice, actually, I quite like
the way this turned out. Let's go ahead and
keep it as is. Let's go ahead and
keep it as is. With a whole count set
to 20 whole ice to 25, it gave us this result, which is actually really nice. Okay. Now we can
hit close and make use of the same values
or the aside as well. So we're going to go
ahead and click on it, click Shift and G.
Make sure we undo it. Now we're going to have the
stairs separated from this. We're going to go
onto the walls. I think it was set to let's try changing it to 20 and
hole count setting it to 30. Let's go ahead and click Apply. And it's going to give
us a nice result. Okay. Perfect. I quite like the way this
turned out, especially, I need to make sure that
the sides are set nicely. I can see that one
vertice is not picking up the edge over here, but I don't think
that's going to cause us any issues whatsoever. We just got to make
sure that we're not having any
issues in between, where we're going
to be walking fast, as well as the front and the back of the brakes of
these areas over here. We're able to just kind
of hit them off properly. But we don't even need
to worry about them either because I'm thinking
that most of the time, we're going to have some pillars at the
front and the back, and that's not going to basically
cause any issue for us. So let's go ahead
and keep it as is. And for the stairs, let's
go ahead and select them, double click on it and hit default to make sure
that they're set as default, it apply, and we're
going to get ourselves some nice results
for the stairs. Worried a little bit
about this edge. I'm thinking that maybe I'll increase it actually
just a little bit, 30 to 22 for the vertices, hit apply the gap now is
much bigger actually. I'm thinking what if I increase
the hole count to eight, apply, see how this looks. Actually making it worse. I'm going to hit
le count to two, It's not giving me the
right kind of results. I'm going to hit the fault because I quite like
the original one. Lower the whole vertices count, and that's not going to give me the right
kind of results. Actually, let's try out the default settings and see
if that's going to cause us any issues because
it's definitely a bigger gap compared
to the previous years. We need to test
them out basically and let's go ahead and
drag this out to the side. Just to see how they look like if they feel right when
we're walking over them, that seems to do it actually
going back and forth. W to test both ends. So just to make sure that
both ends work just fine. Even on this edge
that we had an issue, it seems to be just
fine. I quite like it. Let's go ahead and leave it as I quite like the way
this turned out. Actually, we should
probably try out the stairs using both the walls. So I'm going to bring these two stairs to be close to one another and see how
they have turned out. We can actually test them out and see if they work properly. These stairs work very well. We can actually even
walk on the walls, which is quite nice and we can go up and down the
stairs as well, perfect. That works really
well, actually. Let's go ahead and
make sure that these stairs are
set to the side. And let's not forget
to group them up. I'm going to select the
stairs with the walls, click Control G, to make
sure they're grouped up. Make sure I have the selected, move them to the side as well. Click Control G, and actually
I'll move it to the back. We have some space for the
smaller stairs as well. Let's not forget about them. We're going to make sure
that you're going to be nicely act up like so. Actually, we have just enough
time to finish this off. We're going to continue on
with the pipes as well. We're going to use complex mesh athatic ones in this case, I reckon. Let's go
ahead and do that. Or let's try using Yeah, no, we're definitely
going to need to use because it's such
a complex shape, we can't get rid of
the curved areas, especially for the T shape. So even if we increase the complexity for
this all the way, I reckon it wouldn't even
help us with that much. So instead, what we're going to do is we're
going to simply apply a basic collision as a complex collision
as a basic one. So let's go ahead and do that. And we're going to use for
each and every one of them. There is simply basic meshes, and we don't need to worry
about them too much, so we're going to make use
of the meshes as collisions. I think that will
work just fine. We've got to make sure
that the ring though has some collisions as well. Let's go ahead and select it. Double click on it, have the
collision set as complex. This way, we're able
to actually walk through it properly as well. The T shape for the sewers. We got to make sure
we have that set up as a complex
collision as well, we don't have to worry about
Let's actually try it out. I want to test out these shapes. So let's go ahead
and drag them in, and we're going to hit play just to see how they turn out. So actually, we don't have
any issues walking on them, and I quite like the way this
collision turned out to be. So yeah, we're going
to use them as is. I'm going to hit
Control Z to get my location back to
the original state. And for these ones, we are not meant to
walk through them, so we're going to leave
it as is actually. The rest of the collisions, though, look quite right. So we're going to keep them as proper basic
generated colliders. And even photo doors, actually, they look quite nice. So yeah, that's going
to be it, guys. Thank you so much for watching. And then in the next lesson, we're actually going to be
able to make use out of all of these assets and start
building up our dungeon, which I'm actually
really excited about. So thank you so
much for watching, and I'll see in the next one.
83. Setting up Background Environment: Hello, welcome back, everyone to Blender Free T Reng at five Dungeon Modula
Kit Bash course. In the last lesson, we finished
off by getting ourselves the collisions needed to be
interactable with the player. So now we're actually able
to walk through the arcs properly without much of a
worry, so that's pretty good. But now we actually need
to set up our assets and them up to be actually
used as a part of a level. But before doing
that, I'm thinking that maybe it would
be better to have the entire atmosphere set
up with a nicer sky box and just a nicer kind of a touch or the
overall aesthetics. So we're going to go
ahead and do that. Let's go ahead and start
it off by actually turning off the visualizers
for the collisions. So we're going to go click Show, and we're going to turn
off the collision. So by clicking on
this, we're now back within our proper view. And within it, we're actually
going to start off by changing the atmosphere
for the overall sky box. So the way we're going
to do it is firstly, we're going to minimize the
entire it bash asset folder, so, and underneath
the lighting folder, we have a bunch of settings. So we have directional light, which controls the way the lighting is presented
into our scene. We only have one source
of light for now. We're going to get
more torches not. But for now, we're
going to keep it as is. Then we have exponential fog, which basically gives us a nice type of fog
in the distance. So we'll want to
keep this as well. The rest of it, though,
something like sky atmosphere. We're not going to use that, so we're going to
delete it right away. Let's go ahead and select
it and click Delete. And then the skylight, we're actually going to
make use of it. Since this is what controls our entire environment lighting. So we're going to get some nice ambient
shadows out of it. Without it, we wouldn't be
able to get much use of it. It's a bit hard to show
because I'm actually I think the atmosphere was kind of
mixed up with the skylight. But we're going to make
use of that in the future. So let's go ahead and
leave the skylight as is, and we're going to get more
in detail about it in a bit. And further on, sky sphere. Let me just check what this is. I'm going to click F and actually it's just
a massive sphere, and that is actually useful because we are going
to make use out of it, but not with this material. So what we're going
to do is we're going to go onto our content folder. And we're going to create
a new folder within here. So let's go ahead and
click right click. Let's go ahead and
select folder. And we're actually going
to call this one as sky. So we're going to set
up ourselves a skybox, a real nice skybox
for us to use. So let's double click on it. Now the next thing that we want to do is we're going to get back onto the resource pack
and within a resource pack, we're going to open
up extra folder. Within it, we'll want to find ourselves a night
scene dungeon sky box. So this is the one
that's actually going to be applied onto your sky. So let's go ahead and
make use out of that. So we're going to click and drag and drop it into your
sky folder like so, and it's going to take
some time to import it. It is an eight K resolution, so it takes a bit of time, but it's going to give
us real nice results. Once we're done
with that, though, all we need to do is set up a
material for it to be used. So we're going to right click. We're going to create a material
and call it sky mat so. And we're going to open it up. Going to make this window a little bit smaller,
just like that, and just going to bring the
texture onto the material. Now, what we need to do is
we've got to make sure that we tell this material to be skybox, so we're going to select the material and
underneath the detail tab I'll actually
make this window bigger just so we
can see it easier. We'll need to make sure
that we firstly, actually, let's set up the shading model to be unlit because
we don't want this skybox to have any sort of lighting from our
direction light source. Once we do that, we only have an emissive color
that we can use, and that is because missive
color doesn't use any of the light sources and just gets applied directly
onto the material. So right now, we also need to do additional
setting for it. So I think it's going to be let me just go ahead and go into the search type and
sky and there you go. We need to make sure that
this material is set as sky. So if we take this on, we're going to get a result or how our sky material
is being applied. So basically, it just tells the sky box
that this is a sky, and this is what
needs to be used for our sky default
lit kind of mode. So now we're going to apply
our RGB onto a missive map, and we're now going to get this result, which
is pretty neat. So we can click Control
and S to save this out. And we're going to hit close. And what we're going to do
is select the sky sphere, and we're going to drag the
sky map onto the material, and it's going to
give us this result. It's already pretty nice. I'm actually going to turn off the volemetric clouds for now to see how the
sky box looks like. It's pretty nice, but we need to fix up some certain issues. We're actually going to go onto the texture map because
what we need to do is we've got to make sure
that none of it is being blurred out by default. The let me check the in
game resolution first. So Max in game resolution
is set proper. We always got to make sure that imported and displayed
resolution matches. Otherwise, we lose some
of that resolution. And after that, we
got to make sure that the compression
setting is set to HDR, which it is LOD by set to zero. And the M e settings
is set to unfiltered. So this way, we get the best results out of
the texture map. Now, once we have this, we can go ahead and close, we definitely need to
tweak some values. I think it's too
bright. So we're going to fix that up, I think. So what we can do is actually we can set up the material to be controlled a little
bit better through the material settings itself. Or Raver, we can just
go into the texture, actually lower the brightness,
I think by quite a bit. So let's go ahead and change
up the brightness to 0.1. That's a little bit
too much, I think. But yes, it might be a little
bit too much set it 2.5. I think that's going
to be quite nice. Yeah, that looks much better. So as a sky, I think it's going to look so
much better like this. So now we have a nice sky, we honestly need to get some settings with
the clouds as well. And if we enable them, we have a bizarre look to them because they're meant
to be used with a daylight. And right now, it just looks very bizarre when
it's used like that. So what we're going to do is we're going to get some
settings out of them. But before doing that,
we need to make sure we change up the material
for the cloud. So if we open up, if we go to the
volumetric clouds within the detailed step, we have Cloud material. Right now, it's being used from a default engine material. So what we need to do,
actually, if we hover over, we can see that it is set
from the default engine, and we need to change that, so we're actually
going to go into the folder itself by clicking
on this button over here. If you're not able to
access this folder, what you need to do
is you need to make sure you have show
engine folder enabled. And you can do that by clicking
on this button over here, clicking on settings
and making sure that show engine content and
show plug in content, both of them are ticked
on, and this way, you'll be able to make make the full use of the
engines provided content. But that being said, we don't want to make changes to the original
default material. Instead, what we're going to do is we're going to make
a copy out of it. So we're going to right click and make sure we
click duplicate. And this way, when
we're making changes, we're making sure that none of the changes are being applied on to the clouds that are within
the unreal engine itself. So if we're working on a
different project, for example, it wouldn't cause any
type of issues later on. And instead, so basically, we're going to make a duplicate, and then we're going
to drag it and drop it onto our
content browser. So we're going to
locate it within the left corner, our
content browser, and then by simply dragging and dropping our duplicate
that we just made, we're going to select move. And now we have a cloud
material instance. Actually, let's go ahead and
move it into the sky folder. This way, we're going to have everything
within one place. Now we want to make sure that the polymetric
cloud that we have within or seen is being set
up with the Cloud material, and this way, when we enable it, when we go into it, we
have some control over it. So for example, we can make
it very fluffy looking, but I don't actually want
this to be the case. I think the default was
ten, yet it was ten. We can also have a
base noise scale. So for example, if you
say it from 0.08 to 0.04, we get much chunker clouds. But what we want from this, we do have a lot of
settings that change the way the clouds are
generated within or seen. But the main one that I want to use right now is the
albedo settings. If we enable that because the
clouds are set as additive, once we are actually
lowering the color down, we're going to get a much
different result for them. So if we have a look at it, when we get to a value of zero, it's actually going
to turn pitch black, and if you have a
look at the sky, we do actually have those
clouds still there. But they're covering
up some of the areas, which I think quite nice. But it's actually very
hard to control them. So instead I'm just going to use the value that's
provided over here. And set it to a value of 0.01. Let's try this out or 0.001. Instead, even more, I think. Let's go ahead and
use this as a value. That might be quite right. I'm thinking that maybe okay, I'm going to keep this
as a value of 0.01. Instead, I'm also
going to let me just make sure that
this is set to unlit. I'm going to work. Okay. Let me just go back to the color and
change it up to 0.1, so we could see
what we're doing. Click. And we also have not only options
within the material. We have some options within
the detailed stab as well. So it's only a
couple of options, though, Layer bottom
attitude, layer height, and t start max distance, tracing max distance as well. So we change up
the layer height, we're going to have
a concerting control over how high the clouds are. So I think if we
have it set to max, and then the minimum
is set to forever, I'd say, let's go ahead and
set it back to default. I just want to change, let's go ahead and
change the layer height to be a bit lower. This way, we don't have as
many clouds over this area. And even I'm thinking
that maybe you could, let's go ahead and change the base noise exponential
to be 25, like so. Now we're going to have quite
nicely broken up clouds. That's a little bit
too much, though. Maybe set it to 15. Yeah, that's much better. Now, we're just going
to set this color to be d T to a value of 0.010 Yeah, let's go ahead and
set it to a 0.001, it's going to give
us this result. And let's not forget that
if you have a look at this kind of view and then turn around and
change the view, you'll see that the clouds
actually darken up. And the reason that
happens is because right now we have an exponential
brightness turned on, and in the future, though, we're going to change that up and when it goes
into darker areas, for example, it would kind
of brighten up that area. But right now, it's just
giving us a bit of a mess, especially with the clouds. So we're going to
fix that up later. Now, though we just want kind of basic results of how our
scene is going to look like. And I think we can leave the default volumetic
clouds ice is. And actually, we're
running out of time. So in the next lesson,
we're going to continue on and setting up the environment
overall environment to work with our scene. And we're going to build up a lava ground that we're going to be able
to make use out of. So thank you so much for
watching, and I'll see in a bit.
84. Creating a Lava Base Material: Welcome back, everyone
to Blender Free T on re engine five dungeon
Modula it bash course. And the last lesson we ended up creating a quick sky for us, bringing an atmosphere
into our scene, and now we're actually
going to get ourselves some lava material to be used for the bottom of
our environment. So let's go ahead and do that. We're going to start off by actually going into
the right folder. Right now, we're
in the sky folder. So let's go ahead into
the content folder, and I'm thinking that
we should probably create a lava material
in its own folder, and we can assign
that as V f x folder. Since we're also going to have some fire particles
later on in the future, it'll be just nice
to have all of that within a single folder. So let's go ahead
and create a folder. I call this VFX. And although it's not exactly particles or anything
of the sort, we are going to be using
this folder to create lava. So let's go ahead
and get started. Or this material, we'll
need some lava texture. So let's go ahead and get ourselves the lava
material that we need. And within a resource pack
underneath the Extra, we're going to get ourselves lava texture and lava normals. So let's go ahead and
select both of them, like so, and drag it
into your folder. Once we get that in,
we'll notice that we have a nice lava texture to
use within our set. Now to make proper use, we're going to have to set up ourselves some material for it. So we'll actually start off
by probably creating a shape, a plane for the background. So let's go ahead and
click Add Add basics. Or actually add shapes, and let's select plane. So this way we'll
be able to actually set ourselves some
material that we will be able to straight away C. The size for it is quite
small though for this plane. So let's go ahead and
increase the scale. Before changing
the scale though, I'd like us to lock up the
ratio for the entire mesh. So this way, when we're
changing one scale, one parameter for x, the rest of them will
be changed as well. So right now if we change
it to 100, for example, we'll get a plane straight up to be set to 100 throughout
the entire thing. So I'm thinking that maybe it's just not quite
enough, actually. So that of 100. Let's use 1,000.
Let's try that out. And for now, it'll be good. We can always increase
the scale later on. So I think it's going
to be just fine. Let's make sure that the plane
is set a little bit lower, so I'm just going to lower
the height for it like so. And now we're going
to right click, create a new material, and we can call this
lava mat like so. Let's double click on it. And for now, we're
going to actually, let's go ahead and bring
both of these textures in. But for now we're
only going to make use of the lava texture like so, and we're going to
apply it directly onto the missive color. So if we apply it onto
the emissive color, hit control S, save it. And now, if we were to drag and drop this
material onto our plane, and we'll see that
it's quite large. It's not quite there just yet, so we need to make some
adjustments to it. To begin with, I'd like us to make use out of the
world scale instead of just the UV coordinates for
the material for the plane. So this way, even though
we'd upscale the mesh, we'd be able to
have the same kind of scaling that we had
previously set up. So the way we're going
to do it is we're going to right click and search
for world position. Okay. So by getting ourselves
to this world position, we'll be able to tell the
material to make use out of the world scaling instead of just using the UV coordinates. But the world position
is actually quite large, so we'll have to fix that up. Before doing that, though, the world position is also using X Y and Z to get the
full three dimensional. Scale for our world. So if we have a look, I'm just
going to go to this area. If we have a look at the
bottom right corner over here, we'll notice that we have
x y and z coordinates, and that is basically what is being used within
absolute world position. So to make use out
of just x and y, so we'd be covering the
two coordinates instead. We'll need to mask
out the Z value. And the way we do it is we right click and we search
for component mask. What component mask
allows us to do is it allows us to
mask out the channels, so they wouldn't be able to be used within the
UV coordinates. Otherwise, if we're to just
try to connect it to DVD, we get a error
because we need to make sure we use the float two instead of float free value. And right now because the
world position uses RGB, Or X Y and Z. It tries to apply it
directly on to UVs, which uses just a simple
vector two values. It doesn't work like that. So we need to connect it to the mask component
mask, which by default, it has default values of RG selected and the blue
value for the Z value, digged off, right away, it'll give us some nice results. But if we were to just simply click control S to save it out, it will give us this
really bizarre look. So what is happening
right now is because the scale for the entire world
is actually quite massive, we need to scale it down. So the way we're going to do it, I'm actually going to bring this back a little bit like so. We're going to divide this
entire by a certain value. So we're going to right
click, search for divide, like so, and we're going to
connect this to a value of A. Now we can connect a
float value to a value of or instead because we're not going to be making
use out of this value, we're not going to make
any adjustments to it, we're going to instead
select it and change the constant B to be
a value of thousand. So this entire value is
going to be divided by 1,000 and now if we were to
connect it to the U V value. So we're going to get
this sort of result. So if we were to click
control and S to save it, we're going to get
this sort of a view, which is much nicer
to work with. So we're actually getting some
texture out of our plane. So now if we were to
simply move or plane. It's not actually going to change where the
tucture is located. Even if we were to
scale it up or down, if we have a look at the bottom right corner for the scale, it's actually working and
changing the overall effect. It's not going to
do anything because the V coordinates are being used from the absolute
world position. But of course, that's
not going to be enough for the lava that
we're trying to make. So what we're going to do now is we're actually
going to make it move. And before that, though, I'm thinking that maybe you
should have some control over the scale of lava and actually, Yeah, let's go
ahead and do that. We're going to get ourselves
a different control over it. So right now, it's
being divided by 1,000, but we want to have
further control over it. So what we're going to
do is we're going to have a multiplier
from this value. So we're going to hold and click on a graph to
get a multiplier, and we're going to connect it to the from the divide to
the multiplier like so. Now for the B for
the constant B. We're actually going
to get a parameter. Since we're going to in the end get ourselves
a lava instance, which we're able to control, so we're going to get ourselves
a float value for that. But we want to get
straight away a parameter, so we can do so by holding S on our keyboard and
clicking on the graph. So if we were to do that, we get ourselves a
parameter right away, which is simply a
float value that has been right clicked and
straight up set as parameter. So we can now change this
to be named as scale, like We can apply this
to the multiplier. Now if we were to
change this to a value. Let's say we can change this
to half of that because I think this is still
quite large of a value, quite a bit, quite small in regards to the
texture for the lava. Since we're not
going to get close, we want more detail out of it. We're going
to connect this. Basically, we're
dividing it by half, and now if we were to hit
control es to save it, we're going to get this result, so it's going to
be twice as big. Now, in order to
make the lava move, we're going to make
use of a panter. So if we were to write, click on our graph and search for pan, so to get ourselves a
panter we're able to connector coordinate
data that we have from the world position and
connect it onto the texture. Now if we were to hit
control S to save it, nothing is going to happen actually because we need
to increase the speed. If we were to set the
speed for x, for example, to value 0.1, within the speed within a
pattern parameters. Now if we were to hit
control and S to save it, we're actually going to get
ourselves a movable lava. Now, this doesn't look
quite as nice just yet, but we are going to work on
it just a little bit more. And that's going to
happen though in the next lesson since
we run out of time. We're going to be adding more
detail towards the Slava. Randomized emotion a little bit, overlay the texture with
one another and whatnot, and overall, just get a nicer
detail out of the Slava. So thank you so
much for watching, and I'll see in the next one.
85. Creating Motion for a Lava Material: Okay. Welcome back, Everyone to Blender
free to Real enter Pip Dungeon Modula
it Bash course. And in the last lesson,
we left it off by getting the basic
material for the lava. And in this lesson, we're
going to continue it off the process and get the
material looking even better. So let's go ahead and do that. Or starters, we want to control the speed from our
material instance. So I reckon we can
do that first. And let's go ahead and hit. Let's hold S, and let's
click on material graph. So now we can rename this
parameter and call it speed. Or rap or patter speed. I
think that would be better. We can connect
this to our speed, like so, and we can change
this default value to be. I reckon we can
start it off as 0.1. But that's going to be a quite
a nice result in the end. Now, by default, the material is not going
to look quite as nice I reckon since I think
we need to have a way to control the way
this is being panned out. So I'm thinking instead of just having a gradual
kind of movement, it would be way nicer if
we have this material to be kind of speeding
up and slowing down. So for that, we're going to
make use of a sign optional. So for that, we're going
to make use out of a sign. And what this is is, if I click and search for
sign, we get this option. So from this, we're basically able to
make use out of it to get the graph or the UV panter
to speed up and slow down. But for us to make
use out of it, we need to make
sure we use time. And by connecting it, we'd be able to simply get something that
goes up and down. Based on time for this panner. But now, it would be a little
bit too fast to begin with. I think we can
straightaway open up our multiplier by holding M
and clicking on our graph, we can get ourselves
to multiply graph. Node, and now we can
connect this to A, then the constant for
B would be a 0.1. I think that would
be much better. So we can now
connect it to sine. And this way, it'll just be much kind of a
slower transition. But then the transition
itself is quite harsh. So if we were to
actually add this up with the world position pattern
that we have right now, We can actually do
that right away. So if we were to hold A
and click on a graph, get ourselves A and add node. Now if we were to simply
connect both of these together, the world position that we
had previously onto the sign, and then if we were
to get this onto our panel and click Control S, we'll see the type of result
that we're going to get. So now our lab is going in one direction then slows down
and goes another direction. This is obviously
too much for us. We only one kind of slow and gradual increase for our speed that
we originally had. So we're going to fix that up. So let's go ahead and do that. So the sine outcome that
we get from this result, we have to get
ourselves a multiplier. And for this multiplier, we're connected to
A from the side. And the constant B. I
think we're going to set this to 0.1.
Let's try this out. Let's add this to our graph.
Let's see how this goes. Click control S to see
how this works out, and this is much nicer result. I think this is a
little bit too much still because we only want a gradual change
and this is too much. Actually, let's try 0.01. Let's see how this goes. So now, yes, this
is much better. You can see how the lava kind of speeds up the slows
down a little bit, then speeds up again. This is a much nicer result
that we're getting out of it. So this is quite nice. But obviously, we
don't have a lot of variation within our lava,
everything is repetitive. So we're going to fix that up. And what we're going to do actually is we're
going to duplicate this entire graph by selecting everything that is from time all the way onto your texture. Now if we copy
this entire graph, if we were to just simply make a copy out of it,
selecting all of it. Now if we were to hit
control C and control V, you get a duplicate. We're now going to make
an overlay out of it. And get ourselves
a different look. So we'll start off by changing the panel
speed to begin with, and right now it is set 20.1. We're actually going to
get a multiplier for that. So by holding tapping on the
next to the pander speed, we're going to get this through. Actually, let's just try
using a value of -1.1. Or actually, I do want to
direction because if we were to overlay the negative value
of speed with this level, it's just going to cross with
one another and we're going to lose all this kind of
momentum of the level flowing. What we're going
to do instead is instead of using a negative one, we're going to use a
value of negative 0.5. Negative 0.5, give us the half of the speed going
into the up direction, which, in turn,
will still let us keep that sort of a flow that
we have out of this lava. So that's going
to be quite nice. The next step that I'd like us to do is change up
the scale because right now the scale
that we have for this lava is going
to be quite nice, but we're not going to get
a variation out of it. So instead, what we're
going to do is we're going to get ourselves
a multiplier. And we're going to attach it to the scale that we
have previously. Keep in mind that this
scale is because we duplicated it and has
the same parameter. If I were to change one of them, let's say to ten, the other
one is also going to change. So what's nice about it is that we're going to
be changing it up. Let me just go ahead
and change it to 0.5 x. So both of them are going to be changed and the same goes
applies to the pattern speed. So we're going to have one parameter for the pan speed
as well as for the scale. And they're going
to be controlling both of the of these
texture flows. So that's going
to be quite nice. Now if we were to hit
control and S to save it. And now what we can do
is we're going to be able to apply this
onto our emissiveness. So I think we can now
go ahead and hold. Get ourselves a multiplier and apply this with one another, and let's try it out. Let's go ahead and connect
this to a missive color. Click control and S to save it. And let's see how
this looks like. I think right now because
it's being multiplied, it's not actually going to
give us the nice results because the values are
quite too intense. So what we're going to do is, I think we're going to hold. Lick on the graph and actually, sorry, we're going
to use a clamp. We're going to right
click for clamp, and what this will do is, it'll just make sure that the values from both
of these that are multiplied are going to stick to a value to zero to one
color space, basically. It's not going to be overly exaggerated bright and it's just going to give us a more nicer
control over what we have. It still doesn't
look quite as nice. I think I'm going to change
the speed for it first. The value of the
second one going -0.5, is not quite as nice, actually, I'm going to change
it to a value of 0.1. Let's see how this looks, and maybe it's not
as fast or 0.2. Yeah, this is much
better than the scale. Let's go ahead and change
the multiplier for the scale as well
0.1. Let's try this. And this is a little
bit too much, but we're getting in
the right direction, so that's quite nice. Let's change it to
a value of 0.5. Let's go ahead and try 0.5. That is a much nicer result. But I think it's a
little bit too small, so let's go ahead and
change it to a value 0.3. And this is the type of result
that we're going to get. I think this is much,
much nicer lap lava. Now, what we also need to do is we need to get
more control over the intensity of
this lava because currently it's not
quite as bright. So what we're going to do
is we're going to hold. Get sells a multiplier, hold S. Get sells
a flow parameter. Hold this emissive
intensity density and connect this two or multiplier
and one from clam So now, basically, what
we're getting is, of course, we're not going to get much of control over it. So we're going to set the
default value to one, And I would like to increase to a value of ten. There you go. Get ourselves a really
nice bright lava, which I think looks quite nice. But I do think that the speed
for it is not quite there. Let's go ahead and go
back to the multiplier. I think the value of
0.2 is not quite there. Negative value of 0.1 is
not quite there either. I'm thinking, what if you
said it to a value of 0.1. So it'll be going in
the same direction. I think this is just much nicer. Basically, the entire speed is going to be multiplied by 0.1. So this is always going to be slower than the lava
that's underneath it. And those bigger chunks
are going to make it look like they're
harder to move. So that is definitely going to make this lava look
much, much nicer. Of course, we haven't
had the entire material set up because we still
need to get ourselves the normal map set up as well as get ourselves a roughness values just to bring this lava up
to look more realistic. So we're going to do
that in the next lesson. Thank you so much for watching,
and I'll see it in a bit.
86. Setting up Lava as PBR material: Welcome back, Evon to
Blender free T real engine five Dungeon Modula
kit bash course. In the last lesson, we
left it off by getting some motion within our
material for the lava. And in this lesson, we're
going to continue on with this material and
actually finish it by getting some
normal information, as well as roughness
values onto our lava. So let's go ahead
and get started. So for the roughness values, we're going to want
to basically make use out of the material
that we had previously, out of the color information
for lava and just simply get some shine
in the brighter areas. So the way we're
going to achieve that is we're going to make use of the already existing the final result
for assive color, and we're actually going
to get a lamp value and simply use that to make sure that the overall texture
is not too shiny. So by right clicking
and search for clamp, We're going to connect this overall result that we
had from the emissive color, and now the minimum value
that we're going to use is we're going to set
this to a value of 0.3. This way, it'll make sure that the overall roughness value is never going to reach
the value of zero, which in turn makes
everything look super shiny. So we're just making sure that this overall kind of
value is not there, but it's going to give us a
much nicer result overall. So we're now going to connect this clamped value to
a roughness channel. And if we were to go ahead and click control
an S to save it, where there are darker
patches, basically, we're going to get some
nice roughness values. We're not quite there
just yet, though. It's not quite as visible, and that is because we don't
have the normal map set up. So we need to get that sorted. And the way we're
going to do it is we already have a normal
texture value, but we've got to make sure
that this texture for the normal map is being aligned with the
lava that we have. So what we're going to do is
we're actually going to make use of this UV information
that we already have set up, and we're going to create basically pretty much
the same kind of UV coordinates that we have
for these lava motion. So we're actually
going to need to make a duplicate out
of this normal map. Let's go ahead and
select this normal map, click Control C and click
Control V to make a duplicate. Let's align it with the lava textures
right underneath them. Now what we're going
to do is we're going to connect the pattern
that we had for our lava onto the v coordinates that we have for
this texture map. And we're going to
do this same thing for our other
normal map as well. Now they're going
to be basically identical to what we have
for our lava texture. All we got to do now is simply multiply them both to get
the identical results. So let's go ahead
and hold tap on our material graph and connect both of these
values just like that. So by doing so, we're going
to get a nice result. However, in this case, if
we were to simply connect these two values because they're multiplied
by one another, they're going to give us
an amplified normal p. So the easiest way to fix that is if we were to
just divide this by two, it should give us a nice kind of a result out of our normal p. So let's go ahead
and get a divider. Which is pretty much
the same as if we use a multiply and just
multiply it by 0.5. So it'll just give
us the same result. Anyway, let's go ahead and
have this divided by two, which it already has. So all we need to do now is go ahead and connect
this to a normal value. So I'm just going to move this
out of the way, actually. So basically, we're connecting
this to a normal value. By applying both of
these as multiplied, and then dividing it by two, we're getting sort
of an average kind of normal information
out of these two, and now if we were to hit
control and S to save it out and apply the
shader onto our lava, we're going to get
this sort of result. So I think this is quite nice. And now, obviously,
we need to make sure we get a material
instance out of it. I think we already played
enough with this material. Now what we can do
is close this down and right click on
our lava material, create material instance. We can keep the name as as lava material
underscore instance. Now we're going to
scroll down four or plane while we're at it. We're going to rename this
simple plane by clicking F two on our keyboard and
calling this lava plane. Now we'll be able to
properly have it organized. Now we're going to get ourselves
to lava plane instance onto the material or
where the plane was. Now if we were to open it, we're going to get
some control over R. Material. So firstly,
we can increase the intensity and get a much
brighter result out of it. I don't think we need
this at the moment, keeping it as ten or actually, we can get a higher value. Maybe even as 40. Now, let's keep it as 20. I think this is
quite nice as eight. And the pat speed, if we were to set this 21, we're going to get this
result, which is quite nice, but I don't think
we needed having it as 0.1, maybe 0.2, even. It all depends on the type of load that you want to
have out of your lava. But I think having a
0.1 is just right. Also, we can have the
scale changed up as well, set it to one, set it 2.1, and we have different results. 0.5 is quite nice. Maybe a little bit smaller. We can have a little
bit smaller result 0.8. Six. Yeah, let's go ahead
and keep it as 0.6. Missive intensity set at 20, the pano speed set
is default 0.1, and the scale set 2.6. And we're going to get this
sort of a nice lava flow, which is quite nice. Oh, by the way, if
we're having a look at this sort of a direction because the light direction light
is coming from this area, we can see the type of reflection that
we're going to get, which I think is quite nice. It's going to get
sort of an obsidian, a look that we have
on top of our lava. So I think this definitely makes it a nice kind of result. We also need to make sure that the exponential hide
fog is set properly because right now it
is set to quite dark. So what we're going to do is we're going to make
use out of it, and actually before doing that, I'm thinking about increasing
the scale of this plane But yeah, before that, though, let's go ahead and change
the exponential hide fog because right now it
is set to pitch black. We're going to get this result. And we don't exactly want this. We want to get a
sort of a color that we get from lava to make the
environment look harder. So underneath the exponential hide fog
within a detailed stab, we get a bunch of detail for the exponential fog to have
certain control over it. So right now, all we
need to do though is change the fog in
scattering color, if we were to click on it and change this to an
orange type of a look. Make sure that we
bring up the value. We're going to get a nice
orange type of a look. Which definitely makes the
overall area look way harder. I'm also going to increase the brightness just a
little bit like so. I think this looks quite nice. Actually, let's go
ahead and click Okay. Obviously, we see
where the plane ends. So let's go ahead and
select the plane, and let's increase its value. I'm actually just going to
end up adding 10 to it. So instead of 1,000,
it'll be 10,000. And now it's going to
end with the horizon, so we're not going to see any of the edges for this plane, which is going to be
much much nicer. Okay. So that's going to be it. We now have done the
bottom of our environment, as well as creating some top section of the
environment as well. And now, in the next lesson, we'll be able to actually
start on by designing the overall level using
this kit bash modular kit. So thank you so
much for watching, and I'll see you in a bit.
87. Building a Sewer System: Welcome back, everyone
to Blender free to Unreal Engine five Dungeon
Modula it bash course. In the last lesson, we left
it off by actually setting up our structural parts to
be used for our dungeon. So in this lesson, we're actually going to use them and create ourselves
at an entire level. So let's go ahead
and get started. So we're going to start off by creating ourselves sewer system, and I'm thinking
about building it to the side of our level to where
we have all of our assets, just to make ourselves our
lives a little bit easier. So I reckon we can just
grab this entire platform and actually move it to the side just so we can get
it out of the way. And we're going to just build it on top of the lava over here. So the way we're going
to start building it is if we were to just simply
grab one of the assets, and then while holding old, and grabbing the gizmo and
then dragging it to the side, we're going to make a
duplicate out of that part, and this way, it
allows us to just simply move our asset
to the side like so. Now, if we want to
get a closer look to towards this asset, we can always click F on our keyboard and zoom
into that asset. So for example, if I were
to just fly up real quick, while holding right click, we can move around
within our viewport, and if I were to click, while holding right click, I'm able to fly up, and then click on the asset part of the
asset have it selected. And if you want to get a
closer look towards it, we can always click F just to zoom in right into the asset. So we're going to
use this method to simply build a
level around that. Before doing that, though, I would like us to turn on
the position Snap grad. Before doing that though,
I would like us to turn on a position. Before
doing that though. I would like us to turn on a position Before
doing that though, I would like us to turn
on a grid snap tool, and that's going to be located
on a upper right corner. We use it before we set
it up to 100 units. This time, though,
I would like us to go back to a ten unit mark. This way, we'll have more
control over assets. So if I click W, go into Gizmo and then get it move to move. We'll be able to see that we have a slight kind of a snap, and that is exactly what we want when we're working with
these modular assets. So it's going to just
help us to quickly build up our entire scene.
So let's get started. We already have a base to our
pipe already to the side. So now I'm thinking we can
get the pipes as well, and I'm thinking we can start on with the T shape actually. So let's go ahead and
make use out of that. So I'm going to select
this and hold holding Alt, I'm going to drag it out,
make sure that this piece, the original piece
is going to be left behind, and
then the duplicate. I'm going to move it
to the side like so. Now, if you want to rotate it, we're all We're going to be using a snap
to angle as well. So let's go ahead and make
sure we have that enabled. I personally like to
use different degrees. Instead of just ten, I personally
like to use 15 instead. And the main reason
because of it. Main reason for it is when we
click and rotate it around, it rotates it by 15 degrees. So if you want to have a
complete diagonal kind of asset that's located
within 45 degrees, it's going to help us get that, but we still are able to move it completely 90 degrees just to have kind of a
sideways looking asset. So we're able to move it in a nice snapping
sort of angle way. Using that we'd be able to simply connect the
pipes together. So that's quite nice. And basically, with
those restrictions, we're able to have our assets to be used as a
sort of a building blocks. So it's really easy and
fast to make our scene. So right now, I'm going to use a reference as a
Neil's level from a blender part of the
course and actually set up the entire level just
using those assets. So let's go ahead and
get this started. So to start off, we're going to get a T shape in as a first part
of a sewer system, and we're also going to
extend this as well. So let's go ahead and do that. I'm going to hold make a duplicate out of the
already existing asset. Then click rotates
around in 15 degrees, just so we could get it
90 degrees angle like so. Click W, move to the side
a little bit like so just so we could have the
entire angle aligned. Now I can see it that these two are overlapping
with one another, and they're going to stick
nicely together, like so. And that's already
looking quite nice. But I actually forgot that
we all have rings as well. Which is going to
help us in regards to connecting the pipes too. And for doing that, though, I would like to let you
know that if you're having a slow camera or if
the camera is too fast, we can have some control over it by having a camera
speed adjusted. So if we click on it, we
have a couple of results. Couple of information
that we can make use out of the camera speed scalar, which I personally prefer
to leave it as one. Unless we're working
with a large assets, large scale, like in
space or whatnot, then keeping it as a scalar of 100 or something of that
sort would help you out. In regards to making
the camera way faster. This kind of This kind of works like a
multiplier in sorts, but the most the main
control that you want to adjust is going
to be this one over here. And so for example, if
I have it set to two, it's going to be super slow. It might be helpful
in regards to making some finer tune detail when
we're having a slower camera. But if you're having
it set to six, let's say, we're going to
have a way faster camera. So personally, I'm just going
to keep it as a value of four and just have that help
me to move my camera around. So while holding
right click, again, I'm just going to use WASD
to move the camera around, Q&E up and down. And with that, I'm just
going to select this ring, hold, make a duplicate out of it by dragging
the Gizmo out. And getting it all the
way to the side like so. Clicking F to zoom in to the
review for this entire pipe. Let's fit this in to
the pipe like so. It's going to attach
it like this. Now I'm thinking maybe
it's a little bit too small for what I want to get instead, I'm
just going to click. And scale up this entire thing. But I'm going to click Control Z because I forgot to turn
off the snapping a scaling, so I'm going to go
ahead and do that. And I'm going to make this
just a little bit larger. I think it'll work out much nicer in regards
to our scene. So I'm just making it out to
be a little bit larger in regards to the entire ring so we could get some
thicker edges on the side. I think that'll work way nicer. All right. So now
that we're done with that. Now going to select it. And I'm actually going to use the same exact
scale on all ends. So I'm going to select
where the pipe ends. I can't exactly see
where the seam is. So I'm going to basically place this right in
the middle leg so. That's going to be quite nice. Now I'm going to hold
old to make a duplicate, so we could have the exact
same shape, the scale of it. Now we're going to rotate
it to the side leg so and put one
over here as well. When this pipe is being
connected with the one, the straight one over here. Now, we're basically hiding the seams on where
they're supposed to be. Although if we have
a closer look, It's kind of hard to see, but they're going to be
quite visible otherwise. So it's a nice way of hiding
it because the reason we're doing it is that the sewer pipes have a
lot of noise in them, and it's usually really hard
to hide that kind of a noise unless we're doing some vertex painting or
something of the sort. It's usually easiest
way to hide those is by getting another
mesh or having a certain mesh
that intersts with the topology in this regard
is going to be a ring, and it basically stops the seam. And although we're going to have a certain seam over here. I'll just look like
another part of an object, so that's going
to be quite fine. So we can leave
it as is for now, and I'm actually
thinking that we can bring the shape as well. So I'm going to hold old and
bring it to the other end. In this time, we want to
have it facing it away, so we're going to click,
rotate it around, and we're just going to
rotate it 80 degrees like so. Click circuit position or pipe. Okay. And this will work
quite nicely like so. All right. So now we're just
going to make sure that we have a ring on the side as well. And this is going
to look quite nice. Now we're going to get yet
another t shape over here. But this time, we're just
going to get the first one, old old, bring it out, and we're going to connect
it just like that. This way is going to be
facing the other way, and I think that'll
make it much nicer. I'm thinking we can bring
this straight pipe as well, holding, bringing it to the side or actually,
I'm going to delete it. And I'm going to select a
ring and the straight pipe, and then I'm going to bring
both of them together. Holding old we can basically duplicate
all of the selection, and that includes not
only a single item, but multiple of one
of them as well. So we're going to
get this result. That's quite nice. We
got to make sure we are positioned them
properly though. If we're not seeing the side, we can always turn
off the lighting and we're going to the
upper left corner, we can turn on from
unlit from lit to lit. That's going to turn
off all the lighting, all the shadows and we can
just see how it looks like. Sometimes, I like to
turn on the lit mode in order to just check how the overall shape for
the germ looks like. Once we get this out of the way, let's go ahead and extend
this pipe as well. While holding,
actually, let's make sure that we select both the ring and the side of the pipe, and then while holding old, we're going to drag these two together out so And by the way, when we're working on this,
I know that we're working on the same list as we have our folder that is
with inicitpsh assets. But in the future, we're simply going to drag
all of them out outside of this folder just to keep our level a little
bit more orderly. So that's going to be
in the future, though. I think we can totally
work with that for now and just focus on the
overall design and not worry too much on
the outliner that we have on the side
of our project. So yeah, for now,
we're just going to continue working on
the sewer system, and I'm thinking that
we can probably get the straight With
the ring selected, we're going to drag
them out, like so. And we're going to position them in a way that's going to combine connect both of these
sewer parts together. I think that's going to
be for the sewer system. We're going to get
a ring at the end, just to make sure we I have
a nice end towards it. And for the other parts, the way we're going
to close them down, I think we can make
use of the Yes, we do have some of the kit
ends for the sewer system. So we're going to
actually select both of them because we're going to be using both of them, and now holding old, we're
going to drag them out, make a duplicate out of it, and then simply put it to the side of our
asset or the sewer. Let's click F to zoom in. Now we have two variations of how we can end
our sewer system. I think for this one,
we can end it like so. Just going to put
it in the side. Actually, we can
make it a little bit bigger just so we could fit in nicely within
the acid like so. I think this looks quite nice. Just going to bring it
back a little bit to have more depth
within this part. And I'll make it
even bigger even. Like so. This will
look much nicer. Now that we have a
scale changed up for this part of an
system for the sewer, I'd like to get the same
scale as we use it over here. The way to do it is, otherwise, it'll look a little
bit silly if we have one scale different
to one another. It might look quite
nice actually, but I'd like them to get
to be the same scale. So the way we're going to do it is we're going to
select one of them. Actually, I'll just
bring this back a little bit so we can
see what we're doing. Go to select the one that
we have scale changed. Then we're going to right
click on the scale, and we're going to hit copy. So this will copy the
values for the scale. Then we can go back
onto the upper end, and we're going to right click on the scale and hit paste. This way, we'll
make sure we have the identical a scale that
we're going to be using. So that's going
to be quite nice. Now I'm going to use this
part on this end over here. And we're just
going to finish up our series system just by
getting the ends toted. Let's just make
sure that they're positioned in right
in the middle so. I think that's going
to look quite nice. This system, I want to make
use for this end over here, because in the end, we're going to have some water
flowing out of it, and I think it will
look much nicer coming from this s or maybe Yeah, I'm thinking that
it might actually look nicer with the other part. I'm just going to delete that
and grab the other piece. It's always nice to
experiment around with the pash modular kits, just to see how our
level looks like. Having some creativity over them over the entire
level is quite nice. Yeah, I think this will
look much nicer when we're looking at it from
a different angle. And we're going to finish
off this bit as well. So we're going to we can
use this one over here. Yeah, I think this
will look quite nice. But we have some variation
within our sewer system. Oh, then, now that we're
done with the sewer system, we're now going to
move on by getting some stairs and starting
the dungeon part as well. But that is going to
be in the next lesson. So thank you so
much for watching, and I'll see you in a bit.
88. Building a Staircase and our First Modular Room: Welcome back, bon to
Blender Free T on real engine five dungeon
Modula it Bash course. In the last lesson,
we left it off by creating ourselves a
simple sewer system, and now we're going
to continue on with the dungeon and actually start on by getting some stairs up which leads to the
dungeon part itself. So let's go ahead
and get started. So for this part,
we're going to get ourselves the curved
stairs that we have. Let's go ahead and find
ourselves these curved stairs. So they're going
to be over here. I'm just trying to think which ones would you want to use. And I think these ones
are going to be fine. I'm going to check
if they're connected because we grouped
them up previously, it's going to be quite
nice to use them. Let's go ahead and hold Alt. Try it out to make
a duplicate and move it to the end part
of our sewer system. Let's click F to zoom in. Click to rotate
our object around. And I 90 degrees like so. Yeah, I'm thinking of
a void to connect, just to make sure we have a proper connection that
we don't have any seams. I'm actually going
to go from lit mode to unlit just to see how they connect properly and to see if any of the geometry is
overlapping or whatnot. I'm thinking that we
might actually get away with just having
the stairs like so. We might actually want to make them a little bit
larger actually. So let's go ahead and do that. I'm going to click, make them
quite a bit larger like so. As that would help us get a nicer connection
with our part. Actually, I think we should also include some
pillows on the site as well. That'll help with the seams. But let's go ahead and do that. Let's make sure that
the stairs to are actually starting off
where the sewer ends. I think this will be
quite nice. There you go. I think that will
be a great part. Okay. So we're going to get some pillows for
the ends as well. I'm just going to actually
drag them inwards like so. Maybe we want to drag them
back just a little bit more. Yeah, we're going to have some pillows on the side anyway, we just got to make
sure that the staircase doesn't have any gap. So we're going to have a
nicer looking kind of a mesh. I think this little
work quite well. There you go. Okay, now we're
going to get some pillars. Going to get back
into the lit mode, that'll just help with
the visual presentation. And for the pillar part, I think we can make use
of maybe this part. We also have this type
of pillar as well. I'm trying to figure
out which pillar would be nicer for us to use, and I think this one would
be a nicer one in this case. No, it might be the brick. Yeah, I quite like
the brick one. It doesn't actually
matter which one you use, I don't think because we'd get some nice
results regardless. But personally, I just prefer to keep that
kind of a break look. Since we are coming
from the sewers, we wouldn't want to have any of the pillars on the side because
they're too decorative. So we're going to have
a nicer result if we're going to have some
pillars on the side like so. So by holding old,
I'm just going to make sure drag one out
to the side as well. And we're going to have
nice identical pillars. Now, if we have them both
selected while holding shift, we'll be able to drag
them downwards like so. I think that will
look much nicer. We might even want to drag the entire staircase
downwards well just by one, and that might actually
make it look much nicer. I'm going to select
both of the pillars, drag it back a little bit. So they wouldn't connect to
the sides of the sewers too much and actually drag those both pillars downwards
as well, like so. I'm trying to think if
that's going to look good. Or we have some bricks
going on the top, and I'm thinking that we
can ever hide them up by having a duplicate going
on the top to make the pilus larger by going
them up like this. Which would make a
nice load actually, I might keep this as is. Alternatively, what we
can do is if we were to have both of them
selected, we can click, sorry, and then simply use this blue autogzmo to
scale it upwards like so. We're not going to change the
overall shape of a pillar. We're going to bring it up. The bricks, while doing so we have a slightly
different ratio, but if we were to click
Control and do what we had, The difference in that
change for the scale is so minimal that it's not going to affect the texture
stretching and whatnot. Actually, it's
quite viable to use some scaling during this process just to get the more
desirable result. But honestly, I think that it might be nicer
just to keep them up. So I'll just check actually
from the other side. I don't quite like
that actually. I'll do it the other way. So I'm going to select both of the pillars and I'm
going to click R and scale them up a
little bit like so just so they be covering
the upper ends. Now, since we've done it,
we're going to start by getting the part of dungeon that starts
up with a small room. So we're going to get
ourselves some tiles. So we're going to go
back to our modula kit, and we're going to find ourselves
some nice tiles to use. And I'm thinking we can make
use of these tiles like so. Let's go ahead and select them. Let's click W lick hold old and drag it
out to get a duplicate. We're going to use
free by free tiles. I think that's going
to be quite nice. And now we can just simply drag it out onto our scene like so. Position it closer to
where our entire level is. And we're going to get ourselves a starting point
for the dungeon. So we're going to
have it like so. We're going to actually
position our tiles to be in a way that gets all of these tiles to be under
the steps like so. It's going to drag
it under it like so. So basically, it'll look like the stairs got to
have that extra tile, and I think visually that
looks much nicer to look at. Maybe we want to drag
it upwards like so, or actually it'll keep it as is. Yeah, it looks quite nice. So let's go ahead
and keep it as is. And now we're going to hold, make a duplicate out of it and just simply drag
it to the side. And because the units that they are set up are quite nice. We're able to simply
drag it to the side. And because we're using a
grid step snap set as ten, We're going to get
it to be kind of snapping to the upper side of these tile. So
that's quite nice. We're now going to grab both
of them while holding shift, and we're going to hold old and drag it out
to the side like so. And that's going to create ourselves a six by
six type of room. Now, of course, we
need some walls. We need to decorate
it a little bit. And also, we need to get
some of the pillars as well. So let's grab the previous
ones that we had. Let's hold old,
grab them like so. Let's hold old shift
to grab them both, hold to duplicate it, k to go onto your rotation gizmo and W
to move it to the side, and we're going to grab
them upwards like so. In this case, though, I don't think we need to
have a different scale. What we're going to
do is we're going to go onto the scale
transformation, and we're going to reset the property to
the default value, which will give us the original
scale for these pillars. I think we're going
to make use of that. We actually need to
bring the walls. And see how they look like. Let's go ahead and get
ourselves some walls first. The types of walls that
we're going to use is going to be these two. Actually, we are going to use all these free variations of the walls, I
believe, in this case. Let's go ahead and grab them. Going to hold Alt. Bring
them up out like this, and then drag it to the
side of our dungeon level. Now we can position
them properly. We're going to bring them up, make sure that we have no caps, and we're just going to get a elves with these walls to be positioned in
the right kind of way. So right now, we're going
to grab all these walls, put them to the side like so. And maybe, maybe let's not use this long
wall and instead, let's use a shorter variation
and get two walls instead. I think that will
look much nicer. We're just making
sure that the wall sits on the side, like so. And we just have to make
sure that from the inside, it doesn't have any type of gap. So it doesn't have
anything like so. Just going to drag
it out to the side. And the same for it is going to look quite
nice. That's nice. Okay. We're also going
to make sure we have some bits on the
ends as well as old, make a duplicate,
rotated nine degrees, and now we have a nice side
wall to the end as well. I'm thinking about
just doing it like so. Make it a duplicate,
getting the walls out. And this type of wall
for the ever end, we can actually get a short
variation, I believe. Actually, for this end, we're going to hold
old or the one that's the opposite side and bring
it over here, like so. So now we have a type of a wall that's going to
look nicer in this corner. But we're going to
have a door over here. So we'll have to use different
variation of a wall, and actually let's end it
for now and the next lesson, we'll be able to continue
this off and start playing around with the gaps
for way the doors go in. So thank you so much for
watching, and I'll see in a bit.
89. Creating our first room: Welcome back, everyone to plan the 32 real engine five dungeon
Modula kit bash course. In the last lesson,
we'll throw by creating ourselves
a partial room, and now we're going to
continue on with this and get ourselves a hole for
where the door would go. And also, we're
going to continue on by filling in
this wall as well. So let's go ahead
and get into it. Now, I'm thinking that the walls that we have are
quite large actually. So we're going to actually go back and get ourselves
a small variation. Because I can already see
that location for where the door would go might be a little bit too
small or actually. Let me just let's go ahead and place this wall and
see how this looks like. I'm going to actually this, use the original one instead. I'm just going to
position this at the side of our dngon at
the side of this room. That might actually
look quite nice. We just need to get ourselves an area for where the door goes. Let's go ahead and grab this arc and let's drag
it outwards like so. Now we'll need to decorate it, but we're going to
do that in future, we just need to set
up the entire layout, the design photo level first, and that'll help us to kind of get a nicer design photo level. And then once we're happy
with the overall design, then we can start
decorating it and getting those lanterns photo
level and whatnot, as well as the actual
doors to work. So we're going to get
that sort in a bid. But for now though, let's
make sure that we have all the modular pieces set up in the way that we
exactly want them to be. So I'm trying to think
how this will look like. We actually need some pillars, and let's start off by getting all these pillars to be
in a corner like so. We want to make sure that
the pillars actually have actually go to the
side of the door like so. That might actually look nicer. Let's go ahead and leave it as is and bring it to
the end like so. I think that'll look quite nice. Now for this bid, we want to make a duplicate out of it
and bring it up like so. That might actually work. Let's go ahead and make a
duplicate to the side as well. If we move or arc for the door, That's actually going to fit quite nicely to the side of it. That's actually quite nice. Let's go ahead and
just make sure that it's centered properly. We'd have a very center of the door to be in
between those pillars. I'll just be a nicer symmetry, a much nicer design. It's going to be more
pleasing to the eye. Once we have that, let's just make sure we have a
pillar over here, and we can also probably get a pillar
in the middle like so. I will have a much
nicer kind of a design. And also, because our
exposure is set to automatic, when we get closer
into the darker areas, it actually brightens
up and we can see what's happening
within those shadows. Because our entire level is so bright because
of the lava, we get these dark shadows. But when we go into
the kind a level, when we kind get into
those darker areas, our exposure gets to
be a much higher, which in turn gives us some
much brighter results. But yeah, once we're happy with the overall design
for this room. Let's go ahead and
continue on this process. And this time, let's get
a corridor in as well. I'm thinking we can just make
use of these tiles as well and get some of them to be
duplicated around like so. Yes, I think that's going
to look quite nice. Let's hold old and just
duplicate the entire room. To be just like that. Let's do it a couple
more times. Like so. And then we're going to rotate
this corridor to the side. So we're going to just move
it by duplicating it while holding old and have the corridor to kind
go to the edge of it. Now I'm thinking if
we should have it an extra one or if that's going to look a
little bit too long, and that might actually
be a little bit too much. So what we're going to do is we're going to continue
on with the walls, and I think we're going to extend the side of the corridor with actually just getting another variation of the tiles. Let's go back actually and
go back onto the tiles and just using a single ones. Let's go ahead and
use the free by one in tiles that we have, bring it all the way to
the side of a level, click F. Now let's reposition
this entire thing. We properly set up to
the side of our tiles. So they're going to
work quite nicely, and just going to
have a nice result. And let's make sure we have them in the same kind of height. And by position them
using the gridlock, it's actually quite
simple to get some nice result for the tiles. So I think that's going
to be okay for now. If you want, we can
always extend it using these of tile variations. But for now, let's go
ahead and leave it as is, and let's build up some
walls for this corridor. So let's go ahead and do that. I'm thinking that this time, let's go ahead and use a
different variation of a wall. Let's make sure we use a
wider type of wall lex. And I'm thinking that maybe
we can use a smaller bricks. I'm actually going to get all of these variations
and just going to bring them all by holding old as a duplicate
to the side like so. Then we can decide which type of variation we want to use. Let's go ahead and click
F. Let's reposition them to be added to the side
of our corridor like so. Let's make sure that all of them are set within the same height. So we'll be able to work with them in a much
easier kind of way. And I think that
will be all right. Go ahead and bring them
to the side like so. And now, for this
bit, we're going to actually get ourselves. Let's think if we want to use the largest wall
or the smallest wall. Kind of, yeah, we're going
to have a door on the side. So I think we can start on with the largest variation
of this wall. So let's go ahead and grab the longest variation
of the wall. Hold old make a duplicate out of it and put it on
the side, like so. Now, we can also bring this pillar a little
bit to the side. So could have it. We
have a bit of a gap. Okay. So we're going
to fix this actually. I don't like the way this
pillar is interacting with the corridor and I'd like it
to be a little bit closer. So what we're going to do
is we're going to kind of bring it to the side a
little bit even more, like so. Sural we have a bit of a gap. But if we were to drag
this to the side, we're going to get
really close results. So we're still getting
a bit of a gap. So I'm thinking that
we can just simply extend this wall a little
bit to the side by clicking, and dragging it
sideways out like so. By stretching it out
just a little bit, it's actually going to be just enough not give us any
type of gap on the side. In regards to the
texture stretching, we're still not going to
get any type of difference between the type of textures
that we have over here. Normally, when I do stretching, I try not to overdo it, and usually I try to get a type of texture stretching that's not
going to be visible, and it always depends on the
type of texture you use. But in general, I
just try to make sure that the texture the stretching for it
doesn't go over 1.5. So right now, we're going
to a value of 1.03 0.04, more like and that's going to be giving us a bare minimum of the type of
texture stretching. But if we were to go to a larger value, let's
say, like this one, and I'm going to click G
to go onto the game view, which basically highs
the Gizmo, by the way. So by clicking G,
we're able to kind of visualize our level
in the clear view. And still looking at it, it might be noticeable because we're just focusing on
this type of texture. But looking from the side, it might be not as bad. Again, it all depends on
the type of texture that we're using and a typo
geometrre that we have. But right now, I
think it's because we have so much noise
on these walls. We can't actually go too far into it in regards
to stretching. But going to value of 1.1 is not going to make
much of a difference. But when we're doing
this kind of stretching, we basically want to make
sure we do it as little as possible and Getting it to this value is
not going to make much of a difference when
we're building with this wall. Let's move on with
continuing on with this wall variation time or pillar is going
a bit to the side. Actually we need to fix the
arc that's in the center, and I'm also just going to drag it a little bit
to the side like so. So make sure that our entire pillar or entire arc is centered around where the
door is going to be, it's going to have more of a symmetry in between
those pillars. I'm thinking that
this is going to be quite all right. We
have it like so. We can leave it as is, and now we're going to continue
on with this process and get some of the pillars on the site as well. Let's
go ahead and do that. This time we can try to make
use of the ops as well. Let's go ahead and make
use of these pillars. It's going to hold
old, track this out, and let's see how
this looks like within this area
in the corridor. Because I think in
regards to the pillars, I think they look much nicer when they're placed over here. And so let's go ahead and
have a look how they look. I think they look much nicer. Just make sure if we
don't have any gaps in between the lava
and the floor. We wouldn't have to
see what's underneath. We are going to make some holes
for meshes in the future. But for now, let's go
ahead and just focus on the overall design
of this level. So now we're going to
set up this pillar like. So I'm actually just going
to bring it upwards. Back to the front, and I
think that's going to look much nicer as an
overall design. Yeah. Let's just make sure that it is centered to the
overall brick wall. Now what we're happy with
it we can actually just copy both of them and
bring it to the side. Let's just make sure
that we don't have any gaps in the bottom section. And I think we just need
to bring it to the side, like so, and that'll mix
the issue there you go. This is going to
look much nicer. I'm thinking that maybe we should also bring
this a little bit to the side and just make sure
that it has a nice symmetry. I think otherwise, yeah, it was a little bit
too wide on one end. If we click Control, we can see it was a little
bit to the side. We were just making sure
that the pillars are symmetrical and it's going to
give us much nicer results. So now in regards to this, Let's go ahead and bring the arc for where
the door would go. I'm thinking we can use, yeah, we have some smaller
brick variation, which is actually going
to look quite nice, going to hold old, bring it
to the side and position it in a way that would
give us a nicer result. So over here, like so. And I'm actually thinking yeah I want to have this to
be at the very corner. So we're going to need to
fill in this gap over here. Like this. And I'm
going to copy a pillar. Just to see how it
would look like at the very corner of this door. Okay, so we definitely
need to have another wall, a small wall to
fill in this gap. So we're going to use
this section over here and just fill in
this part like so. That's going to be quite
nice and simple to do. Actually, I'm just going to hide part of the wall
within the pillars. This is not going to be visible and just bring it down like so. That's going to be quite nice. Let's just check that
it fits in perfectly. Yeah, it looks quite nice. But even so, I think, yeah, we'll definitely need to
have a pillar over here. But while doing so, I
don't think we're going to have the position of the door to be in the
right kind of place. So let's just check if it looks symmetrical in
between those pillars, and I believe that it does, so it looks quite nice. Let's go ahead and keep it. And for now, We're
just going to make a duplicate out of this
long wall to the side, Holding old, bringing it
all the way in like so. I actually want to
have the symmetry to be this pillar with this
pillar to be on the same end. And once I'm happy with that, I think we need to cover
this up a little bit. I'm thinking that we can either use this
wall or this wall. Let's check which wall
would look better. And I think yeah this
wall just covers it up, the tiles completely,
the free by free tiles. So that's going
to be quite nice. I'm going to have it on one end first and then make
a duplicate out of it. To go on the outer side as well. Let's go ahead and
do that. This is going to look quite nice. Which got to make sure that
the pillar is there as well and that it is
set in a middle. Because we're using
the gridlock, it's quite simple to do. I think the Gizmo sits at the very corner and just gives us a nice depth for the pillars. I think that's quite
nice. Let's go ahead and make a
duplicate out of these pillars as well as
the wall and just bring it up to the outside
of this wall. So we're kind of done with
this overall corridor. We're going to get ourselves a room on this end
as well and have a staircase that leads up to the outer section,
part of the dungeon. But we're going to continue on with this
on the next lesson. So thank you so
much for watching, and I'll see you in a bit.
90. Creating the library room: Welcome back on to Blender Free ten Real engine five dngon
Modula Kit bash course. In the last lesson,
we left it off by basically completing
the entire corridor. And in this lesson, we're
actually going to set up an area over here. It's kind of large room, we're going to use as
a way to break off this kind of a level that has a more or less narrow
kind of a path. So we're going to go ahead
and get this started. So I think for the floor, we're actually going to use
this material over here. And that is going to
work for our level. And I'm thinking that maybe we could just start on
with the largest one and then get back if we need any of
the smaller pieces. Let's go ahead and hold.
Make a duplicate out of it, drag it all the way
to the side like so. F. Then kind of reposition it in the same elevation
that we had the tiles. Since it is on the same floor. I want to keep the overall flat surface
for the entire ground. It'll just make
it look nicer for whenever we have a different
type of elevation. For example, I go from sewers, later on, goes from
this corridor upwards. It'll just look much
nicer if we have the same kind of height for this room as we have
for the corridor. So in that saying that I'm going to set this
area up like so. Then I'm going to hold old and try try to make a larger
room in this area. But now that I look at
it, it obviously seems to be that this tile is a
little bit too large. I want to have the room
to be in the same kind of with as the end
of this corridor. So in order for us to do that, we'll have to get
ourselves another piece. But before doing that, though, I'd like to just make a
duplicate to the end, like so. And just kind of position
it so we'd have a nice ale. Again, I'm clicking G
to go into game view and hide the
selection as well as the Gizmo and just see
how this looks like. We might need to
bring it to the side. Nope, this looks. Actually,
this looks quite right. So let's go ahead and keep it. Now we'll want to also we want to make sure that
we don't leave a gap. So we definitely need to
whenever we're working with this kind of assets or
any of the level design, we got to make sure
that we constantly rotate our angle for the camera. We definitely don't want to work in a two dimensional
kind of a view. Otherwise, when we go
from a different angle, we see a different
kind of result, a different perspective that would show our level
in a different light. And sometimes we get to see a different kind of result that is not exactly
what we're getting at. So right now, for
example, I had a gap, and I wouldn't have noticed if I wouldn't have been
rotating my angle around. So that is why often when
I'm working with levels, I kind of just look like I'm being really
finicky and just turning around my
camera all the time and just kind of funneling
around with that. But in reality, I'm
just trying to get a better grasp of the overall three
dimensional kind of design for the level. So anyway, once I have these
massive aisles sorted. I'm now going to get the
smaller ones as well. And actually, what I'm
going to do is I'm going to click F to go
back under the tile, and I'm going to right click
on the location, click Copy. And this way weigh in, we go and select the tile, click F to zoom in. We're going to select
the tile that we want. I'm going to make a
duplicate out of it, holding Alt, making a duplicate,
bringing it to the side. Now we can just simply
go to the location, click right click, click paste, and that'll just bring it to the side to the exact location
of where our tile was. All we have got to
do is just click F to relocate our camera, and now we can just
put it to the side. I think that's going to
work quite nice actually. I'm going to check if
we have more variation. I'm trying to think that it might it's going to look
quite nice actually. We don't need to worry about it. We might even try
using this one. I want to see how this
would look like actually, let me check if we can make a nice connection
in regards to side. Let's going to leave a gap. So we'll definitely need the
stripe on the end anyway. Let's go ahead and
just go back to the longer stripe that we had and make a simple
duplicate out of it. I'm thinking that this
might look quite all right. Okay. We might even want to
rotate the one in the middle. This will give us a nicer kind of variation in
between those rocks. And now that we have it like so, we can wrap both of them and
drag it to the side like so. So I think that'll
look quite alright. Yes, because the rocks have
so much texture to them, it's quite hard to
notice the seams. And I think when we're not even focused on the base
of the terrain, we don't even notice that they are being built
from different Assets. So I think that's
going to look quite nice. We now have a nice kind
of a room to work with, and I'm thinking that
maybe we even want to extend it to the very end
of this area as well. Just trying to think if
that's going to look nice. And I think I'm just going
to grab yet another stripe, going to rotate it 90 degrees like so bring it to the side, and I want to have a room that just goes from this
wall end as well. I think that'll just help
me get this sort of result. So I think that is
much, much nicer. Let's go ahead and
do that. Now, for this end, we don't have it. We're not able to
complete it on. So let's go back onto
the tiles. Let's see. I'm just going to make
sure I click on a tile wise when we selected the base and just zoomed out my camera. And let's grab a
smaller variation. If it is or that, I'm not sure which one it would work better. So let's grab both of them actually and just
bring it to the side. Actually, I'm just going to
based on the value that we had previously click
F to get my camera. Now we have it positioned in the same kind
of ground level. And actually, I'm just going to grab both of them
to the side like so to make sure they're
all overlapping wise they're giving us some
weird glitchy results. Let's delete the high
one and see which one we're actually able to
make use of and actually, The one that was right under in regards to the size was the one that
we're going to use. And so we're going to have
this kind of a nice room. I think this looks quite nice. Now we're going to
start on with walls. So obviously, we want to
kind of break them apart, and we don't want them
to be just consistent, seamless kind of walls
that we have here. So what I'm thinking of doing, actually, I'll just go
ahead and delete this. This was getting
kind of in a way. You always delete
them and bring them back from the asset
pack that we have. I'm just going to grab
the largest wall, put it to the nine degrees,
bring it to the side. Make sure it's set to
the same kind of a way that we have this of a wall and bring it
to the side like so. And now I'm thinking Maybe we should break it apart
a little bit more. Right now, I want to have a
pillar right in the middle. That'll just make sure that the room is being kept
somewhat symmetrical, but at the same time it
has some nine decorations. So what I'm going to do
actually before that, though. Thinking that maybe, Maybe we should have some
additional detail. Okay. What we're going
to do is we're actually going to get some of the
smaller walls instead. And I'm thinking
we could just grab a wall that's from the
side of this room, bring it to the end like
so, then to the side. And we're going to delete
this larger wall like so. Now I'm thinking maybe that'll
fit just quite enough. And that might actually work. Yes. Okay. This will
look quite nice. Let's just make sure we
grab ourselves the pillar just so we could know
where the wall would end, and I'm thinking just grabbing any type of a pillow like so, making a duplicate, putting it at the very center like so. Actually, I want to make sure that it is centered
with the pillow. So what I'm going to do, I'm going to position the side of it to the end of this pillar, and now when I like my position, I'm just going to bring it
back to the middle like so. I'm thinking that maybe we should have it positioned
in the middle. I think this will
work quite nice. We can always readjust it later. But right now, we just want to make sure that these
are set properly. So let's go ahead
and bring these both the pillar and
the wall to the side. And I'm thinking
if we should use a figer pillar for
the end or not. And that might actually
not be needed. I think the smaller pillar
will be quite nice. It all depends on how it
would look like on the side. Actually, if I just
set it to lit, put my camera in the room, we can see the way this looks, and that might actually
look quite right. I might even want to
actually turn down the lava now I think about
it since it is quite bright, but actually, it doesn't
bother me too much, but if you'd like,
we can always go into the lava material
material instance. Turn down the
emission intensity, set to one, for example. And because it's set
to one, our camera, the exposure that
we had previously, is going to give us
some nicer results. So we're not going to have
as dark as the shadows. When we're working
with this level because of the auto exposure. But, honestly, I like to really bright love
that we had previously. So I'm going to set
this back to 20, and I don't mind working
with these hard shadows. So yeah, let's
continue working on. And right now, we
have this pillar on the end, which
are quite like. We can probably get a large wall end over here as well.
So I'm actually going to I don't like the
walls, actually, because we have some smaller
brick detail over here and they're going to kind of interact with
this detail as well. And when we're
inside of the room, it's just not going
to have a nice sort of detail that we're
trying to get. Instead, I'm actually
going to deletes, grab a duplicate out
of this wall and replace our walls like so because they're more or
less the same variation. They're going to fit quite
nicely within this area. I think that'll look much
nicer in regards to that. We just got to make sure
we set it in a way, that'll be just right in the
middle or actually, sorry. Let's just position this wall to be in the same
location to a wall. And then we can drag this
out the ends of this wall. The sides of the pillars, and we're going to
get this result. I think this will look much nicer in regards
to how the wall, the overall shape of it
is being broken down. Now we're going to
get the large wall from the side of the corridor, make a duplicate out of it, put it to the side, and
just connect it like so. Of course, we want to make
sure that the pillar, It is being to the side as well. We don't have any gaps, so let's go ahead and
cover them up. Now what we're going to do
is just we're going to grab the pillar and the side of the wall and make a
duplicate out of it like so. So now we're going to have just a single pillar, actually, I'm going to click Control Z
to undo my duplication and just bring it back
to the side because I realized that there's
going to be a gap otherwise. I think that will look much
nicer if we have it like so. Yeah, that'll definitely
look much, much nicer. I quite like the way
this turned out. Of course, we still need
the walls over here. So let's go ahead and
quickly finish this up. We're going to grab actually just this pillar and
this wall over here, bring it to the side like so. And I'm thinking
because we're going to have a wall door over here, we need to make we could just duplicate it
and have it like this. But we could get even more
detail out of this area. So what I'm thinking of doing
is going to grab these two, the pillar and a small wall and bring it to
the side like so. And I think that'll
look much nicer. Actually, we're going to
get the state on the end, like so 180 degrees,
bring it to the side. Because this pillar has some
nice variation on the ends. Look quite nice when it's going to be positioned
in this area, I think. Let's just make
sure that the wall is set in the same way. This long wall is also set up. I'm actually going to
bring this wall all the way back position it in a way that will just make sure that the wall
doesn't have any gaps. So this will look quite nice. Let's put it to the side. Now that I look at
it, I realize that these walls should
actually be taken down a little bit to have the same height as
all the other walls. Let's go ahead and bring them down a little
bit by one, like so. And even this one
over here, actually. I'll just check in
regards to the walls. This will be the right height. So if we have the height
that's a little bit different. We can just look
it from the side and see if they're
actually positioned properly and just drag them
down using the grade lock. If we want to have
even more accuracy, we can always go and
minimize the viewport to go and see the sides as
well as the top views, and then let's say we want
to get the right angle view. We can zoom out within it and using our right
mouse pattern, we can kind of position
our angle to the camera to the side and see if
all the walls are kind of aligning to one
another from the side. If one of them would be
sticking out, for example, we can always grab them and
kind of bring them down, but right now from
the looks of it, all the angles of these
walls are looking proper. So I think that's quite nice. We can always see in four views to be honest
and just grab one of them, for example, and see the highlight version
on the side frame. And then by looking at it, we can just kind of compare the walls when they're
going from the side. So if we want to look
from another angle, for example, from the back,
we can do so as well. If we don't have the
view set properly, all we need to do is
make sure we have a selected object
within a level. And then if we have our viewport selected by
just having a right click, we can click F and
kind of reposition the angle to be focused
on that exact asset. This way, we can just check
that two balls are set up properly in the right kind of an angle in the right height, and we're going to get more consistency out of this level. I think that's going to be much nicer to work with anyways. Now that we have these
angles, like so. Also going to get
ourselves this wall and just kind of fill
in the final gap. So let's go ahead and do that. Rotated nine degrees,
fill it in like so. And we're pretty much
done with this room. Just make sure that it is
positioned properly as well, at the right kind
of angle, like so. I'm actually going to want to bring this entire pillar
to the back, like so. That way, we'll have a
proper setup for this angle. And also, let's make
sure that this is a. Okay. This is perfect. This is going to be
just the right angle. And let's make sure that
the door is, of course, repositioned to the
center of this gap. So that we'll be happy with this overall design.
In the next level. In the next lesson, we're
going to continue this off, and we're going to bring our stairs and get our
level onto on our floor. So thank you so
much for watching, and I'll see you in a bit.
91. Changing the main viewpoint: Welcome back, Everyone to
Blender fret Real Engine five dngone Modula
Kit Bash course. In the last lesson, we
left it off by completing ourselves a room that
is next to corridor. And this time,
we're going to get some elevation and continue
on with the level and actually get some
additional floors in. So let's get started. We got ourselves a nice corridor
at the end of this area. And now I think we can have some stairs for
this area as well. So I'm trying to think that we probably don't want to have it at the very end of this
corner of our corridor. So what we're going
to do is actually, we're going to grab
ourselves a wall, as well as the pillar over here. We're going to hold Alt. And actually, instead
of holding Alt, we're going to I
believe we can use just Control W or sorry, control D to make a
duplicate out of it. And then this way, it should be in more or less
the same area. It does give it off in
a bit kind of offset, so it wouldn't kind of
overlay with one another. But once we put it in the
same area, we can click. And then just rotate it
from this angle like so, and this way we'll get in with
the same kind of position. We're also just going to grab the pillar because it is the duplicate and just going to put it off to the side like so. So now we have an
area where we can have ourselves a nice staircase. But I'm thinking, maybe this wall is a little
bit too big for us. Actually, now that I
have a look at it. I was trying to just have
kind of a same corner. And now that I look at it, it actually doesn't
look that good. So what we're going
to do is we're going to delete this
wall and instead, we're going to grab a smaller one that's
to the side of us. And we're going to
make use out of that instead. Let's
go ahead and do that. We're just going to hold old, make a duplicate
out of it like so. Let's make sure that
we are putting it on the very edge of
this kind of a tile. This way, we're able to
have it nicely placed, and I'm going to
click G to make sure there's no highlight
while at the same time, we're checking for the
gaps that we have. There is a bit of a gap, but that's obviously because we have some tiles with
some extra gaps and that just brings up
with the environment makes it look nicer overall, and In general, we
just kind of get reminded that we are above this massive place of
a lava environment. So that's quite nice. Let's go ahead and just move
a little bit to the side, so I'm trying to think
if I want this pillar to be identical to
this area over here. But it all actually depends on how we're going to
set up our staircase. So let's bring ourselves a staircase first and
see how this goes. And for now, we have
this variation. I'm trying to think if
we're going to have the exact same staircase or not or if we need to actually get it to be to a
different sides. So This is actually going to be the same
staircase, I believe. It's going to the side like so. Let's go ahead and grab
this entire staircase and make a duplicate
out of it, like so. Now, we're just going to drag it out to the side of our
level just like that. Let's make sure we get
it to be 90 degrees, end of the stairs would
be perfectly aligning. Actually, I did make a mistake. It turned out that it
was going the wrong way. So we need to go
the way instead. Instead of what we're going
to do is if we click Delete, Oh, I just made a mistake. If click Delete and click. It'll just make sure de I'll delete this
entire reference list. This is because we
have it grouped up. So it tries to kind
of warn us if we're trying to delete
all of the assets from within that group list. And in this case,
that was the case, so everything was totally fine. And now we're going to grab
this staircase instead, and we're going to set it up so it'd be
going the other way. So that's going
to be quite nice. Let's make sure we just
grab it up like so. Let's click F to
reposition our camera. Put it to the side of
the view, like so. And let's rotated 90 degrees. This is going to look so much nicer because we're going to have multiple elevations
throughout the level, it's going to be very nice. So quite like this
overall design. Of course, we are trying to recreate the blender
overall environment. So I'll be able to show off
all the ways which you can use tools with an
unreal engine to just build on your level
using the modular kit. This is going to be quite nice. And now I'm trying to see if the stairs are actually going
inwards too much as it is. I'm going to grab it up and maybe try going up
even once more, going to check how
these n bits look. I think they look
quite right, actually. I quite like the
way it turned out. It doesn't have too much of
a gap, but at the same time, it has some elevation, so
that's going to be quite nice. Now, let's try and see
how this entire area is going to look in regards to the position of the
overall staircase. We can also, what we can
do is we can just click on the top right corner and go onto the top view,
which is over here. By the way, just
letting you know, if you if you don't see
the right kind of view, we can always click
on those buttons over here and change our views. So, for example,
this is a top view, we can change it to
bottom if you so desire, and we can get a
completely different view on this area. So
that's quite nice. Also, if you want,
we can change it from wireframe to be lit, and that way we'll be able to
see our exact environment. So that is also quite nice. And of course, we can
maximize this entire field. Click F to get our viewport to be position
over our selection, in which case was the staircase. And now because of it,
we're able to kind of tell the overall design from the top view and
see how this looks. And actually, just
by looking out this view, as I said before, because if you're looking
from different perspectives, you'll be able to see a level
in different kind of view. I can see that this is actually
a little bit too far off. I need to bring it a
little bit back in, like so because otherwise
they add a small gap, so that is totally fine, and it's easy to fix. Otherwise, than that, we
have some overlay over here, and I'm trying to
think if that's going to be all right because we're going to have some I think decorations over
here like as rocks. So I think that is
totally going to be okay. Then let's think of
in regards to this. And I think we want
the staircase to be a little bit more
outwards like so. Even to this position, actually, I want to kind of align it to the bottom of this corridor. So because when
we're going to be building a room over here, we'll be able to kind
of get it laid out in a way that it
wouldn't overlap this bottom section over here. So that's what
we're trying to do. And I think by having it
just a little bit further, like so, I think this
will be perfect. Yes, this will look quite nice. So we can keep it as this. We can now go ahead
and exit this view by clicking on the stop
upright icon over here. And now we're going to go back
onto our perspective view because the top view
was orthographic view. We don't have obviously any
perspective to work with. You saw the lava as well as
glitching out and whatnot, and that is because
the orthographic view definitely has some
viewport issues, and it gives you a
different perspective that helps you build, but you don't want to just stick with orthographic view purely. So let's go ahead and
stick these stairs in. Now I'm thinking that I see that the pillars are actually
sticking through the staircase, so we can even
lower the staircase and let's check how this looks. Maybe it's not looking too bad. Let me just think about
it for a second if we want this to
be in this shape. Actually, maybe we're
going to leave it as this. We had another solution
where we could have just increase this pillar. But of course, it's
going to give us a different elevation in
comparison to the rest. Maybe that might be okay. I'll just try to consider
this as Now to look at it, there is another
wall that I missed, which needed to take
it down a little bit. And actually, all of these walls seem to be a little
bit too high. So let's go ahead and just drag it down because we do want some bit of gaps
leftover over here, and the same goes for
this wall is well. Now we have a nice
kind of elevation. Let's go ahead and finish
off this wall as well because we need to make
it look quite nice. We're going to get ourselves the largest walls that we had, which happens to be
from this side over here and just going
to turn 90 degrees, pick to the side like so, and then see if that
actually fits or if we need another pillar to use, and we actually get away with just not using
too many pillars. I'll try actually setting it
up another pillar over here, as far as I can, but not
too much so we could have some gap in between
over here, these parts. I think this is going
to look quite nice. Now, I'm trying to
think if I need another pillar or if I can
get away with if we can just get away with getting these walls to be
a little bit to the side maybe we can we can actually even check how
the entire scene looks. In order to check
the entire scene, we haven't actually
done that just yet. We can bring our star player, in two door level. So let's go ahead and find
ourselves to start player. I'm not quite sure
where I placed him. I think I had him
somewhere over here. Yes. If we can find it, we can always just
search for a player, and that'll give
us a player start. Once we select it,
we can click F and I'll just um in
onto our character. So once we have this character, I'm just going to
place it in our level, and just to get an idea of the overall design and
how this looks like, and if we can actually walk
up the stairs and whatnot, just to make sure that
everything is properly aligned. So make sure that it
is within the wall. Otherwise, it says bad
size, as you can see there. Another reason why I
could say the bad size is maybe if we have, for example, something in between
those walls, and the entire mesh would have just a massive solid collider. I would try to put it
within that collider, and it would say
it as a bad size. So we don't want this to happen. Make sure that if you have At issue, you either grab the character outwards
or check the collisions. Another reason for why the
collider can be in bad size, especially if you're
just trying to drag it around and you're
not able to fix it, maybe it might be because the sky box that we have over here, it might sometimes have
itself a collision as well, especially if you're
not making use out of the sphere that
we had previously, which was already set up for us. If we have it set up as a kind of let's put it in a cylinder
so to be easier to explain. If you have it just
set up as a simple kind of cylinder, and if I just were to expand this
to be massive, it'll straightaway
try to say bad size. And now, if we move it around, we're not going to see it and we will wonder what is going on. So if we have a massive object, and that's going that is going to have a
massive collider, and we're not going
to be able to see the two sided mesh
because by default, the geometry that unreal uses as only one sided just
to help with optomzation. But anyway, what that would mean is that we'd
have a massive mesh, and in order to fix
it with ever deletes, or if we try to use
it as a skybox, and we still want
to use our own kind of BA box or sphere or whatever, we could go into the mesh
itself, search for collision. And then when underneath the
collision presets we'd go on to setting it up
as no collision. Once we do that, we could just slightly move it to make
sure it gets updated, and that'll just fix the issue. So this way, we'd be able to use our own geometry as a sky box. I'm going to go ahead
and just delete this, so we wouldn't get
this in the way. Anyway, we can use that
as a sort of a way to fix our issue when we're
placing our star character. So I'm going to go
ahead and click play. It's going to spawn me in the area where I place
that star player. And now I'm going to test out
how these stairs look like, and if they're going to
look good within our scene. So already, I can see
that it looks quite nice. We do have some nice
design over it. We have a nice height for the
overall doors and whatnot. Just making sure
that I'm not placing them too much in into the floor because we can see that we're placing them
a little bit inwards, and because of that,
the floor might be the overall arc might
be a little bit too small. We're going to check that out in the future though
in a bit once we start playing around with
the decorations and getting the arcs in and the doors
in as well in the future. But that's going to just be once we're done with
the overall level design. But now, we're just
going to make sure that it looks like it's tall enough that once we add in the door and once we
add in the frame, the character that we use is going to be able
to fit through. So once we're happy with that, I'm just going to go ahead and actually now
looking at the time, we don't have enough time to
finish off the first room. So let's go ahead and
end this lesson here. And in the next lesson,
we're going to continue off this level and actually start by building it up
onto the next level. So thank you so much for
watching, and I'll see in a bin.
92. Starting the armory room: Welcome back, everyone
to Blender fret on Real engine five dungeon
Modula Kit Bash course. In the last lesson, we left
it off by only getting the staircase done and
some of the wall as well. And we talked a little bit about the player
start character. So now we're actually
going to start on our upper floor and actually get the design out
of the way first. So we're going to start off by getting some tiles
out of the way. And I feel we can just make use of these tiles that
we had previously. So let's go ahead and grab
them upwards like so, and we're going to
move them to the side. Actually, I moved it
a little bit too far. That's okay. We can always
bring that back in together. And now I'm thinking that we
can probably just set it up in a way that would be right in the middle
of the staircase. Something like that, obviously, we want to bring them forwards, and I'm thinking that we can also take it a little
bit downwards like so. So the front of the stairs is going to be going
inwards like so. So when I'm checking this,
I'm only worried about the overall kind of slabs that they interact
with one another. I'm thinking if this is going
to be a good choice for the design or if we can just
get away with doing this. Maybe we want to get away
with doing this actually. Now I think about it, even bringing this entire thing back, so they wouldn't overlap
too much. In this case. So we'd have a more kind
of steady looking design, and I'm also thinking that
maybe just maybe checking the This actually looks all right. I quite like the
way they interact the slaps interact
with one or another. So let's go ahead and
leave them as is. And actually, the next step
is to get some pillars out. So I'm thinking that either
we can use these or these, but we haven't used the
larger brick type of pillars, and we could probably
make use out of them. So I'm going to go ahead
and grab them right away. Even actually, I'm going
to delete them and grab the pillars that we had at the very start of the staircase, because it's going to be more
or less the same distance to what we have right. Now we can just bring
the same couple of them into the side, like so holding shift, I select both of them,
then holding old strike them out and putting them onto the staircase
front like so. Let me just check if they
actually look quite nice. We might actually need to bring them up a
little bit further. I will check actually because
I now remember that yes, the scale for them, it was
a little bit different. What we're going to do is
we're going to copy the scale, and we're going to paste the scale onto these
stairs as well. Let's go ahead and do
that. Select those stairs. Click click paste,
they're going to be much larger stairs,
which are quite like. I think this is going
to look much nicer as well as it'll have
the safe consistency, it'll be much nicer
to work with. So after checking them out. Actually, let me think if we do want that kind of the
case to be the case, maybe at the very start, having a larger staircase, and then having some My
staircase would be just as nice. But looking now at it, yes, we definitely want
to have larger stairs. I think it'll look
much, much nicer. That being said, though, now we have to fix
up these pillars, and that is totally okay. We always have to
make some iterations. We always have to
look into how to make the level look much nicer. So obviously, we're not going
to have the same height, but that might actually
be totally okay. I'm going to grab
both these pillars and just bring up
the height like so. Then check if these pillars actually are going
to still look nice. If the textures don't
stretch out too much, I'm going to click lit. That's actually a
little bit hard to see, I think, especially
in the video, but we can see some
variation in texture, the overall texture,
and it still looks pretty nice as a whole. It might be better
to just view it with the normal maps
because the bumps definitely bring out
the overall texture. I think that actually
looks quite nice. Okay. I do want the ornaments
to be on the side though, because as you can
see the pillars that they have some ornaments on the side and the other side, these curves don't have any. What we're going to
do is we're going to grab both of them actually, and let's actually grab one of them each and rotate
them individually, might be just easier
for us to do. Of course, we need
to readjust the overall and of a
design that we have. That might be okay. We want to make
sure that we don't have any of the walls taken out. And now I'm checking that
we had it stretched out. Let's go ahead and squish
it back in like so, and I think this
looks much nice. Also with the broken
overall shape. Looking from this kind of view, especially, we can see
that it looks really nice. Actually, we can even
press play and see how this overall kind of a
staircase would look like. I think it does fit quite nicely the overall
kind of a design. Let's go ahead and
leave it as is. Let's bring these two pillars
to the side, just like so, and make sure we set them up to be at the front of the staircase just so we could have a nice
kind of design as well. And to hide some of those seams that we get from the staircase. Okay, this looks
much nicer already. And now we're going to make sure just to build up the room, going to hold old,
drag it to the side. Obviously, because we're using
snapping mode to the grid, it's going to be nicely
snapped up together. So holding shift, We're going to select one and drag it
to the side like so, to get ourselves a
small square room at the very top, like so. And the next step, I'm thinking that we can get ourselves a
staircase leading down. And then I'm trying to think
how to break off the walls. And let's start off
with the staircase. We just want to make sure we
end off this room nicely. So let's go ahead and do that. We have a wall over here. I'm trying to think if we
can just make use of it. For this area, though, I think we should
use larger walls. Let's go ahead and
actually delete the walls that we
had previously. And I'm thinking that maybe we should we
should be able to just make a duplicate out of this large wall and
get it onto our area. So let's go ahead and
do that actually. I'm just going to grab a larger
wall and a smaller wall. And I think for now, that'll be more than enough
for what we're trying to do. Actually, both of
them are large. So I didn't want to do that. I'll check this wall. I think,
this is a smaller wall, so we can grab these
couple of walls, and this is the same
height as this. Okay. So I'm going to grab
this corner over here. Just grab it to
the side like so, and even actually grab it with
the entire corner like so. Why not might as well makes our lives a
little bit easier. When we're setting up
this overall design. Now I'm thinking that maybe we probably want it to be
on this edge over here. So we can probably
rotate this around like so, get it to the side. And if you want
it to be flipped, I'm thinking that evil
we could make the wall to go double way
or alternatively, by simply grabbing these individually and pulling
them inwards like so. We can get a nice result. I'll just put this
pillar actually in the same location that I
have this pillar over here, make sure they are
aligned, or even I'm just might as
well just delete it straight away and just
reposition it myself like so. It'll be just in the
same height as well as aligned horizontally like so. We just to make sure that the axis is going to be
set up nicely as well. This will be quite nice. Is going to pull this wall
a little bit to the side, make it go up a little bit. This was a little bit too low, and now we have a nice wall, and now we can finally get ourselves a larger
wall in as well. So maybe a little bit. More inwards, actually
even there you go. And I think this does
it make a nice square? We can even bring this
inwards even more even more actually put Let's might as well put it
on the very middle. And now we can have it like so. I'm now thinking that maybe
this wall needs to go a little bit to the
center more like so. Now this will look like
a very nice corner. I think I quite
like this design. We just got to make sure we
set up these walls properly. And what I mean by that is we need to make sure
that these walls are actually set up in a way that let me just have a look
at these ones over here. Yeah, okay. I don't really want to use any pills on this side. So one way of going
around it is if we have a pillar on the other end just to see where it should end. We can just get this
wall inwards, like so. Make sure it doesn't go from
the side of the pillar and then make a duplicate out of it. And connect them like so. If I click G, just to hide
the highlighted areas, we can check how this
wall looks like, and we don't even see the seam unless we get
really, really close sufing. That is going to be totally
okay in this regard. Now, let's go ahead and get the same kind of wall
on the side as well. So I'm going to grab all
of these pillars like so. Click control C Control V, and actually let's go ahead
and rotate it like so. Position it so we could
have entire angle. And now just grab one of the
pillars, put it to the side, and we have ourselves a nice
wall on this end as well. So that is quite nice. Now in the next lesson, we're going to be setting
up a kind of elevation that goes downwards a little bit just to break this room apart. So we'd make sure it's not
completely a square one. So thank you so much for
watching and I'll see it a bit.
93. Creating two tier rooms: Welcome back, everyone
to Blender free and Real engine five Dungeon
Modula kit bash course. In the last lesson, we got
ourselves a nice room at the very top of the staircase to get some elevation
for our level. And this time, we're
going to continue on with this area and actually get ourselves some additional
detail for it. And we're going to actually get ourselves more elevation
in this area as well. So let's go ahead
and get this done. So I'm thinking about putting the staircase in the
middle over here and then getting some some way to break off this
kind of a room. So let's get ourselves
staircase first. Like so, and I'm thinking that we might need to get
some additional plates, but we'll get back to the
ground level before doing that, though, we're going to make use out of some of these
as well, actually. Let's get ourselves a staircase, as well as one of
the pillars like so. I think we're going to get
one on the smaller end. We're just going to get
ourselves a decoration that is going to be able to hide the edges that are going to
be next to the staircase. Holding At going to drag
both of them all outwards, and then I'll actually position both of them to the
same kind of area. And then I'll just get
myself them onto the level like so then click F. And once we're getting ourselves
closer to the level, we'll be able to see how they'll fit on with this entire a scene. I think we'll be able to
tell if they're going to be in the right location.
Let's have a look. Let's start off by
actually getting one of these plates and bringing
it downwards like so. And I'm thinking, maybe, yes, let's not use an entire
shape for this and instead, Let's get ourselves this kind of a pillar to go
downwards a little bit, this staircase to take it
elevation, a little bit lower. And before doing that, though, maybe we should get an
entire entire section for this cover it up, like so. Or we could have it be covering up the staircase
as well actually even, that might be a
better idea because it'll just go across
this entire area. So I'm thinking we can just go ahead and
delete this area, delete this section,
or raver, maybe not. Let's try to add it to the side maybe it'll look
better actually this way. I want the staircase to
be inwards a little bit, so to the front. Off this section, and I think
that will look quite nice. Now we've got to make sure we atch the bottom of this floor to the side of this just to make sure it covers it up where
the lava goes. I think this will look quite
nice. Let's have a look. And let's make sure we add it to the other side as well, like so. Okay. And this might
look quite nice. I'm not sure if I want
the entire stripe to go across or not. I think we might decide that later on once we
get the tile set up. But before doing that, though, let's go ahead and set
up this entire kind of section for this level. So I'm going to grab
these two pillars and this pole because
they're quite short. I want to add them over here. Okay. And the next
step is going to be because we're
having some elevation, we're going to actually hold old and actually let's grab
this pillar as well. Then let's hold old and bring
them downwards like so. And because we had some
gap with this wall, we need to select the wall individually and bring
it upwards like so. So this way, we're going to have a nice kind of wall to use. I'm actually going to
bring it a little bit to the side to the other
side that is like so. So we'll just break apart
these bricks just like that. That looks quite nice already, and I'm thinking
that now once we have our side, let's
just have a look. Let's make sure it doesn't actually intervene
with this side. Let's kind of go from this edge, and that'll be visible
from the staircase. So what I'll do actually is I'll probably just bring this out a little bit to
the side leg so. That actually might
help even more so. Or actually might even
just grab these two walls, grab this swall as well and
just bringing them back, so just a couple of steps just so we could cover
up this entire wall. But of course, this
is going to give us a larger kind of a gap, and this is not going to
be symmetrical anymore. I'm going to grab
these walls as well, grab them back by two,
pull them back by two. This is going to give
us a much kind of a nicer edge photo pillar as
well, make it more visible. We're not going to be seeing
them from the outside, so them being kind
of in smaller areas. Doesn't matter as much. I
think that's quite nice. Of course, we've got
to make sure we don't see those edges over here. I'm trying to think
what we can do. We can either lower
this entire wall. Let's try doing that first. Let's see if that
would seem to fix it. But if we actually want that, we have this entire
gap by one brick, how did we have it
in the previous one? We had it higher? Yes, we had it a
little bit higher. Actually, what we're
going to do is we're going to lower all of these walls just
by one, like so. And this way, we're going to have a much nicer
kind of a result. We're going to bring these
back a little bit as well. I think this will
look quite nice. Just make sure you're
bringing it out properly. And if we have enough
area to work with, we're actually going to
grab all of these and kind of shift it
sideways to the right. This way, we are certain
they're not going to overlap from the sides, and also we're kind of covering this gap over here as well. I is quite nice. Okay,
we got to make sure we also drag this wall
sideways as well. I think I'm just going to
grab it from the upper end. And actually, Yes,
we're going to just grab all of these
walls and holding old. We're going to cover
it up like so. Because it already had a pillar, I'm just going to
make sure I align it with this pillar over here. Actually, now to look at it, it doesn't actually
complete the aligners, go to the top view and
check how this looks. Again, this is the top view with the shading
mode set to lit. This way, we're able to see
if we have a proper setup. Holding middle mouse button, we're able to get a ruler, and if I just stretch
it out straight, I can see if it actually aligns. But we can obviously
see the alignment, if we just zoom in and
check how it looks overall. These two pilus align, it's quite easy to see. And these two pills,
however, don't align. So let's go ahead and fix that. Let's go back onto
the perspective and should I even fix
that? Should we fix that? It does not look quite as nice because these
two are going off. So yes, I think we
definitely need to fix that. Let's go ahead and do so. Okay. I also want to bring this a little bit
to the right, maybe. Yes, because we want to have some nice symmetry in
between those areas. This will look quite nice. Okay. And in regards to this
wall, going back to it, I'll grab all of these ones
that I had before and just reposition it in the same
way to this wall as well. But of course, it's not
going to look as nice. So actually, that
wasn't the case. I had to select this bottom
pillar and these ones over here and realign them
to this pillar like so. Okay. So now let's have a look if they
actually look nice. And they might look quite nice. I might actually even bring this a little bit to the side, obviously, because
we have one pillar stacked on top of another. We need to get them both
kind of line like so. And we might as
well get a pillar underneath this one as well. So we're walking upwards. We don't see like a massive gap. And I can see that there
is a gap over here. Speaking of gaps. We
have a gap over here. We're going to fix it by
stretching this wall out, and it's just going to
be by scale of 1.15. So I think that's
going to be nice. Let's just have a look
from a shaded area if it doesn't have
too many stretches, and I think that is
definitely fine. So, that's perfect. So now we're going to get
ourselves this kind of result. And, of course, we need to get some nicer
shape to this room. So instead of a square room, we should probably end
it by having kind of a diagonal line like this. And I'm thinking that in order
for us to have that we'll need some slabs and some
base for the ground. So we're actually going to
do that in the next lesson. So thank you so much for
watching, and I'll see in a bit.
94. Finishing the armory room: Welcome back everyone
to Blender free to real engine five dungeon
modular kit bath course. In the last lesson,
we left it off by getting some
elevation for this room, and now we're going to get even more detail
out of this room by getting a little bit of a different shape
from this area. So the way we're going to
achieve it is we're actually going to just cut off
this end of the room, and we're actually just going to grab these two of the walls. I think they're going
to be just fine. I'm wondering if
we actually have enough of the scale
for this area. And if we not needed to
be a little bit more, we might We might need to
change these walls later on, but anyway, let's start on with these ones and
see how it goes. Now, once we grab
both of these walls, because obviously we
have some elevation, we needed to extend that
kind of a wall to make sure that they're the same scale and we don't have
any of the gaps. Once we grab both of them, we're now going to hold old, make a duplicate out of it, and with the angle snap turned
on and set to 15 degrees, we're now going to click and
rotate it by 45 degrees. Now it's going to be
looking quite nice. Actually, I can see that
these angles don't align because we're having these
walls to be diagonal, our gizmo is still
going to be straight, so we're not going to be able to make as nice
of an adjustment. So instead of what
I recommend you do is in this situation, use a different type of gizmo. Right now, we're using
a world position gizmo, which is always has a green arrow positioning that way and a blue arrow facing upwards. But if we turn the position
to be set to local, we'll be able to have
a gizmo that has a location based on its
local axis of this object. So, for example, if I
turn this sideways, we'd have a blue arrow
facing that way. So it's going to be a
little bit easier for us to just push the wad sideways because we're only
using the local axis. But once we're done with that, we can always go back and set it back to the
world axis like so. So this way, we're able
to just kind of push the entire object in regards to this local kind of position.
So that's quite nice. And actually, we're going
to grab both of them, both of these walls and
reposition them in a way that it'd be going at the
very corner of this pillar. I think this is going
to look quite nice. Obviously, we want to have
it a way to finish this up. I think if we try
getting it done, yes, it'll be way too much, but we might get away
with just having a simple 22 by two square. Let's go back onto our area. I'm going to select
one of the assets, click F and then going to get myself this as well as
actually one slab like so. By having these two out, I'm going to hold duplicated, get both of them in
next to one another. Add both selected,
and that actually going to bring it back
onto the level like so. Now let's click F. Get it
back onto your area like so, and let's reposition
them to be actually properly aligned to our asset. So if we have it like so, we'll be able to perfectly align these tiles to be in
the same pattern, and it's not going to be you're not going
to be able to even see the seam because they
are set as separate meshes. So each one ofthose tiles is
obviously a separate mesh, by combining them
one with another, it's going to give us
some nice results. I'm thinking instead of just
using this tile as well, Let's get ourselves
larger tiles as well, the ones that are two by one. We could just make use
out of one by one tile, just a single tile,
and just replace them. But in general, when you're
working with levels, you want to use
the largest chunks possible in order to firstly optimize the
level and secondly, help yourself out in
regards to just making sure that no of
the kind of areas, the blocks that we're
using are too small, and most of them would be
kind of as large as possible. So we'd be able to manipulate level in as easy of a
manner as possible. So Now, by using a two by one instead of
using one by one tile, we'll be able to
get ourselves not just overwhelmed with
smaller kind of assets. So of course, we could
just use one by one tile, the single tile to make
all of these tiles so, but obviously, it wouldn't
look quite as well. Also, the pattern would
be too repetitive, so there's that to consider. So Yeah, because this type
of tile would always have just one single texture
where all of those are having just a variation
within the texture. That's also quite nice. And right now, I'm
just trying to think of a way to combine
all of these. Actually, I'm going to move
this to the side, like so. Make a duplicate out
of this like so. And I think we need to bring up our pillar and set off
the single pillar. We're going to
grab both of them. And I think but this pillar, we're actually going to click Control G to make
a group out of it. Now, whenever we select this, it's always going to
be these two pillars. So that is going to be way nicer to work with in
regards for this section. So let's go ahead
and make side of it and just combine
it in this area. So we want our pillar to
be somewhere in here, and that way we'll
also be able to tell if If we have
enough of our wall. So let's just make sure we
don't have any of the gaps. Then I think gaps
are quite nice. Actually, the wall
is just big enough. We have a slab that is going
outwards from this area. So let's go ahead
and try to figure out what we can do in
order to fix that. If we delete it, we
get ourselves a gap, which might be nice if we
want this kind of result. Alternatively, we can just
put the slab over here, and the other way
to fix it would be if we were to just simply cover this entire
area up actually. I think we can just use a slab
or a rock to cover it up. So from this distance, you wouldn't be able
to see it actually, even if you're having
a playable character. I don't think you're
able to, you're not. Unless you're jumping around,
Yes, you're able to see it, but we can have some
of decorations to hide this tile and make sure it's
not just outside of it. But obviously, from this area, we're not going to
be able to see it, so that's totally okay
to have it like that. Now the part, we just
need to make sure we are covering up this
small of a section. So I'm thinking about using the smallest possible
variation of a wall. And I think I see
that over here. Yes. Perfect. We have a one by one tile kind of a small
type of a brick wall, and we're going to duplicate it. We're going to bring it all
the way to the back like so. Going to position
our wall to be in the same position
as the one we had previously as well
as the same height. So this way, we know that our wall is consistent
with its position, going to bring it upwards, bring it out like so, and making sure it's
stuck within a wall. Obviously, we need to
make sure it's also stuck within the floor. So
that's quite nice. We have some of the
detail that's just going through the
wall, that's okay. We're not going to be
seeing this section of our level from any of the
angle. Our level design. So whenever we're
working on levels, we just got to consider our perspectives or views
and what we can get away with when we're
working on certain areas. It's all about hiding
certain detail, whenever we're focused on
working on other areas. So Yeah, it's all
about making it believable and setting
ourselves right level. I think I'm going to put my pillar in the same
position as this one. Looking back, we don't
have enough for a wall. Actually, that was a mistake
grabbing these walls, and we can just grab the ones previously and make a
duplicate out of it. Put them within the
walls themselves, and I think that's
going to look nicer. I think that's going to
be much better design. Yes. Okay. That's quite nice. The next step is going
to be setting up a Yes, let's go ahead and set
up a door for this area. So we're going to grab ourselves I think we're going to grab ourselves
just this frame over here. Duplicated. Because
it's the same material for this area as well. We're going to get ourselves
in nice frame like so. I just got to make sure that
it is positioned properly. And actually, because
we want to frame to be the same height as the walls
is going to be like so. Then we got to consider the overall height or these walls. If we want them to be
a little bit higher and make them a
little bit higher and if we should make them
a little bit higher. So by looking at
the overall design, I can say that we could either
use one of the decorations to bump the entire height
or we can leave it for now, and I think leaving it now as is might be the correct choice because if I were to go back. Even from the front, it
looks quite nice, actually, even needs to be
brought down even more, I think. There you go. So by looking at it
from this angle, it'll look quite
nice because it's the only place that goes
elevated towards downwards, and I think it just brings it just makes it look much
nicer if we have it like so. So we can keep it as is, And I think we're
pretty much done with this section of the room. In the next lesson, though, we're going to continue
on and actually get even more out of the way. And it's just going to
get faster and faster, especially once we have all the kind of sections
already placed up. So we can make use of the already existing ones
and not do it from scratch. So it's going to be
a little bit faster when we're going to be
making our other areas. So thank you so much for watching and I'll
see you in a bit.
95. Setting out the pantry room: Okay. Welcome back, everyone to Blender free to Unreal Engine five dungeon Modula
it bash course. In the last lesson,
we left it off by getting ourselves
an interesting room placed down on the top of our
floor or top of the stairs. And this time, we're
going to continue on with this overall
design and get some extra details
for this section at the front of
where our arc ends. So I think we can
just grab ourselves these larger areas
for the floor, and we can make use out of them. So let's go ahead and grab
the free by free tiles. Let's move them to
the side like so. And I'm thinking now
that we can also just extend room to the side
using the same ones as well. So let's go ahead and
do that, actually. And this way, we're able to get some nice, really nice result. And also, instead of
just doing it like this, I think it'd be
too big of a room. So what we're going to do
is we're going to go back onto our preset
onto our prefabs, and grab ourselves and or instead of grabbing
it like that, we can just go we actually
had some tiles over year, if I'm not mistaken, yes. But those are two by two,
two by one, that is, and We could make use
instead of two by one, we could make use of the
free by one the style. We didn't have these
tiles. We're just going to make a
duplicate out of it, going to drag it out
to our level like so, and make use out
of them like this. I think this is going
to be much easier and nicer to to make
use out of them. So I think we were just to
rotate them like 90 degrees, we can have a much
nicer results. So We're going to put
them on the side. And now let's have a look if they need to be
extended a little bit. So I think we can make an
extension of the floor. We're going to grab the free by free as well as the one by three tile set and extend our
entire selection like so. And actually, we're going
to grab these and extend it even by a little bit
by one tile like so. Okay. Let's have a look
if the pattern repeats itself too much because we can see that they're
actually just duplicates. I want to make sure that the pattern is not
repeating itself. Just in case, I'm going to
grab both of them going to click and rotate them
90 or 180 degrees, click W, and just put
them back in a position. This way, they're completely
flipped up this way, we can't tell if they're
being repeative or not. That is much nicer in
regards to the design. Okay. So now we've got to make sure that we
build up some walls, and I'm thinking that
we could probably get ourselves a pillar from
this one over here. Actually, we're going to lower the pillar to be fitting
up on the side, like so. I think this is going
to be much nicer, although the difference in a pillar height is
going to be different. But because we have some
elevation in the one before, I think it's actually quite
all right in regards to that. Let's go ahead and make you
start of that from now on. Just going to place all of
them in the corners and then see how this looks in regards to the design. Let's go
ahead and do that. Going to place all
of them like so. Now I'm thinking if we need
to break the walls apart, if this is going to be in a
nice room that goes sideways, and we have some
pills on the side, we might need to break up
this wall a little bit, but we'll have to
see that's going to be a little bit in the end. I think we're just going
to grab ourselves wall, the default wall that we had, like a short one going to put them in between these
sections like so, and actually, we're just
going to make sure that sits nicely at the
very top of the tile. So if we don't get any
of the gap, like so. Make sure we don't see any of any of the type of
gaps from this area. And I think it looks quite
nice. Okay, so that's good. We're now going to
grab these two walls, and I think we can place them
over here since it's also a set of six tile length. So I think we're
grabbing both these and just duplicating
them like so, we're able to get ourselves
a nice, really nice wall. But we've got to make sure of course we don't set them up
too close to one another. And actually, Let's just have a look instead of them
being six length, they're actually five length. So that's going to make it a little bit different in
regards to the design. Trying to think of
how we can fix it up. If we have our wall like so, of course, we want our wall
to be the same height. I'm just going to drag
it downwards like bring it back and make it sure
it's in the middle. Okay. Now, once we
have it like so, obviously, we can't bring
it outwards too much. Maybe, we're just
going to make use. Yes, we're going to make
use out of this wall, actually, bring it back. So actually going to
copy the location, the same way that
we did previously, select the smaller wall, and is not actually
too small of a wall. So maybe but it should be okay, okay, let's have it selected, bring it back to the
location, paste the location, and make sure it's
set to 90 degrees, this way we are in
exactly the same spot. Now we're going to make sure that the larger
wall is selected. Like we're going to delete it. And we're going to
make use out of the smaller wall just to
kind of fill in this gap. And this way, we're actually
able to make a really, really nice kind of
a way to break apart this small, this larger wall. So that is quite nice
for this wall though. We might also even just
bring these two pillars, this wall and this pillar
all the way to the back. So make sure it's in the middle. And if they are, if like so. They should be having no issues on getting
a nice gap for us, and of course the room will
have some of the symmetry. But I made a mistake, actually. They are grouped up. At some point, I
grouped them up, so I'm going to click
Shift and G to group them, and now I should be able
to select them separately. For some reason it
doesn't let me do that. Let me just check
what's the cause of it. I'm actually going
to delete this. And bring the new wall in. I'm not quite sure why that was the case. I will actually check. And for some reason, they were just duplicated
with one another. And that does
shouldn't be the case. So I think I somehow managed to add them
up in the detailed stab, as you can see on
the right corner as a static mesh and a
static mesh component. I'll try to delete one of them. And yes, that just disappears. So for some reason, it had a mesh within a mesh
basically off this asset, and I'm not quite sure
why that was the case. So I'm actually what I'm
going to do is going to paste in the value
that we had previously, which was from this wall, and now it's going to have the
same exact kind of height. Now we're going to
be able to put it in the right position at
the center of the wall, which is going to look
really, really nice. All right, perfect. Okay.
So I'm just going to make sure it has set them
up like this as well. And actually I want to make sure that they don't
have too many of the gaps. As slide gap over here, these tiles going to turn on lit mode just
so we could see. But this might
actually be all right. Because at the very
edge of this wall, we're not going to
see too much of it, especially with a third person. If you walk too
close to the wall, we're not going to just try
to see within these edges. So it's very unlikely that
they're going to be seen. If this gap was in the middle, I might consider changing this overall design
a little bit, but right now it
is totally fine. So let's go ahead
and leave it as is. And now to move on. We're going to grab or
sells this wall and grab this as well or even. Trying to think how I'm going to finish up this entire
kind of a design. And by just grabbing it like so, we might make it. But instead, I think, I'm just going to grab a
larger piece of the wall. Trying to think if that was the largest piece of the wall, If we have any
larger variations, and that is three by three,
and this is four by four. So let's grab ahead. Let's grab the four by four kind of a wall. I don't think we had that yet. So let's just check
and have a look. I'll actually just paste
the coordinates that I had copied it before off this
area of this section, turn it around nine degrees and bring it all the way back. So now we can have
a look and see how this looks with this
overall kind of a design. So I think it looks quite nice. The only downside though is that this wall actually
to be brought back, but that's going
to cause an issue because they're not
going to be symmetrical. So I'm trying to think of a
way to have it worked around. And what if instead, I just have this wall to
be brought back a little bit like so make sure we
don't have any of the gaps. In the wall. Now if
we have it close. Let's make sure
Let's make sure we just have the pillar
nicely set up over here. What I'm thinking of doing is I'm thinking of just getting this entire section off the wall selected and
bringing it back in. Of course, we're going to
have some side panels, but that is totally okay because when we're designing
a level, of course, we need to consider,
we're going to see all these areas
where it goes off. And I think in this regard
this should be totally okay. We can always come
back to a level and change those areas around
and see how they look like. But for now, I think this is
going to be totally fine. And in the next lesson,
we're actually going to get actually we're going to get a staircase that
goes to this level design, and set ourselves a level where actually
we're going to get a area where we're going
underneath this overall, where it goes under this room. So yeah, thank you so much for watching, and
I'll see in a bin.
96. Working with different lighting modes: Welcome back, Efron
to Blender Fret on real Engine five Dungeon
Modula kid Bash course. In the last lesson, we left it off by getting ourselves a tiny room at the very side
of this store area. And in this lesson, we're
actually going to get ourselves a staircase that
goes underneath this room, and we're going to set
it up in a way that we'd be able to go
underneath it all. So let's go ahead
and get started. We'll start off by getting
ourselves a staircase. I think we can grab ourselves this straight staircase like so. And I'm thinking that Maybe we should grab some extra Okay. We'll set up the walls later. We'll just need
to make sure that the kind of walkable
area is set up first. So we're going to grab ourselves
the staircase like this. We're going to make sure we
rotated 90 degrees like so. And then we got to
sort out how the size, the scale of the staircase
are going to be set up. So I think if we want to have them be more or
less the same scale as the upper staircase, we should probably increase the overall scale
for them as well. Okay. So also by looking at it, it just looks a little bit too narrow in regards to
the playable area. We can actually
even test it out, honestly, we can see
how it would look like. So if we grab ourselves
a playable character, I'm just going to click G to see all the gizmos
because I had them hidden before when
I was checking the no highlighted
areas, basically. So I'm going to just grab it right above the
staircase like so, and looking at it, actually, quite liked
overall scale for them. They're quite small, they're
quite narrow design. I quite like it. I think overall,
It is really nice. So let's go ahead and
use that actually. Let's make us out of it and
keep it overall, as is. And instead of what we're
going to do is we're going to try setting it up
in a way that would just make it look nice overall. I think we're going
to connect it to this side of the room, like so. And then we're going to get ourselves out of our way
to the side of the wall. And for this area, actually, now that I think about it, we're going to grab both
of these pillars. And no, before doing
that, actually, let's go ahead and sort out
the floor because we need to sort out how the entire
section is going to look like. We're going to grab
ourselves those tiles, and we're going to
place them in a way that's just going to help us out with the overall
design of the room. So let's go ahead and do that. I think I'm going to
place them like so. Place them in an area where
it's just nice to work with and make sure that the
tiles are set on the side. Now we've got to decide
on the height of area. And I just want them to be sitting right underneath
the staircase. I think that's going
to be quite all right. They're going to look
quite nice like this. So let's go ahead
and leave it as is. Now, the other area, let's go actually and extend
it a little bit to the side, we're going to have some
nice wide room to work with. And then I'm thinking that
instead of just having it, yeah, that would be too wide. So we don't want it
to have it as wide. Instead, what we're going
to do is we're going to grab a couple of
tiles that were set up we did we have
Now we're going to go back because it's
probably easier and grab ourselves the free
tiles that we had over here. Grabbing it like so, bringing it out to the
level picking F and bringing it up like so now we're able to
connect it to our tiles. Let's go ahead and
do that actually. We're going to simply get it
connected just like that, and having it
rotated be sideways. Making sure it sticks
together nicely, bringing it down,
making sure that the elevation is set
up properly as well. And trying to think if that's going to be a nice
one or if we should have an extra so to you bring
it to the side even more. And maybe maybe we're going
to leave it as is for now, and we might add one
extra in the bit. But before that, though,
we're just going to grab all of these
like so and just bring the floor to
the side all the way under we're struggling to
see what's underneath, we can always go to the unlit
mode and play around with the tiles like that
just so we can see a little bit more
of our overall design. So I'm thinking
about just having it to this point is going
to be all right. I'm going to check
actually these walls as well and how they look like
if they're going to be right. Not sure how far I want to
bring this outwards actually. I think if I want a
wall, I'm going to, I'm just going to
grab myself a wall, to unlit quite hard to see. But yes, let's go ahead and grab a wall I'm going to
actually go ahead and lower the intensity
because it's quite hard to see grabbing the intensity of the lava, setting it to one. And now, hopefully, once it
readjust to the exposure, we should be able to see a
little bit more off the walls. So that's going to be nice or even just go back to
lit and do it this way. We can always go back and change it up afterwards as well. So I'm thinking actually lower the camera
speed a little bit, so we could have more kind
of way to work with this. And actually going to grab
myself a pillar, put it here. Make sure it doesn't overlap
with the upper floor. Bringing it downwards as well. We don't have to worry about
the height being the same at the very bottom
because we're not going to see the bottom, so
that's going to be nice. So now we're going to
put this wall over here. Of course, we're going to make sure that it doesn't overlap ever and it doesn't
seem to be the case. I think this wall is a little bit too small
for this area. Might just bring it in
between this over here. And I think instead instead, we're going to actually be
using a different wall, maybe. Or even. No, I'd like to
use this wall actually. So I think I'll just grab
myself at the same wall, red 90 degrees and
bring it back, and then extend it a
little bit like so. So the amount of extend it is 1.47 quite close to what
I like to not overdo. Let's check if this actually looks right in comparison
to the son wall, and this might actually be okay. I case, we can always bring another wall and
just replace it. This wall might be all right. Here. Yeah, let's check how
many areas this one has, and, let's go ahead and
replace it actually. I'm going to grab
myself this wall. I'm going to put it up
here, hundred 90 degrees, bring it down all the way down and put it right
underneath the area. So I think that's
going to be nice. Go to make sure we around with the unlit modthu because
this is quite a dark area. We are definitely going to
bring some shadows porches in, and it's definitely
going to bring this entire section that's
underneath the room live. So I think that's going
to look much, much nicer. So that is going to
look quite nice. Okay. And then, of course, we've got to fill in
this section as well. So we got to make sure we
have this wall over here. We got to make sure
it's set to a way that would block the
upper floor as well. I think that's going
to be quite nice. And maybe just bring it upwards like so just to make sure
we don't have any gaps. And afterwards, I think
I'm just going to grab the wall and the pillar
and bring it up like so. Maybe even at this point and
then kind of cover the seam, make sure they're kind of
going into the pillar itself and is not actually just overlapping
outside of this pillar. If you click on, go
to the other side. It's actually quite hard to see, but I might consider
getting different light. We might actually even get ourselves a different
light. What am I talking? If we go to lit mode, and go all the way up, we can change the shadows. I'll just hide this
kid bash assets, and underneath the skylight. If we were to just increase
the intensity for this, so I'll just increase
the skylight. We'll be able to get ourselves light more light into
the shadow area. So intensity scale, if
were to change this 250, for example, we'd get more
intensity out of this area. So this way, we're able to
brighten up this entire area, and this way we're
not going to get ourselves any of
those dark shadows. So that's something you might want to consider
when working with this. Just increase the
skylet for now. And then later on,
we're going to bring it down and adjust it when we're working to set up
the lighting and whatnot. So right now, we can
just keep it as this. I'm actually going to go into the lava instance and set this to 20 just because I
like the way it looked. And this way, we're
going to have some nice shadows as well
as some nice intensity. And we're able to
now work underneath the staircase with some
nice and proper lighting. So that's quite nice. Okay, so I think I'm
quite happy with that. Let's go ahead and click Play. Let's check out how this looks like underneath the staircase, and we even can jump
around and whatnot. Don't quite like the ceiling. So we might be changing
that in a bit. Also, we definitely
need to change this very edge because
we're just going to fall in nothing's
going to happen. But yeah, okay, so
that's quite nice. We're going to continue on with that in the
next lesson, though, we're going to set up an
entire wall on the side, and we're going to continue
building this level. But for now, we run out of time. So thank you so much for
watching, and I'll see in a bit.
97. Learning how to adapt assets: Welcome back, Everyone,
to Blender Free T on real engine five dungeon
Modula kit Bash course. In the last lesson, we ended
up writing up the scene, especially the shadows
that are underneath the level just to help us
out with the overall design, when we're working
underneath the level. And we set up the
floor for it as well. So in this lesson,
we're going to continue on with the overall
design and actually set up the wall to be
placed on the side of this entire
section of the room. So let's go ahead
and get side it. I'm thinking about which
ones we want to use. We might even want to
use these massive rocks, massive boulders on
the side as well. But instead, let's
go ahead and just simply use these
rocks over here. So let's go ahead and do that. We'll want to get some pillars, as well as a large wall. I think we should probably get a smaller wall pillar and
the largest longest wall, the rocky walls that we have. So Once we have them selected, let's go ahead and
just move them across to the side, like so. Click F. Let's drag them all the way to the side of
our asset, like so. So now, we'll be able to
make use out of them. And I'm thinking before
actually making use of them, let's go ahead and put
them close to one another. And before doing that, I'd like us to actually set
up another wall over here, so we could finish it off, finish off this cord therefore
where it goes downwards, and then we can set up an entire rocky area for this wall. So we're going to do that. We're going to grab our
elves one of the walls. So maybe this one over here. That's going to look nice. And actually, before doing that, I realized that the pillars,
are showing through. So we don't want this to happen. So obviously, we need
to make sure we scroll, get them all the way down. Now, they're not
going to be visible. There's going to be a
small one over here. So maybe we want to
drag it even lower. And that, that
definitely looks better. Okay, I quite like the
way it turned out. Let's go ahead and grab
a pillar, a large wall. Bring it all the
way to the side, turn it 90 degrees and
actually different turn it 180 degrees because
I turned it in the up a way, position it in a way that
would be a very center. Now, let's think on how
we're going to set this up. We can either have a wall
like this or alternatively, we can have a wall like
this and we can have some extra tiles that
would go next to it. I'm thinking about just having an extra tiles that next to it. Thinkers look way nicer in
regards to the overall design. But I'm trying to
figure out what to do with this kind
of a gap over here. And if we want to fill it in, or if we want to have maybe
an extra staircase even, that might look quite nice. But I think this will look too large for this overall kind of a room for this design. So let's go ahead
and fix that up. I think what I'm going to
do instead is I'll just grab myself a smaller
kind of a stone, smaller Let's grab
ourselves a smaller wall, bring it all the
way to the side. Make sure it is the same height. So we're just going to drag
it down with the Gizmo, click to rotate it and just position it
in this kind of way. It is a little bit too big, but we're going to set it up
in a way that it's not going to Let's make sure that the stairs are actually
being used properly. I'm going to make a
duplicate out of it. Set it up so to be right
underneath the stairs, and let's make sure
that we're not pushing it in regards to how these
stairs are being placed. I think this is quite nice. This is just the right amount, and let's check if
the entire wall is not going outside of this math. So that is actually quite nice. We might grab ourselves
a smaller wall and just place it in here. But if it doesn't go outwards, we might just leave it as well, and it'll just look
quite nice as it is. Might even just go to the side. Maybe that'll look better, but we've got to
make sure that it's not going out from the wall, and I'll just bring
it back actually. And this is quite
nice. This looks quite nice as a design. Let's just make sure we
fill in this gap over here. And I'm thinking that
we could just make use of where is it two by two aisle that we had previously duplicated and push
it in like so. And let's just make sure
that it is set up properly. This might look
okay or might not. It all depends on how
we're going to set up our next step because obviously these steps
are going outwards. You don't want this
to be the case. We might even bring it
inwards all the way like so. Alternatively, we can
grab both of these and see how it looks like
if we just squish it in into our asset like so. So this way, we'll be able to get a nicer result, I think. But I don't think it'll look
quite as nice. We might. What we might want to do is if we grab all of these like so, we might want to just
bring it outwards like so. And now we just got to
check and make sure, yes, we do have quite a
large gap over here. So we might just fix that by bringing it as
well to the side. And right now, I think
it looks quite nice. We obviously have
this gap over here. But if we're hiding this
entire section with a wall, that might not even
matter because we're also bringing some of the rock decoration over here as well, and that's going to fix
a lot of our designs. Let's go ahead and
simply grab all of these rock walls and
start building them up. We'll start with
the largest one. We'll set it up next
to our pillar like so. We might even want to grab it to be right next
to the staircase, maybe even overlap it like so. Let's just have a look
and check how this looks. It all depends on the
overall kind of aesthetic, especially how
it's being placed. I'm going to go ahead and hit play and see how this looks. See how the character interacts with the side of the wall
as well while walking, and I think this might
actually be quite nice. Let's go ahead and keep it this quite like
the overall design. Let's duplicate it though
and make sure we have a larger side of the wall
for this section like so. Let's try to figure out what to do with this small corner. I think the answer
is quite simple, we just got to place
a pillar over here, the rocky pillar that we had and it's going to set
it up quite nicely. Then we're going to overlay
it with this area over here. And get another pillar like so. Going to delete this old one
and get a new one like so. I think all in all,
this is going to look quite nice. I is. This is definitely
going to look quite nice. We can already see it. We just have to test
it out when with a playable character to see if it's being played properly, and also this entire
area is floating around, so we got to fix
that up, obviously. So I'm going to grab
both of these pillars, bring them all the way
down like so. Okay. Let's check how it looks like in regards to the
design of the stairs. I think the stairs
are quite nice, but the way they're
being overlapped. I'm not sure if I like them. Maybe I'll try bringing them
a little bit to the side like so and see how this
overall design looks like. And if I like it or not. So maybe what I'll do instead is I'll just
grab both of these pillars. Rub this pillar as
well, actually. And I'll just slightly
move it nudge to the left to the right, sorry. This way, we're not
overlapping these stairs, as well as giving ourselves
a larger area to walk on. And let's just try it out. Yeah, we can't actually move downwards from here.
So that's quite nice. We can observe and see what's happening from
underneath this area. So that's quite nice. And actually, I'm thinking
that maybe we should probably, we're going to hide these
using the rocks as well. So we can use these walls
to actually rotate them 90 degrees sideways and have
them placed underneath. So this way, we have a
much kind of rockier area, and that'll just make it look a lot grittier overall
as a design. So that's going to be,
I think, much nicer. We just got to make
sure that it fits in properly with the
overall kind of shape. So we'll start off with the
biggest rocks that we have. A place them in area
in a way that we just not look weird
from this side because we're going to
have a room over here. I'll have to make sure it kind
of blends in properly with this side of the rock
as well as we've got to make sure that when we're setting up this
up rock as well. Let me just turn this to be unlit even though we
made it brighter. It's quite nice to work
with an unlit mode. And let's check if this area. Of course, this is not going
to look quite as nice. What are we going to do
actually with these rocks is, we're going to click R
and make them smaller. So we're just going to
squish them down this way, it's not going to be
as visible on the top, and it's not going to kind of break up this entire kind
of a bottom section. So I think that's going
to be much nicer to use. We're also going to get
ourselves to this area and just kind of bring
it to the side like so. And actually, instead
of doing that, we're going to get
yet another wall, a smaller wall, and now we're
going to put it 90 degrees, push it down as well. Just a little bit. Actually, we can get the same
scale from this. We're going to get the
same scale by copying it, going onto the scale for
the upper asset pasting it, and now this is going to
be the same scale as that. So that is going
to be quite nice. We just need to place them in to be together to be positioned
together, like so. You just got to make
sure that they are not overlapping and not
sticking out, obviously. So I'm thinking that
either we can make use of this or grab
ourselves even another wall. And usually this is how it goes. You just start off with
the largest chunks and then see how you can fit in the rest of the areas
into all of those sections, just to make sure that they don't overlap with one another. I just messed it
up a little bit. Because I pasted in the scale information
on the location, and that kind of dropped me off in another place
for this asset. But it's okay. Just
click Control. And do my step, placing this area and filling in
all the gaps like so. I think I'll move this a
little bit to the side. Maybe I'll need it. Maybe I'll have to reuse it, but for now, I just got to make
sure I set them up in kind of a same
location and order. So this is going to look
quite nice. And I'll Let's check actually
how this looks. This might actually
look quite nice. I was thinking about
having it ticked up a little bit more like so. But maybe it's not necessary. Let's go ahead and
keep it as is. We might need to just use decoration to kind
of cover these gaps, these corners, like so,
because otherwise they don't look like they
end off properly. So we're going to have
that figured out later on. For now, though,
we've got to make sure that the main
reason we're doing this is we set it
up in a way that the player would be
able to walk past it. So right now we are setting up the ceiling and the ceiling is looking quite nice.
We just now got to press play and check if we can
walk underneath this area. So right now, we can
barely jump though, but it is walkable, and we can always make
sure if we're not able to kind of touch the
underneath area. If we're not able
to walk past it, we can just bring it up
a little bit, like so. And make sure that underneath stairs are not being overlapped and the ceiling is not overlapping with the
tiles that are above. So we just make sure
we squishe them up even more and
bring them upwards. And if we want to have
more control over it, we can always turn off the
snapping to grid mode. This way we're able to
kind of make a small tweak and just get it right in the position where
we want them to be. And once we're happy with that, make sure we enable
the grid tool because we're going to make use out
of that a lot in the future. So let's go ahead and do that. Also, we got to figure out how to finish this
section off as well. I'm thinking that either fit this little bit
in or just grab this entire stack and
get it fit in over here. So let's just have
it figured out. Maybe it's just enough to have this massive chunk be kind of filling in
this area over here. Maybe it might be
just right because We wouldn't be able to see it.
We wouldn't be able to see this entire area off the rock because all of it
would be underneath level. That's one way of hiding it. It just saves up some of our
time and that's quite nice. Also, there is this
bit of a gap that I've noticed that we're going to
grab ourselves a small wall, going to make a duple out of it. Turn it 90 degrees
and bring it all the way to the side and hide
it underneath the level. So this way, we're able
to not have any of those gaps wanted
gaps in our area. So I think this is quite nice. I think this looks quite nice
actually, so that's good. And maybe this one should
be a little bit higher, but obviously we
can't get it too high because it'll end up
not working well. We are going to definitely
get some of the decoration. Something like this is
stuck in this side. But that's going to be later on. We're still trying to
finish of building up. Our entire design. But that's going to be it for
our lesson in the next one. We're going to continue
on in this direction over here and start on building
yet another room. So thank you so much for
watching, and I'll see in a bit.
98. Laying out our prison: Welcome back, Everyone to
Blender Free T on Real engine five Dungeon
Modula it Bash course. In a last lesson, we left
it off by getting ourselves some walls and sorting out
the way the staircase is, as well as getting some of
the ceiling done so we'd be able to walk underneath and get ourselves an
environment that we want. So that's going to
be quite nice for when we have a playable
area finished. So now what we're going
to do is we're going to set up ourselves a new area, new room, and it's going
to be quite fast now, so let's go ahead and
get right into it. So I think before doing that, though, we want to extend
it just a little bit, so we're going to grab ourselves one of those tiles where
it was free by one, and it's just going to quite
nicely fit to the side, and we're going to be able to extend our room
just a little bit. Since I think otherwise, it just doesn't look
like it's long enough. But right now if
we add those in, like so, let me just
finish this up. Ding it properly and now if you play it and have a look at it. It definitely looks much nicer. We the entire room looks
like it'll be squehed up. Let's go ahead and make sure we extend this entire area by one. Actually, we need a single
tile to get this gap done. Let's go ahead and
grab one of the tiles. One of the single tiles
we had over here. Let's grab one of them like so. And put them in a
right position. I'm just going to hover around F to reposition my camera and
put it in the right spot. Just go to make sure
it sits nicely. It's a little bit too
high. There you go. Perfect. Okay. Now
what we're going to do is we're going to build some
walls for this room as well. So let's go ahead and grab
these walls over here. Actually, what I think is
that we should probably extend this a little bit
like so. As like that. That's going to be much nicer in regards to the
entire environment. Now we're going to grab
one of the walls like so. We're going to duplicate it with the pillar, turn 90 degrees. Put it on the side like so, and that is going to give us
a nice place to work with. So of course, we're going to need a door over here as well. We've got to make
sure we set that up. So let's go onto our assets and pick one of the door
areas for us to use. So I think we'll set up with an arc, but it is one over here. Let's hold, make a
duplicate out of it, and drag it to the side. Also, actually, I will show you a different
way of doing it. It's about time I show
you not a faster way but an alternative way
of working or assets because we have all of our
assets set within our content. We can always just open it up
and have them in our face. If you don't want to go back and forth between those assets, we can always find ourselves
the one that we want and just simply drag and
drop it into our scene. So that is an alternative way of working with all of our assets. Sometimes it's faster, but other times it might
be just easier to have all of our assets
right in front of our face and to be able to
just use them all to get go. It all depends what
you're used to. And it all depends on what kind of scene
you're working with, especially, so it's kind of nice to have that as a choice. But we don't want to just use one and another and I
kind of have them mixed up, especially since
we're going to be just getting ourselves
overwhelmed for no reason. So we just got to make sure
we're setting it up properly. And actually, this door
doesn't seem to be, yes, it seems like this
overall kind of a design is a
little bit too low. So we're going to fix
that up, actually. We're going to grab
both of these. Okay. And we're going to raise it right above or
playable field. Let's just check. Now, we need
to lower it a little bit. So, put it into the ground, make sure that the rock is not just doesn't have gaps
on into the lava. We're going to make some
own custom gaps later on, but we're going to make
sure that it doesn't just have some
accidental gaps like so. Okay. So I think we should
have a smaller area for this and have our entire section will be right in the middle, and this is going
to be seven blocks. So this is the middle block that I can see obviously
is going to be here. So we've got to make sure that it is set up right
in the middle. So that's going to be much
nicer overall as a design. I just got to grab it over here, pull it out like so. All in all, I think
this look quite nice. Of course, I'm
going to make sure that none of them are
overlapping and whatnot. I think this pillar is a
little bit too far in. Let's go ahead and bring it out so or even This entire door. This entire door has
to be in this area. So yes, I think we'll
have to just bring this like so, as
well as this wall. And this will work well. So we're making sure that it is right in the center of this Walkways. So this is
going to be quite nice. Now, if we press play and
check how this looks, I think this is just wide enough to have it be
as a nice design. Obviously, we can
check out how it looks like as a walkable area. So I'm just going to bring
out an entire kind of a tile to see if I'm able to get past
this entire section. And its like I am, so
that's quite nice. Okay. So now, we're just
going to set up this area. I'm thinking that
maybe we should just grab a couple like so. Put it on the side and
maybe just maybe having no. Let's go ahead and actually
delete these overall because what we're going to
do is we're going to grab these ones like so, and even like these ones over here and just bring
it out like so. Of course, because
you're using a grid, and the scale is set up, you are nice kind of a ratio. We're able to make use
out of the ten units, and it automatically sticks with one another in a really
nice kind of way. Now, I think that
we should also get ourselves those extra tiles
and just expand them like so. It'll be not in a six length, but it'll have a seven
tiles basically. So three by 31 by three
and then three by three. Doesn't matter if they're in
the middle or in the side. They're still going to blend
in well with one another. As long as we set them
up in the same height, and we have the same
material plight, it's going to look quite nice. Now that we have
them on like so, we can set up the walls
quite easily as well. Thinking about just getting
the larger walls like so, making a duplicate out of it, and actually because they
are different height. We got to make sure we bring
them up upwards like so. Just to make sure we
have the same height. And once we do,
we're able to set them up in a nice kind of way. But we probably I'm
thinking about having a pillar right in the
middle of this room. So what we're going to do is neither hide this
entire section, which doesn't seem to
work or alternatively. Actually, I'll just
move this to the side. I think we'll need
to make use of this on the side of
this area like so. Alternatively, we can
just grab ourselves a wall, bring it to the side. Put it to 90 degrees
and set it up in a way that would just let
us make use out of it. Of course, we're going to
make sure that the height for them is set to be the same. Once we're happy
with that, well, of course, be able to make
a duplicate out of it. Another think about it. This pillar has to
be in the middle. That is the middle We might have needed to
actually use the upper. Yes, we definitely need
to use the upper wall. I'm going to move this back, going to make a duplicate
out of this massive wall, it to 90 degrees,
put it over here, and this time it
definitely fits in. There you go. Okay perfect. We just going to
make sure that it is set up in the middle. And once we do, put an block, put another wall,
setting corner stone. You just break off the edges. And this will look quite nice. Maybe even forwards like so. And thinking if we should, I think we should grab all
of these pillows like so. And bringing them
towards the front. I think this might be, yes, this might be more
in the middle, and this will give
us more detail to this edge. I think
that's quite nice. Now that we have with that,
let's go ahead and finish up this entire wall because it kind of looks a little
bit silly on its own. So we can use this large wall, and I think we can
use a smaller wall just to get it set
up to 90 degrees. And I think if we
set it up properly, we should be able to
get a nice kind gap maybe even no gap. There you go. And we just got to make
sure We set it up in a way. I wouldn't overlap
with one another. Actually, this is
not the idea ago. It wasn't aligned properly, and we weren't getting the
kind of wanted results, but now that we do think it's going to give us really,
really nice results. Okay, so we're going to
set up a pillar right now, and if we were to
set up a pillar, we're going to get this result, and then we're going
to get ourselves. We're going to get
ourselves a door, but this time frame for another door or a
square door like so. Let's make a duplicate, bring it back to the level. And set it up to be in or scene. Let's go ahead and do that. I think this is going to look much nicer as a different
variation of a door. This is going to be set
up in a corner as well. Maybe even this area like so. Now we need to think
if we actually want a pillar and
if we want a wall, the large or small side
to finish this off. And I think we do we
can just actually make a duplicate out of these
walls and the pillar. And that's going to give us a nice result with a
sort of a symmetry. I think this is
going to look nice, or maybe maybe we don't even need this pillar,
and we could just set it up. In a way that would have a nice kind of a
wall blend like so. Of course, I think this
is too low for a door. Let's go ahead and make
sure it's not the case. This is looking much much nicer. And now we pretty much
are done with this room. We just need to delete
this wall on the side, just to make sure
we don't get it in the way as well as
this wall, actually. Now, in the next lesson,
we're going to get ourselves a final kind of a basement
for this area as well. And the staircase
is do downwards, and we're going to
finish this area up. And then the last thing
that we'll have would be kind of a wall that would be going in
this area over here. So that's going to be
it for this lesson. Thank you so much for watching, and I'll see you in a bit.
99. Working with Colidors: Welcome back, everyone
to Blender Free T on e Engine five Dungeon
Modula kit Bash course. In the last lesson,
we left it off by completing another room
that's going downstairs, and this time,
we're going to get ourselves a nice basement
set up over here. So the way we're going to do it, I reckon we can just make our lives way
easier and just get ourselves all of
this duplicated and started off as a base
for our next room. So I think that's what
we're going to do now. So the way we're going
to make a selection for this entire area is
quite simple actually. What we're going to do is we're going to go onto the top view. So within the top right corner, we're going to click on
this button over here. And then what we're going
to do is we're going to get ourselves in a way to have
our selection set up. It seems to be kind of
having some weight glitch, so I'm actually going to set it up back to the
wire frame like so. So basically, this is
this room over here. We can see that
by the selection. And what I'm going to
do is I'm going to just make an entire
room selection like so. And by doing that, we can now go back onto the
perspective of you. We can see that we have all
of these sections selected. We're going to hit
Control C or actually. Now, what we're going
to do is with W, we're going to have this
entire gizmo by holding Alt, we're going to make a
duplicate out of it, then hit E and rotated
90 degrees like so. So, sorry, by rotating
it 180 degrees, we'd be able to get ourselves kind of a nice base to start
working on this ver section. So now we're just going to simply lower this entire
area down like so, and we already have a nice
kind of a place to work with. Obviously, we don't
want a door over here. I think we're just going
to end off kind of a nice way for this
area over here. And then what I'm thinking is, we can just get this pillar to be used
on over side like so. I set up this pillar to be
at the very end, like so, and then we can I'm trying
to think if we could just extend it even more or if we should get ourselves an
additional area for the room. I'm thinking, we should probably let's go
ahead and do that. What we're going to do
is after some ping, I reckon we can just delete
this wall over here. We have some tiles
already set up. I think we shouldn't have
too much of the tile. So what we're going to do
is we're going to delete these tiles over here, like so. We're going to duplicate out
of these tiles over here. And then I think it's actually a little bit
too much for this area. So going to make duplicate of
these larger sections like so and get a couple of extra
ties set up for this area. But I think instead of
using three by three, we're going to use two by two. So one by two that is. I'm actually just going to grab it from the content drawer. So this one over here,
set it up like so. Dragging it down because they were placed on the very
top of these tiles, and we're going to
make it basically into a an angular room, so it's not going to be
a completely square. And that's going
to be quite nice. So going to bring these two
tiles all the way like this. Then going to get this
biller to the side like so. We're going to make sure
that the wall is set up properly and we might even want to consider of not having this pillar over here and
having it over here instead. But of course, it's going
to not look quite as nice. Maybe what we can do is we can just simply stretch this
wall out a little bit. 1.2. I think that's
going to be just fine. That is going to be quite nice. I want to check if we
have a larger wall. This is going to be
a four by four wall. The one that we had
over here is going to be a four by 17. So is that not the
same wall as this? Maybe we use a different one. I think it is the
same wall though. So yes, we're going
to go back onto this area and change this up. Okay. Now obviously, we want to fill in this
smaller gap as well. Let's go ahead and fill it
in with the additional wall? Like so. And now, what we're going to do is we're
going to Make sure we get ourselves a staircase that goes downwards
because right now we don't even have an
access to this room. So I kind of missed that
part up. But it's okay. We can always go back
and fix that up. So now probably get ourselves a i set that's
actually two by two. Put it in, setting
it up like so. And now I'll try to
actually mainly use the content browser over here might be faster
in certain cases. It all depends on the workflow
that you're going with. Maybe I'll just set up this tile to be over
here actually instead. And get myself a nice staircase. So I'll actually duplicate
the staircase, no, but it might be
better to just get it from here and just
setting it up like so. So now we'll make
sure we put it up to the side of the wall. And also, I'm using
the area in between the arrows so we could have a control in the Z
as well as x axis. So that's quite nice. We wouldn't be able to just kind of move back and
forth like this. Okay, so now I'm making sure that the staircase
is set up in a way that's going to have a nice kind of overlap
but this area. I think this is going
to be quite nice. And this is going
to be all right. Maybe we can just
bring it back a little bit and just pull it down even. Maybe that'll be way nicer. Okay. It all depends how these other sections are going to interact
with phone number. I might even just try deleting
this corner completely, getting some duplicates
out like so, or even just an entire
section like so, and getting a duplicate
out over here as well. Or actually, no, that's
not going to be too much. I think we just need
to get ourselves the two by six kind of
variation over here. I think that's going to be
big enough for this area. And now what we're
going to do is we're going to set it up
in a way that's going to allow us to a nice
wall on the side. And put it in the
position where we could have a nice
corner in this area. And for this section, we're just going to make
ourselves a small wall. So I'm going to get
myself a pillar as well as a wall and kind of put it on
the side over here. So from this wall, I'd like
to get myself a larger wall. And actually, a large wall, I think it is going to be nice. Might just want to
reset the scale. The easiest way to reset
the scale is by clicking on a reset button within
the transformation tool. So bottom right corner, clicking the cycon over here, reset the third default. I'm going to set it up to
be 45 degrees like so. Now we're going to
move it to the side. And I think having it as an exact corner going to be quite nice. Let's go
ahead and do that. And then we need to have a number pillar
over here like so. Making sure it's kind
of an exact corner, but also align with
this one over here. Then we're going to grab
ourselves the wall, make sure it's scaled properly, resetting the scale and then putting it onto
the side, like so. And of course, we've got to
check it from the upper end, if it doesn't have any of the end of edges
that just overlap. And we don't see any of the lava because
we see a lava over here. We obviously need
to fix that up, and I think we can use we can
use one of the small ones, one by one plates, like trying to figure out if we can just use
different variations, maybe three by three,
no, two by two. Yes, we can do two by
two and make sure we just lower that down to a right amount,
set it up like so. And then do it for
this area as well. This is going to give
me this, and of course, there's one more area that
we got to fill it in. So this way, We don't see anything or we shouldn't be seeing too
much from this area. What I'm going to do, actually, I'm going to hide them up because I kind of
want to have some of the camera shots and whatnot off the
entire environment. And this area is the front
of this environment. What I'm going to
do to fix it up, I'm going to go into the local transformation
just so get this Gizmo, click R to go to scale and just kind of
scale up this wall. That's all it's going to
take to hide this away. And we're not going to
be seeing this anymore. I think this is
going to be quite all right in this regard. We might even scale up
some of the over walls, just to make sure we
have more consistency in our overall design. We don't need to do
it for these sides. I don't think okay. I think it's totally
going to be fine. I think we actually
might overdone it in this area over here. I think this is going
to be totally fine. We're not seeing
any of the gaps, maybe this tile over here. But that can be hidden. Once we're happy
with that, going back to the World
Gizmo to make sure we don't mess it up when
we're transforming some of the area
some of the chunks. And we pretty much
done with this area. We might even need to actually set up a
quick wall over here. I'm just going to
grab myself a wall, duplicate it, put
it out, like so. And even a wall on our side, so just going to
duplicate this like so. It's become super easy to
just grab multiple assets and manipulate all the areas
the way we want it to be. It's what I think is too large. What I'm going to do is going
to duplicate this asset instead, getting it like so. That's even too large, instead, going to
grab this asset. Okay. Make sure it's in
the same kind of location. So we'd have to be we'd
be able to align it, with our area, and now once
we're happy with that, make sure we actually do we need to grab
this bullet down? We probably don't. But I think it'd be nicer if
we just hide it up. W this. I think this is going to be much nicer
because we're going to have some more variation in this area as well. I
think that's quite nice. We're just going
to finish it up by getting this corner
filled up as well. I think we're going to also get some pillars
out of the way as well. Let's go ahead and
do that. To make sure it is the same
height as other areas. I'm going to grab one
of these pillars, put it to the side,
that's going to be nice. Let's just make
sure our playable character that we
have over here. Is going to be able
to use this door. I'm just going to bring it
all the way back like so. Play, and then see if yes the
size of the story is good. The size of the
stairs are also good. We also are going to
have some variation in regards to how we're breaking
up this area, like so. I think this is going to be
much much nicer for a design. So let's go ahead and try it
out to see how this looks. And if we're able
to walk past it, I think this is quite nice. We alot want to make sure we are not able
to jump in on top of it, but it seems to be not
as easy, but possible, so we might want to consider getting another
extra wall over here. L so. Or alternatively, what we can do is we can
get ourselves a collider. And I think the easiest way would be to just get ourselves a simple basic perimeter shape from the upper left corner, getting ourselves one of
these shapes perfably a cube because these by
default have a collision. So if we tried to, for example, walk past them, we
wouldn't be able to do so. So Basically, we
can make use out of them and kind of set
it up as a collider. I think that would be the
fastest way to do so. So if I were to just
extend it like so, we can get ourselves a wall, but without actually affecting the overall kind of design. And now, if you want to hide it, it's actually quite
simple to do. Firstly, though,
before hiding it, I'm just going to rename
this cube and set it up as a collision, like so. So we're just going
to call it collision. This is only for a name. It doesn't matter
how we call it. But once we have
it named like so, It doesn't although it
doesn't exactly matter, it just helps with the
overall order that we have. We can now go downwards and just within the detailed
stab search for game, and there's something called
actor hidden in game. If we have it Tikton now, we're not going
to be able to see it or depending on the viewport, we might be able to see it. So because I'm within the
game view by clicking G, I'm able to hide it away. So what G does is just goes into the game view and
hides all the gizmos, as well as the in
game hidden actors. So now, even without
the G clicked on, if I were to press play, because I'm in game, I wouldn't
be able to see this area. But because I have it on, I wouldn't be able to
get past this chunk. So this is one way of kind of hiding some of the colliders. But at the same time,
it's quite nice to have them visible
while working with them, so we could visualize
where we have them on. So I'm just going to
pull them back in, like, so we wouldn't be
able to jump on the wall, and that's going to
basically fix the issue of the entire character being to jump off the entire section. We might even make use of
that on this area over here. Or even what I'm thinking of, we can just grab this section without
it being grouped up. So holding Shift
and G ngrouping it. I'm going to select
this. I'm actually going to duplicate it like so, the entire wall, and I'm going to search for game. Click game. Now when I click G, it's
going to be hidden. And now we basically are
not going to be able to jump on top of these areas. So this is quite nice. I'm going to do the same thing
for this area over here. Duplicate it. Make
sure it's set on top. Search for game, click
actor hiding in game. Now when we're going
to be playing around, even when we tested it out, going to put the character
real quick in here, like so. And now press play, we won't be able to jump
outside of this level. So that is the way we're
fixing the collision issue. So that's going to be
it from this lesson. Thank you so much for watching. And in the next lesson,
we're going to continue on with progress on building up this level and setting
up pretty much a final area for
our playable level. So thank you so much for
watching and I'll see in a bit.
100. Creating the Treasure Room Hallway: Welcome back, Everyone
to Blender free to Unreal Engine five dungeon
Modula kit bash course. And in the last lesson, we left it off by completing ourselves this entire room and also setting up some
colliders just so we wouldn't be able to jump
off from our scene. This was a quick way
of doing it using a game hidden actor
and just any type of a mesh that we can grab our hands on. That
has a collision. So basically, that was quite a simple way of
setting up some of the areas for our player and not to be able to jump
off. Now we've done that. We can actually
continue and work on our other areas
for this level. So I'm thinking about just setting up this area over here. Before that, though, we should probably get some
walls here as well. So I'm just going to
get myself a wall for this area and pillar and just make a quick very
quick duplicate. And we should probably
not think about it. Maybe we're just going
to delete that and grab ourselves these
couple of walls. These are shorter, actually. But it's not going to be at
the same kind of a height. So I think we're going to
grab these ones instead and squish this entire wall up. Maybe it's a little
bit too big even. So we're going to grab a
different wall entirely. I think that'll be the best. I like working with these walls. Let's go ahead and check
what kind of walls we have. This might be a perfect wall. So I think we're going to go ahead and work on
these walls like so. Okay. Going to go back and use one of the walls that we
have that out from here. So two by two is going to be a perfect wall for us to use. Let's just make sure that we have the same kind of height. And because I place that on
the sides of these labs, it's actually going to give us a real nice sort of a
height. So that's nice. Okay, let's go ahead and
place them up like so to the side and have them
all ready to be used up. And now we're going to make sure that they connected
with these pillars. Now we're going to
grab both of them. Trying to think if we want to have them be in the
same kind of location, maybe we do go ahead and drag them down backwards
a little bit like so, and that might actually
look quite nice. Let's go ahead and keep it so. Trying to think if the pillars, the pillars are going to be aligning to this one over here. Now we're just going to
make an duplicate like so. Trying to think if we should
have at a wall over here. But I think the way we're going to do it is
we're just going to get ourself a large
wall over here and just connected to
this side over here. So we're going to
just make a copy of the largest wall we have
so from the other side. Make sure it's the
same height and then connect it to the
end point like so. I don't think we want
it to be very end. We're going to have a
door here for sure. I don't think we want it
to be the very corner. So what I'm going to
do is I'm going to grab myself a smaller rock. Going to bring it up like so. Make sure it is set
to the right scale. And I'm going to set it up to the very corner of our area. And let's go ahead and grab or selves one of the door holes, door areas, door
frames, like so. Set it up like so. I think this is going to be
quite nice actually. But this is not going
to have any gaps, and it's actually going to
look quite nice, I believe. We want to actually
have them in. Actually, we probably want to even bring it down to the side, this inwards as well. It wouldn't be
completely overlapping. This is going to be much nicer. Now for this area, I'm
thinking that we should probably just a smaller wall. We might need to
use a smaller wall. I think that's going
to be totally okay, and of course, we're going
to get a self some pillars. Just to make it a
little bit nicer. We might not even
need a pillar over here, use that over here. I think it'll be totally
okay without it. Actually, we might need
to use it to the side. But for the sides, I think it would be
better if we were to use a nicer kind of brick wall. So let's go ahead and
do that actually. Let's go ahead and make use of a nicer brick wall. So I think. I'm trying to figure out if
we are going to be using a larger or smaller
type of a brick. So So I think we'll use just
the larger types of bricks. I'll just make it look a little
bit nicer in this design. What I'll actually do is I'll
just grab this entire wall, like so. Just grab it all. Make a duplicate out of it, bring it all the way down
to the normal level. I'm actually going to grab
a free by free plate tile. Make sure it's set in
the right kind of way. Very center or we
might even want to align it to the side like so. I think that's going
to look quite nice. So now we're just going to grab this entire section of the wall. Put it at the very end the
pillar of the wall, like so. We got to make sure though, we don't have it too low. Otherwise, it's just not going
to look like a nice wall. It'll look more like
a fence instead. We don't want this
to be the case. And I think it actually looks quite nice
quite like overall, quite narrow looking
corridor that we have because these
walls are bigger, We have more of squished down kind of a
corridor over here, and I think it actually works out in our
favor in this case. So let's go ahead and make
use out of that. Quite nice. I think. We're going to
make a nice corridor. And I'm thinking that, yes, we should probably get
it one more longer. So it's going to be quite a nice and long type of corridor. They're still connected those two to understand
why that's the case. I'm just going to go
ahead and delete it. I'm just going to grab one of them that was already there. So now, Actually, I don't
even seem to like this. The way this looks,
I think we should probably grab a larger. Yeah, let's go ahead and
grab a larger kind of wall. So this one over here is
going to look quite nice. Make sure that it
is set up properly. Same height. Going to lower
this down a little bit. So. And now, this is
going to look much nicer. Maybe we can actually
just bring it inwards, because we wanted
to make sure it ends with this actually. Trying to think if we could have gotten away
with the smaller wall, but that doesn't
seem to be the case. So let's go ahead and grab the larger wall
that we had previously. So we're going to
grab it over here. And put it down a little bit, the same scale, same size. And it's going to, the
same hide basically. Going to have it over here. Now we're going to we're going to have an
entrance to a vault. I think this is going
to look quite nice. So let's go ahead
and fix that up and set up a hole or vault. So we had a holes going to grab it from
the assets content, or we could just grab it from the area that has
all the assets like so. And once we have them, we can just put them in
sideways like so. And I think we even need
a pillar over here. So let's go ahead and
grab it or maybe. Yeah, actually, let's
go ahead and use the smaller pillars, like
these ones over here. So I'm thinking about
just grabbing them up and this one over here. Going to look nice.
We want to have them in more or less the same
height as the ones before. I'm just going to raise
them up a little bit. I don't think we can have them in exactly
the same height or maybe unless I think I'm just going to click R and just kind
of align it manually, be more or less the same height. So now, it'll be just exactly the same kind of
when we look from the side. So I think that's
going to be nice. In this door, though, I don't think I think we'll need to kind of put it
on the sideways like so. We got to figure
out if we wanted to have a sort of a gap or not. I think just having it like this is going to work just fine. It's going to make sure that
side of the end doesn't have any of the
overlapping meshes. And once Imh with that. It going to make sure
that it doesn't have any of the holes go through it. Obviously, we have a
massive gaping kind of one sided mesh. So that's going to
be fixed in a bit. But before that, though, we need to make sure
we set it up properly. So I think this is going
to look quite nice. Okay. I think this is
looking quite nice. Also actually going to add a ring around this area
as well because I want to make sure I set up the entire vault visually
looking quite nice. And we're going to have frames indoors and whatnot as well. I just have to make sure
that the overall hole is set up in a way that's
just not too thin. I might even want to extend this overall
kind of a wall to the side so could
have it fit properly, but actually looking at
it. Looking at the sides. It looks like it
fits just right, and it actually
looks quite nice. So I'm actually going to
keep it as is going to get els the vault set up in
the next episode, though. Let's just make sure
that the ring is set up properly on both ends. Now, it looks quite nice. Okay. So in the next lesson, we're going to set up this entire kind of a
room for the vault. And then I think
we're going to start up decorating our
entire level and setting everything up
by breaking some of those edges with
ornaments and whatnot. So thank you so
much for watching, and I'll see you in the next.
101. Bringing our Dungeon Design Together: Hello, and welcome back,
Everyone to Blender Free T on real Engine five dungeon
Modula kibosh course. In the last lesson
we left it off by getting ourselves
this narrow corridor, which we're then going to be
taking towards the vault. We don't have the
vault quite yet, so let's get right into
it and finish this up in regards to the
overall level design. So we're now going to
get ourselves, actually. We want to finish it up
this end of the corridor, so we're just going to
grab the wall real quick. And it seems to be like it's
another part of the mesh, so let's go ahead and quickly. Delete it and get ourselves
is to be rotated 90 degrees. And put it in a corner
just like that. So now we're going
to get ourselves a nice wall at the
end of this corridor. We might even want to extend
it just a little bit. Just so make sure that
there's no gaps in between, and we pretty much
are done with this. Okay, let's go back
onto these corridors, and we're actually
going to start off by getting some slabs
into this area. I think that we could
probably use a four by four. That's probably too
big. A three by three will actually
be just right. So we want to have a
small kind of an area. What is, we might even want
to rotate the entire slab. So just so we could
get the texture going sideways because if we have a
look at the texture itself, it is actually kind of
wider sideways like so. And because right now
I'm thinking that we could get ourselves
a room going sideways. I'll just basically
kind of widen this overall length if we have or texture to be
going this direction. So hopefully, that makes sense. And for the reasoning, and now we're going to set up
some of the walls as well. In regards to the walls, we can probably use upper
brick walls or texture. So actually, we're just going to get ourselves one of these. Let's go ahead and just
test them out how they look like in regards to their shape. And actually, this
one fits right in. So let's go ahead and
make use out of it. And I'm thinking
that maybe, yeah, this wall is actually the one that's causing us a
little bit of issues. Going to make it a little bit shorter, put it to the back, and now it's not going to go past it, okay.
That's perfect. We're going to make use of
these textures in order to set ourselves this entire
bank or vault rapper. So we're now going to actually, we'll need another
wall over here. I'm thinking whether
to use a two by two or three by three. That might actually work. Yeah, that will definitely work. Now that I think
about it. Might even want to squish it up
just a little bit. And obviously, we're
going to have some of these edges covered up
by the pillars, like so. I'm going to make
sure though that our walls are sitting
nicely on the ground, like so, and that some of the pillars are going
outwards like this. And even we might just want to make sure we
have it like this. So the top of the pillars are just sitting comfortably
at the very top, and it's just going to give us a nice ornamental kind of
design towards this vault. So by switching around
some of the assets, even by just kind of changing
the height a little bit, we'd be able to get a much
different sort of a look. Okay. But now I'm thinking
if we should have a pillar in the middle
or not, and maybe not. Maybe, yes, we might
need to find it out by finishing up this build. And I'm thinking that we could
probably get ourselves a wall and hide the edge like so. Probably, put it
in a way that it would kind of cover
up the side, like so. And of course, we're going to
get ourselves some pillars. I'll just put one in
the corner like so. We got to make sure
we do it in a way that would consider
the overall design, and of course, I'm going
to put a pillar over here. We might not even need
a pillar over here. It all depends on
this wall height because right now we can see this and it quite
like the overall, we might just raise these
walls just a little bit. Now, we're not going
to be able to see it. T. I don't like this
overall design actually. Trying to think of a way to have a small kind
of a pillar in here. We might just grab
ourselves this pillar, bring it all the way
back in to the side. So now it's going to be hind at the very edge corner,
and this way, From the other side, it's not going to be
quite as visible, but we do have an issue where
these are being visible. So what I'm going
to do, actually, I'm going to grab these, lower them, and extend them a little bit
upwards, like so. Okay. And I think
let's have a look. I think that will
be totally okay, but it's walls on the side. This might be
actually quite nice. I just worried
about this pillar, not just going overlapping
with the wall. We could have fixed
it, and our way would have been
to just extending the overall wall and kind of making sure that it goes this
pillar goes inside of it. I didn't want this
to be the case. So now just looking
back at the wall. I don't think we need a
pillar over here on the side. I think this is quite nice. Let's actually have a
playable character and drop it down in this area
to see how it looks. Going to search for player, final sells a player, click F and see where the player is. We're testing out the stairs, so it's going to be over here. I'm going to drag it all
the way back to the end. Actually by dragging it, I
can see there's a problem, an issue with a pillar. Let me just quickly go
ahead and click on it, select it, and then think
on a way to fix it. So there is no issue. There is an issue with
v as well, actually. Just going to select
both of them, bring it down a little bit. The pillar itself, I'm considering about just bringing
it to the front, like so. If that might be a better
solution than bringing it down. Still quite visible, so
bring it down like so. Now, let's have a
look. And maybe that's going to be quite nice in
regards to walking past it. Let's actually quick press
play and see how this looks and able to
walk past this area, and this is This might
actually be quite nice. Quite like the overall design. It kind of once you
open up a door, once you open up a door, you'd be able to
walk past this area and have a ste vault, not entirely straight away, but in a way that would just be visible with the
corner of your eyes. So I think that's quite nice. Let's just have a look at the overall design
of a level now. And see if we need to make
any of the adjustments. The easiest way would probably be to go onto the top view. I'm going to click the button
at the very top right off our viewport and just extend
this kind of a viewport. Actually, when I
maximize this view, it seems like the glow that we had previously
seems to disappear. So yeah, it seems like when
I maximize this window, it just kind of disappears
in regards to that. So I think that's quite nice. I'm just going to make sure I
click click off the pillar. And check how the
overall design looks. If we want to make some
massive changes to overall design, there
is a way of doing that. Actually, I will show
that right away. And for example, let's say
we want the sewer system to be closer to the overall kind of a level just to squish it up. What we can do is we can drag our mouse across the top view, like so and make a
selection just like that. Actually, I'll make a
selection in a way that only the staircase would
be selected Like so. So now, everything, the
entire level is selected, including the staircase, or even I don't think I want
the staircase selected. So I'm going to grab
these parts like so, and we can basically
move them outwards and have them de
selected, so, actually. Yeah, let's go
ahead and do that. By grabbing this entire
selection like so, and by deselecting some
of these parts like so. We're able to basically move
around this entire level. And actually, I'll go back
onto the preview mode. I think I have, I still have some of that
stairs de selected. So holding control, I'm able to make some of
those de selections. And now what we can
do is we can bring this entire level all the way to the kind of
edges off this side. Okay. And even I'm thinking about just bringing
it forward as well. We don't have to worry about
the staircase just yet. We can always adjust to
stuff like that easily. So once I have all kind of level closer to the
way I wanted it to be, Yeah, I think this
is going to be quite nice, quite a lot nicer. So once I have the
entire level kind of adjusted with its motion, we then need to make
sure that the parts, the sections of the levels
that we have adjusted actually go back and connect to the
over sections of the level. So the way we're going to do it is we're going to grab this. Let's not forget that
by clicking G. We have used this wall as a way to just to block the player from the
entering as a collider. So now we're going to
select their the stairs, the wall, and the upper wall, which is used only
as a collider. Then we're going
to simply think, we're just going to bring
it back, actually, like so. And thinking that we probably be able to bring it
a little bit to the side. And let's see, I think that's going to be totally fine if we bring it to the
side like this. I want to make sure that
these pillars don't actually, they still keep that
entire wall in cut off. I think that's going
to be quite nice. We just got to make sure that this wall is being
set up like this. As for this wall, it's going to go inside of another pillar. Make sure they're not
overlapping outside of it. Even if they do, we can
just squish them down a little bit and now we just got to make sure
that they're properly set. So This wall is
obviously too big. Just going to grab myself
at a different wall, delete this larger wall, before setting it up, actually, I wanted to make sure that
the height is set proper. This is a proper
height, 90 degrees, turning at 90 degrees like so going into the middle
section of the pillar, and having it set up would
be covering these edges. We can click G to
make sure we don't see the collider that we
use the side of the wall. And just make sure
we set it up nicely. I think I'm just going to grab this wall and just set
it up on the up end. I'm just going to
grab the pillar that I copied with it
and put it on the side. And this way, we're
able to basically fix the kind of a design issue
that we had previously. So I think that's quite nice. We was worried that
the staircase is going to be kind of too open in regards to this
entire corridor. But looking at it, I
think it's quite right, because it's a curved area, it just hides this overall
design going sideways. So I think in regards to
that, it is quite nice. We do need to hide this though. This is quite a mess. So let's go ahead and
make sure we fix that. So I'm going to get
myself a small wall, just like we did
previously, setting it up. Actually, this is
a different wall. So I'm going to go ahead and find that wall
within an asset pack. So this one over
here, going to put it in the same
height as the wall. Make sure it's actually
even in the same location, and putting it like so. And that pretty much
fixes the issue. We're not going to have
anything overlapping over here. There is something Let me just move this stile actually and
see what is up with this. So actually, I'm not
able to see my Gizmo, even if I click G. Oh, I had to click W because I had the selection mode
selection mode on. When you click, you have quick select objects that
basically allows you to make some
selection 40s assets. But when you do that, you just basically hide
your Gizmo and often, I just prefer to have
translate object Gizmo on. And even with that on, I
can still make selection. But we just have
ourselves a move tool on. So I just got to
make sure now that all of our assets are set
up in a way that we want. And I'm going to click G, just to make sure that
they're properly set up. I think the stairs are
going to be a little bit. It'll be probably a little
bit more to the side, or we're just going to move
this a little bit like so. Maybe a little bit
too much actually, I'll turn off the grid and move it manually
like so it'd be barely touching the edges
because often you'd use this decoration on the very top of the bottom of the walls. So yeah, I think all in all, we're able to have the
nice level design. Feel free to adjust the
overall kind of a look. If you want to kind of
squish it up or down, we can always go to the top view kind of
have it selected like so and kind squishing it down and then adjusting the upper
assets in regards to that, just to make sure it fits back in with
the overall design. So, yeah, that's
going to be it for the overall kind of
design of our level. We pretty much are
finished with that. We're just going to decorate it a little bit in
the next lesson, and then afterwards, we're
going to start off creating particles and creating some interactions with
doors and whatnot. So thank you so
much for watching, and I'll see in the next one.
102. Adding in the Bottom Walls: Welcome back here we're
into blended turn real engine five dungeon
modular kit bash course. In the last lesson,
we left it off by actually getting all of
the level design complete and getting the overall
kind of aesthetic or the location of each
of the rooms sorted. So now what we're going to do is we're actually
going to get some of the ornaments in and
decorate some of those rooms a little bit just to kind of differentiate
between them. So we'll start off with
this room I reckon. We can get ourselves some
of the decoration on top, as well as the bottom sides. So that's going to
look quite nice. I'm just going to make
use of the asset content and just scroll through it until I find the
ones that I want. So right now, we have ourselves the wall support bricks
in three meter length. I think I'm going to
start by using that. And I don't actually quite like the overall kind
of a look for these. I think I'll use
a different one. Before doing that, though,
I think I'll just lower the overall skylight first because this is right
now too bright. I think I don't quite like it, especially when working with
this overall kind of design. So I'll go back
onto the skylight. I'll change it back from 50. I'll actually change it back
to one, and that might. That looks quite
a bit different. Actual two something like five. We don't need to worry
about that just yet. We're going to fix that up everything with lighting
issues and whatnot. In the future on
our last lessons. But for now, we
just want to make sure we don't have too
hard shadows as well as don't just bleach out all of the textures using
the skylights. So I think the overall kind
of lighting is okay for now. As the default one
is quite nice. So right now, we're
going to get ourselves some of those ornaments done. So I think, yeah, okay, we're going to use the wall
tops ornit starting point. I think these are going to
go over here on the side. They look quite nice. We're going to make sure
that they fit in nicely in the center and we
lower it to the point where you wouldn't show up all the bricks that
are on the top, like the bricks are
not popping out, as well as the sides are
going under the pillars. Tough this way, we're able to just hide some of those seams. I think we just make a
copy out of it using old dragon to the side and
check in how it looks. This looks quite nice. We're going to get
a similar one, that's going to be
a free meter one. This time, we're going
to set it on the side. Put it like so and
check how this looks. So I think this actually looks quite nice
a little bit too much. Outwards. I'm just going to
bring it back to the side. And now I think I'll just use the same one on these
other areas as well. Then I think I will
leave this as is. I don't want to use these on those walls because they're
going to be shown on the corridor and I
don't want to make it too ornamental in that
regard for those areas. So instead of what we're
going to do is we're going to use a different ornaments. We're going to get
ourselves the ones that we used for these
stairs on the side. It was, I believe over here, yes. These ones over here. They look quite nice to be used on the bottom sections
over here as well. This way, we're
able to break off some of the seams for them, and I'm just going to start
with the largest one. Okay. Put it into
the side like so, and even going to play around
with the overall height. I think the height
is quite fine, just going to bring it down
where it touches the ground. I think it's going
to be quite nice. Going to make sure it
goes inside of a pillar inside of the wall or actually, probably set it up
in a way that would be right in the
middle. There you go. Now, it's going to sit
nicely in the side like so. I'm thinking whether
or not we should probably just extend it.
That's going to be fine. Let's check the
height. Scale 1.36. I think that's totally
fine.'s got to do it as minimalistically
as possible. I think that's going
to be totally okay. Yeah. And we're going to do the same thing for the other
side as well off the wall. But they're going
to fit in nicely? I think the spiller is actually
a little bit to the side, so I'm just going to bring it a little bit
outwards like so. It's actually totally okay. Now we're going to fill in
our side of the wall as well. Let's go ahead and do
that. Let's go ahead and Turn it to aside. Make sure we have it exactly 90 degrees. Now just position
it in a way that would help us get in
between those pillars. Let's try squishing it down
to original scale like so and see if this is actually
going to fit in properly. I think we need to
actually bring it outwards, just a little bit. I want to see if this
is actually going to look nice in regards
to this area. I'm not quite sure though. We might need to get
ourselves this pillar to be going inwards. Or actually, this
pillar has to be rotated because I don't
even see there you go. I don't see the
same ornaments that I had on this area as well. And I'm going to bring it to the side to the front and see that they're not
properly aligned, there you go, now they're going to
be properly aligned, and now they're going
to actually not going to properly stick out or
they will on this side, so I'm going to bring
both of them to the side. That way, this section is not going to mess
it up on the end. It's going to make sure
that the ones that we use. This is a two meter
one. Yes, we're going to have it for
this end as well. I think this is going to be
squished up a little bit. Put it back, lower it down, and this should this definitely has a nice connection
for these ends. I think they look quite nice. We just going to make sure we
do it for this bit as well. I got to make sure
instead of doing that, I'm just going to make
a duplicate out of it and reset the scale. This way, we're able
to perfectly fit it in without much
of a need to make further adjustments
and thinking that maybe we need to get it out a
little bit further because, change the height a little bit. What I'm going to do is, I'm just going to
end a little bit, and that actually looks quite nice quite
like this corner. I'm going to leave it as it is. And this corner actually
looks like it's been a little bit more to the side
or even. Let's have a look. Yes. This wall seems to be a
little bit outwards. I see. It's because I wanted to keep this edge in this kind
of symmetrical area. So I'm actually going to
leave this wall as is and it just gives the same
kind of ornamental value. So I think it's okay. We can't even bring this
inwards, like so. And this will give us
a nice kind of result. I think this is totally okay. So let's go ahead and get some of those ornaments
for this area as well. I think that's going to
be looking quite nice. We're just going to duplicate
the one that we had, making sure that it is
set up in the center, and it's going to give
us some nice results. Finally, we just need to
cover up this area as well. Like so. To get some nice ornaments to
the end next to the door. I don't think we're going to do anything next to the
door completely. So going to make sure
squish it up even more and make sure I hide
it behind this pillar. So I think this is going
to be quite nice and all. Just making sure
that This is not. You're just going to
turn off the grid, make sure that it
is set in a way that's going to be sticking
out a little bit like so. And all in all, I think
this is looking quite nice. So let's go ahead
and keep it as is. So now, when we're walking out, we're going to see this
kind of ornamental wall, and the other side is not
going to be like that. And I think that indicates that this room is somewhat
important and whatnot, and it just definitely
brings the overall kind of aesthetic or this area
a little bit more. We can just choose to ignore
this room or we can just go inside and kind of embrace the danger
that lies within it. I think that's quite
nice. And now, I'm just going to also add some ornaments to
this vault, actually. So we need to definitely
make it prettier. I think we can just use
the ops blocks like so. These blocks are going to be
quite nice for this area. Just going to check
how do you look. I don't think we can squish
them because right away, the pattern is going to get
swished up by quite a lot. We'll try to keep them as the same kind of
blocks as we have. I'm trying to think of a
way that we can get it sort in a way that it wouldn't
cause any types of gaps. Let's go ahead and
try getting it done. So I think we can just lower
this down a little bit, started out like so. This might even be a
little bit too big. But if it doesn't go
through the wall, I think that's totally okay. We can totally leave it
as I'm trying to think if this is a little bit too
big or if we even want this, for example, I think this
is going to be quite nice. Set it up in the
middle and that is going to look really
nice actually. So let's go ahead
and keep it as is. As well as we should
probably set it up at the top of
the vault, maybe. Probably not. It's not going
to look quite as nice. So let's go ahead and just get ourselves this side
set up as well. Make sure the same
height. There you go. Now if I were to
position it to the side, they're going to be in the right position in the right height. I think that's going to
look really nice overall. Let's just make sure that
they're set up in the center. I think is actually going
to do it for this area. Let's not forget to do
it over here as well. You need probably a smaller one. Set it up to the same height, making sure it set up properly,
then dragging it out. I actually might be a
little bit too small. I'm going to grab a larger one. It doesn't matter
if they overlap, I want to keep the pattern
for these ornaments to be the same making sure they are set properly
and drag outwards, they don't even overlap
with one another. We do see certain
bit going outwards so that is totally okay. I think we can ep
as is actually and even I think we can just
get these ornaments. Sh. We can grab these
ornaments like so, and I think instead
of the top ones, if we were to make a duplicate out of it and
bring it to the bottom, we can get this result. I'm just thinking if that
looks better or not. I definitely like the
overall kind of a look. We can even bring it
inwards with this like so. And I think overall, this will look much nicer. I think I definitely like the way this is
turning out to be. The overall design
is quite nice. I do think that we need an
area over here as well. We've got to copy
it, make sure we are consistent with
the overall design. And now, We also have to
cover this up as well, so I'm just going to
bring it outwards. So this looks quite nice. We can press play, and I
think the character was, yeah, the character
was in this area. So if we walk into it, it's quite a nice kind
of vault that we have. So this is definitely
quite a nice area. Also, let's not forget
this area as well. Let's go ahead and
quickly cover it up. We can use these
blocks over here. Let's turn at 90 degrees. Make sure we have a
nice area to walk past. And this way. Yes, this is
going to be quite nice. I think this area requires a way to cover to cover
this section as well. I's going to put it in like so, and make sure to cover these
rocks, just like that. And that's pretty much it, guys. And that's going
to be it, I think. We are just going to actually quickly play and test out how we can walk past this area because now they have
ornaments on it. And actually, the
height is just right. Going to test if we can walk
through the stairs as well. Everything seems to be in order. So that's going to be
pretty nice. All right. So in the next lesson, we're going to set up some of the door frames and actually set up interactable doors to be
used within our environment. So thank you so
much for watching, and I'll see in the next one.
103. Adding in the Final Doors: Well, come back, everyone
to blend the two on real engine five dungeon
Modula kit bash course. In the last lesson,
we finished up with some decorations to just
spice up the level. And in this lesson, we're
actually going to begin our process by getting some
doors into the level as well. So I think we'll begin by just getting
some of the frames in. We could actually set up
the frames to be with some specific doors and that might make our lives
a little bit easier. But I think we might be it might be just nicer
to get the frames in first and then have the doors in which way we want
them to be because some of the frames can go
with some of the doors, for example, those
rounded off doors, can go in with any type of
those frames that we want. So basically, we just have some control of how we
want them to set them up. And actually, I'll
start off with the square frame right away
because I know there's a square frame in this area over here that's going to have
a nice kind of a design. I'm just going to fit in this
frame over here like so, and then I'm going to
get a different frame for a different area. I think we just got to make
sure that we make it not float around and it is set
properly within the ground. And then once we do that, we can pretty much grab any
frame for rounded areas. I'm just going to go onto
my ast areas as well. Just make use of this. Instead, just to be able to get ourselves some nicer control of which frame we want to use. SoingF the very entrance,
for the first one, we can use a very basic one because it's an
area that goes into the sewer system sofing it'll be a nicer one to just use a
very basic one like this. Let's just make sure it
doesn't float around and we just drop it down
by one like so. I think that's going to
look quite nice like this. I think that's
going to look okay. So for this one, we might use something because we have
these kind of ornaments. We can use this one, like, so that kind of makes it feel like it fits within
this overall design. I kind of looks like
sort of an armory, a proper kind of a design. So I think this is going
to look quite nice. Again, let's just make sure
that we fit it properly within our area like so. Actually, we're
going to test them out and see if we can walk
through them in a bit, though. Before that, I want
to make sure we get some nice frames into our level. So actually, let's go ahead
and have it sorted like so. This looks quite nice. I like the design. We
just have some variation. We might as well make
use out of it and that's why this door is
going to look quite nice. I think has a nice ornament
this section though, we might try using let's go
ahead and use a basic one, I believe it has it goes into this kind of
gritty rocky area. So I think just making
use out of a simple arc, so it's going to be quite right. And also, this is
a pretty long one. So by making use out
of it is going to help us in regards
to just bring it to. Actually, we need to
put it in the center. And I'm thinking if we even need it over
here, to be honest. We'll try putting
a door and seeing if we need it here, actually. So with this in
regards to the edges, we don't even need to worry
about how they look like. We might even get
away with just using it looking at it back. Yeah, we definitely need to
set up this kind of a Arc. So let's go ahead and make sure we set it up properly like so. And I'm thinking of
actually turning off the grid just to have more control of having
it right in the middle. Making sure that it sits
nice at the very bottom. I'm actually just shrinking it down the bottom kind of
squishing it from the top. Because our Gizmo is
centered at the very bottom, the location forwards position
is not going to move and it's going to only squish the very top. So
that's quite nice. And I think this is
going to look okay. I want to make sure that none of the rocks are shown
on the sides, and this is actually quite nice. Okay. So this is maybe we want to make it even bring
it to the front. Okay, so this is
nice. Finally, this section over here as well. Thinking what type of frame
would be nicest to use. We have a couple of choices, making sure we don't
have any other choices, and we can just place it in. So we can play around
with the design. We can go ahead and try
using this one the same one. Maybe this one. I think this one is going
to look quite nice. We might as well use
this one and making sure that the overall design
is going to go to unlit, to make sure that overall
kind of a place is set in the way that's not going to get That's going to
allow our character to get through basically, and at the same time, the rocks are not
going to get row it. I think we can actually
just widen it up by expanding it only in
regards to the width. I think that's going to
help us going to make sure that overall texture
doesn't get affected too much. Let's go ahead and play
and actually test it out. If we can walk past it, there's more than less space, we can even jump around
and see if this works out. So this seems to be fine. The door frames actually
turned out quite well. I think they're set in
the right position. Everything seems to be fine. Just going to make sure I run past every single
one of them and see the height because some of them are
quite squished up, and some of them just also making sure that the
collisions are set up properly, so we're not getting stuck on the sides or edges
or any qui the sort. So this seems to be
quiet, all right? Okay. I think that's going to be
it. For the next lesson, I think we'll start off by getting those interactable
doors sorted, and actually, we'll
be able to just open them and close
them in any way we can. So we're going to
end this lesson now, and thank you so
much for watching, and I'll see you in a bit.
104. Setting up Door BluePrint: Welcome back, everyone
to blend the free to real engine five dungeon
Modula kit bash course. In the last lesson, we left
it off by setting some of the frames to be
used for the doors, and now we're actually
going to be making some of the interactable doors and
setting them up as blueprints. So first of all, let's get ourselves onto the area
where we have our doors, and we'll be setting one of
them up. To start it off. And then we'll be able to
just create a variation from the same code and set up multiple variations
of those doors. Anyway, so to get started, we're going to create
a blueprint for that. And a blueprint is if you ever
use something like unity, for example, it's similar to that of a pre fab, for example, where you can have an asset and you can have a code and you can have basically kind
of a bundled up item that's ready to be used, and you can have
particles and whatnot. So yeah, we So, yeah, we need to
sort it out in order to make this door
to be openable. I think I actually
want to make use of this door to start off. I think that's going to
be a nicer out of a door. I quite like this door. It doesn't matter which
door to be honest, we use to start it off
because what we need to have it first
is we need to make sure that Agismo is set in a way that we'd be able to make use
out of because right now, as you can see the gizmo, we set in a very corner, and that allows us to
rotate our door action. Let me just turn off
to enable a snapping. And right now if we
were to turn this, we can see that our door
rotates on these hinges. So because the gizmo is
set where the hinges are, we're able to make
this sort of rotation. So we're going to make
use out of those things. So right now, we'll
need to create ourselves a blueprint
and set up part door. So first of all, we're going to right click within
our content browser, and we're going to create
ourselves a blueprint class. So within it, we'll be able to create ourselves
an empty actor. Let's go ahead and select that. And we're going to be
calling this a door 01. So this is just a name. It doesn't matter
how we call it, but we just got to make sure we have everything set in order. So do 01, we'll now be able to double click
on it and open it up, and we won't see
anything within it. So the way we add our door
first in order to make use out of it is we'll click on the upper left corner
where it says add. And we'll select
ourselves a door. So before doing that, though, we've got to make sure that
we are within the view port, and this will allow us just to visualize what we have
within this blueprint. So right now, we have nothing. It's completely empty.
We only have this icon. If we were to drag this blueprint class
onto the environment, and if I were to click G, so I could see all the icons, we'd be able to see this
exact icon as it is now. It just indicates that there
is a blueprint over here. So now that we have the
blueprint opened up, we're going to actually get
ourselves a door first. And instead of clicking
this ad button over here, what we're going to do
instead is we're going to locate our door within
our content browser, and that's just going
to make it a little bit easier to navigate it. So I'm going to find myself
the door that I want. And then simply
click and drag and drop it into this blueprint, like so, and right away, what you can see
is the same way, by the way that we have within our viewport
within the world, where we have right click Q
and to kind of move around. We can do the same kind of movement within the
blueprint as well. So rotate walk move around WS D while
holding right click and Q and two kind of
go up and down. And of course, we even
have the camera speed. So if we want to slow
it down, we can do so. So now that we have
our door set in place, we'll obviously want to
make it go back and forth. So the way we do it is
by setting up a button, and using that button
interactable button and making it
activate a time line, which then activates
an animation. So the way we're going
to set it up is firstly, we'll need to go into
the edit settings within our project itself. So upper left corner, let's go ahead and click Edit for our project, not
for the blueprint. And actually, it is the
same setting in this case. So let's go ahead and open
up our project settings. And from within our
project settings, we'll need to locate ourselves
on the left hand corner. We'll need to locate
an input menu. So if we were to click on it, we'll be able to open up an
engine input and within it, we'll basically find all
the inputs that we have. So WASD Q&E for the movement, for example, for the
third person character. So right now, I'm going to
get myself an action mapping, and the way we do
it is we click on this plus symbol over
here by click on it, We actually create multiple. We need to make sure
we open up the tab. Otherwise, we just create multiple ones and
we don't see them. So I'm just going to because I created multiple one of them, I'm going to remove
all the duplicates, so I'm just going to
click all of them off like I'm going to keep the
one that I just created. We also have a jump. This is for the third person character. Let's make sure let's
not delete that. And so basically, we're going to have a jump for a first
person character, and then our own
one that we just created called new
action mapping 01. Which we are going to rename it. So I think we're going to we can call it
in any way we want, but we just got to remember
that in our blueprint, we're going to be
using that name. So we can call it interact. Button, like so. I'm going to keep
it as one word, and then all we got to do
is set it to a certain key. So by opening this tap up
with this arrow over here, we're then able to determine what kind of key
we're going to use. So by clicking on this box, we're able to kind search for any key that we want
or alternatively. If we were to select click
on this button over here, we can then click on key, which then we'll in turn just straightaway bind it
to the one that we want. Because I clicked, or for
example, I can click F, or whichever button
you want personally, I'll just go ahead
and select like so. We can make use out of that. Whatever the E is being clicked, it'll activate interact
button action. Alternatively, we can just
simply go to keyboard, all the buttons from the
keyboard and just scroll down until we find
ourselves a letter E. So like so. And now, once we're happy with
our interactable button, we can now close down
the project settings, go back onto our blueprint and now finally start
setting up our door. And actually, what
I'm going to do is I'm going to just
maximize this entire window. So in order for us
to actually make this key bind to be affecting
the animation pots door, we're going to go
onto the event graph located on the upper
section of this window. And actually, we
run out of time. So let's continue on
with the blueprint part of the door section
in the next lesson. And so thank you so much for watching, and I'll see it a bit.
105. Creating Interactable Door Blueprint Animation: Hello, and welcome
back everyone to Blender free TR ngedFive
Dungeon Modula bash course. In the last lesson, we left
it off by creating ourselves a blueprint with a
door model setup, and we actually
created ourselves an input key to be used
to open our doors. So now we're
actually going to be setting up ourselves
a blueprint, which we're going to use
to open up that door. So let's get started. What we'll want to do is, we're not going to be
touching these ones for now. We'll want to simply set
up an input interaction. So right click and then
search for interact button. Okay. Interact button and underneath the input
action events, you'll find your name. So basically, we're searching for our button the
way we called it. Now if we were to select it, we'll get this result. So when pressed, we'll
want to play something, and that is going to
be an event graph. So by clicking and dragging it out similarly to what we have
from our material graph, we're now able to search
for an event graph. So we're actually going
to search for time line, like so, and we'll want
to add a time line. And we can just keep the name as the default. It
doesn't really matter. So now, when it's
going to be pressed, it's going to play
this timeline. So what it is within a timeline, if we were to double click
on it, we'll see what it is. It's within five length. We also need to add track voice is going
to be an empty one. So when we add a float track, like so, we're going
to get this result. So within 5 seconds, it's going to give us nothing because we haven't
set it up just yet. So what we need to
do is actually, I'm thinking that maybe it'll
be easier. No, it wouldn't. Okay. I was thinking
that maybe it'll be easier if we just
have it already set up, but it'd probably be
best to have it like so. So for Sarus we'll
have to make sure that the length of this event
is set to 1 second. So instead of five is
going to be set to one, and that'll just shorten
the entire graph like so. And when we have it
as set as 1 second, we're going to add
a couple of keys. So by right clicking and
adding key to curve float, we'll be able to set
value at the very start. So as you can see, if
we have it selected, it says the time and the value. We want to make sure that we
both have them set as zero. And this will mean that the
key will start this timeline, set as a very start set as zero, and that is exactly
what we want. Then the next one, the next key, we'll want to set it up on
the right corner over here, where underneath the 1 second where you see it
at the very top, we'll want to right click
and add another key. Okay. This time, we want
to have it selected. Make sure that you
have it selected. If you left click on it, you can see it set to blue. That just means it
is being selected. So once it is selected, we can see the time and the value and we
want for this one, set the time to be to one. So basically, be at the very
end of where our length ends then the value for it
will want it to be set to one. So this way we'll
get a nice curve. If we want to navigate through
the graph, by the way, we can do so by just
clicking and holding right click and we can
also zoom in and out using the middle mouse wheel. So by having this, you're able to just position your graph in between those two. And now we'll also want to make sure that when
it is being played, we don't have just
straight up a kind of a curve animation where it
just has a constant speed. Instead, what we want to do is we want to make sure
that the speed for this animation is set to
kind of more organic look. So the way we're
going to do it is by selecting one of them, we can right click on
it and set it to auto. So instead of a linear,
it's going to be kind of slow at the very start. By looking at curve,
it'll basically show that the value starts slower, and then it kind of
speeds up in the end. We also want to
do the same thing for the other one as well. So make sure it is set to opto. Once both of them are going
to be set to automatic, that'll mean that the curve
will just start off slowly. I'll pick up the speed
and then slow down. And what this will mean is that when a door is
going to be turning, we'll use this value to kind
of speed up, then slow down. So it's going to be a much
organic kind of door open. We actually have some
control over that, but we'll get into
that in a bit. We just want to start it off and actually get this
door to move for now. So once we have this
timeline set up, we're going to go back
into the time graph, and now once we
press this button, it's going to play
the timeline and get 0-1 in kind of animated way. But of course, it's not
going to do anything just yet because we need to
tell it to do something. So we're going to actually grab this entire door
from our components, grab it and drop it into this blueprint onto
our event graph. And now from it, we're going to get ourselves
a relative location. So by dragging it from
this dungeon door, we can search for
relative location. Relative location like so, and we're going to find
ourselves set relative location. Sorry, not relative relative rotation. That's what we need. So instead of changing
the position, we want to change the rotation
angle from the gizmo. This will allow for our door
to essentially to rotate. So we want to set it to
a relative location. So let's go ahead and grab set
relative location like so. Then what we'll
want is we'll want to break apart this rotation. So the way we're going to do it is we're going to
basically right click on the new rotation and
select split structure pin. So by click on it, we get
ourselves all the rotations for the roll pitch and B adjustable. So now what we can do is we can connect the timeline
to the update like so. So when the timeline
is going to be played, it's also going to activate
a relative location. Now what we need to do is because we're updating
the relative location, we need to set it up
with a certain value. So right now, it's only going to be if we were to just
simply use it as is, it's only going to
be rotating it by one degrees because that's
the way it is being set up. So what we need to
do is actually, we need to set up
an angle that we can then adjust and control it on how much we
basically open the door. For us to do that, we're
going to create ourselves a variable that we're
able to control later on. So the easiest way to do it is if we go onto
the left corner, we have ourselves variables, and if you click on
the plus symbol, we get ourselves a new variable. We're going to call
this angle so, and we're going to change
it from a bulon a float. This way, we're
basically going to be having a number
applied onto this angle. Now we're going to get
ourselves an angle like so. We're going to
multiply the timeline, the value that goes
0-1 with our angle. So basically, whichever
angle is going to be that we're going to have is going to be multiplied
with this value. And the way we're going to
do it is we're going to right click and we're going
to search for multiply. So we are now going to connect the timeline
with our angle, and now if we were
to just connect timeline from the new track
with our angle like so, We're going to be
able to then connect this to the rotation
of the z axis. This will basically rotate our door around the
Z axis like so, and I'll create a
motion for our door. In that regard, if we now set our float value to
a certain value, because we haven't
set it up just yet, we need to make sure we
click on the variable, and actually, we need to
compile our results first. Once we compile it, we get ourselves an angle
default value. If you set it's 90 degrees and then click
Control S to save it. We'll be able to see
the result of our door. Now if we were to actually get
our player into this area, let's go ahead and so we're
going to bring it over here so push this character
to the end like so. I'm just going to get myself an asset copes value
and just going to base the value in click
F to snap it onto the area. When we click Play, if we press E is not going
to do anything. And that is because we actually need to enable this input first. So the easiest way to
enable it and just to see how this entire
operation looks like is by right clicking on our graph for
our invent graph, if we were to search
for enabled input, so, click Enter, have
an enabled input. And then simply connect this to the event
begin play, like so. And actually also, we need to get a player
controller just to tell what player
gets enabled input. So if you right click player
control, player controller. Then once we got
ourselves a play control, we're going to
connect this to the play controller like so. So we basically tell it to enable an input
for this controller, and now once we click
Control and S to save it. Once we click Play play, we'll be able to open ourselves
this door by clicking. Now, the issue is that
we can click E again, and that's not going
to do anything at the moment because we need to fix the animation and make sure it
actually closes it. We're going to do that
though in the next lesson. Thank you so much for watching,
and I'll see in a bit.
106. Setting up Door Blueprint With Specified Distance Activation: Welcome back, verron
to Blender Free T on real engine five dungeon
Modula Kit Bash course. In the last lesson,
we got ourselves that door that we're
now able to open it up. But obviously, we can just open it up, and
that's going to be it. We need to make sure we
have it closed as well. And that is relatively
simple to do. So what we're going to do is we're going to go
onto the timeline and actually we're going to drag the interact button
a little bit to the back. And what we're going to
do is we're going to now make use out of
something called flip flop. So if we were to right
click and search for flip, we'll be able to get ourselves
or flip flop that is, we'll be able to get
ourselves a flip flop. So if we were to
connect this through, we'll basically be telling that whenever this button
is being pressed, pressed, it is going to activate something that's
connected to the A. And then afterwards,
it's going to do something that's
connected to the B. So we're going to play
hit play on a timeline. And then on another time
that's going to be pressed, we're going to actually
reverse this entire animation. So whenever the button
is being pressed, we're going to play to open it, and then play it
again to close it. Also, what I'd like us to
do is on the last lesson, I forgot to do it
is I'm going to make sure that this
angle is set up in a way that we're going to
be able to adjust it within our playable area
within our detail steps. So We can do so by just
simply changing the angle, having this opened up. If we were to click
on this over here in the bottom left corner
within our variables, we'll be basically
able to tell it to be adjustable within
the detail staff. So within the right hand corner, we'll be able to adjust it. So let's go ahead
and save this out first hit control
and S to save it out and test out the
fliplop functionality as well as the angle
functionality. I'm also going to just
minimize this real quick. And now, if we were to
select this blueprint, Within the bottom right corner, we'll be able to have some
options, and of course, in order to see the angle, we have to make sure
we click compile. So once we have it compile, we can click control
a t to save it. And then once we have
our blueprint selected, within our detail stab, we're going to have
ourselves an angle variable. So now if we hit play, we can also make useide of that, and now if we hit E, we can open a door,
close it, like so. If we want it to be opened
in the higher amount. So for example, we
can set it 220. We now hit play and click, it's going to be
opened up even more. So if we have an area where we want to be
having a door to be completely opened
or completely kind of shut or only
barely opened up, we can have a control over that. So that's quite nice. So now, Once we have that,
there is another issue. Once we actually play it, we can notice that it can be open from basically any area. So we can be on any
place within a map, and it'll be still opening up. So we're going to be
fixing that as well. Let's go ahead and go
back onto a blueprint. Is going to maximize
this entire window. We're going to be
creating ourselves a hit box that we'll
be able to make use of Let's go onto the viewport
and now let's click Add on the components area on this bottom here and
search for collision. We're going to get
ourselves a collision box. Let's go ahead and create
ourselves a collision box. We can just keep the
name as a default. It doesn't exactly
matter at this point. Let's go ahead and
just keep it as is. Now what we'll want
to do is we'll have to make sure that the box is set within the area
underneath the pool sin root, which already
should be the case, so let's go ahead
and leave it as is. And we're going to
want to make sure that this box is set within a
center of our door leg. So we just have to make
sure that this box is not being paired up
with this door itself. Otherwise, when we're going to be rotating this door itself, it's just going to rotate the
trigger box for this area. And we don't want
this to happen. We want to be able to open
a door only when we get close and without much of
a change for this door. So I'm going to click R and kind of upscale this
entire trigger box. And we just want it to be maybe a little bit outwards from the side of the
door and just make sure it has wide
enough of an area for it to be basically when we get close when we
get into this area, we'll be able to open a door. So that is the kind of way
we want to look at it. So I think this is going to
be a big enough of a box. I'm just going to click W to expand to make sure I drag the entire
box upwards like so. Actually, I'll make
it even bigger. We don't have to worry about
it too much at the moment. We can always adjust
it in the end, so that's going to be just fine. So yeah, once we have
this box set up like so, we're going to go back
onto our invent graph and actually now we'll want to make sure we have
the box selected. And for its details, we'll scroll all the way down and we have some of the events. And we'll want to make use of the on the component
begin overlap, as well as on the
component and overlap. So when we enter this
box, this collision box, we'll want to activate
something and then we'll want to disable
it when we leave this box. So we're going to go
ahead and create one. Then click back box and
create another one. So we have those two events. So what we're going to do with them is actually quite simple. We're going to make use out of the enable input
because without it, Our entire script, our animation basically
wouldn't activate. So let's go ahead and
simply deconnect this link. So by holding control and
clicking and selecting the end of this link
and then kind of letting it go on the MT graph, and then simply left clicking on box we'll be able to
make this selection. So now we have enabled input and it selects
the controller. So the way we're going to use it is actually quite simple. We're just going to
drag this downwards onto where our begin
overlap starts. And now we're going to simply connect this Actually,
before connecting it. We got to make sure
we tell what is being overlapped with because if
we just simply use it as is, if anything overlaps
with this box, we'll be activating
this animation. So we don't want this to happen. So we're going to actually get ourselves a first
person blueprint. So we're going to right
click on a graph, search for firs character, and we're actually
going to get ourselves as two BP first person
character like so. And then we'll want to connect to this third person character, as well as our actors. So we'll want to tell
that this is being set as an object and the overlap is only being applied
onto this third person. So now we have that, if
we were to connect it, we'll be able to get the result that basically will
enable this input. Likewise, we want
to get pretty much the same result except
disling this input. So what we're going to do
is we're going to copy all of these downwards like so. And we're going to
reconnect these to our third person
or the overlap. And instead of enling the input, we're going to right click on a graph and search
for disable input. So this one over here,
we're going to select it, and we're going to just reapply the values that
we had for enable input. So now, once we hit
control and S, save it, I'm going to minimize
this blueprint, and we're going to
see that we have a collision box applied
onto our blueprint. I'm actually going to lower this entire door a
little bit like so. Now if we hit play, nothing is going to happen
once we click. But if we get close to
the door and then click, we're going to be able
to open up this door. But maybe we want to
actually even make the collision box a
little bit bigger. Since right now it's actually, we need to stand really
close to where it opens up, and that might not be
quite as practical. But right now, once we
leave outside of this box, we're not able to close down this door or open
it for that matter. So that is quite nice. So that's going to be it for
opening and closing doors. In the next lesson, though, I want to make it
more intuitive in regards to knowing which doors can be opened and
which doors can't. And if you want to, for example, use doors as just a
simple decoration and make it look as
if they're closed. You wouldn't be able
to tell a part, which doors can be
opened and which can't. So we're going to get ourselves a nice horrible text that when you get to a door
that can be opened, it'll just pop up on our screen. And then afterwards,
we're also going to play around with some
animations and get a little bit more into the timeline and how we
can make you saro in order to get a different feel
to how we open the doors. So that's going to be
it from the lesson. Thanks so much, and I'll
see in the next one.
107. Creating Blueprints for our Door: Welcome back, everyone
to Blender free to Unreal Engine five Dungeon
Modula it bash course. In the last lesson,
we left it off by getting ourselves a
door that we're now able to open and close
by getting within the proximity of it.
So that's quite nice. But we're going to make
it a little bit more interactable and more intuitive. So let's get into it by
setting up some of the text. So let's go back
onto the blueprint. And what we're going to
do is we're going to actually go into the viewport. And what we can do
within the set viewport is we can add a component
and search for text. So we can use a text
renderer in order to get ourselves a text that appears
in front of the door. So I'm going to go ahead
and position my text first by clicking,
rotating it sideways. Actually, I'm going to use an angle snapping mode
first just to make sure that my angle
is snapped and I can rotate it to
exactly B 290 degrees. Now I'm going to click W and position my text to be at the very front of
the door like so. And actually, let's go ahead and change the text first before change
the position. So we're going to go
up the detail stab, scroll all the way up, and we're going to find
ourselves the text. So if we were to
change this text to something like
press E to open, We're going to get this result. Now, because I
have a text that's actually on the opposite side, that's actually rotated
the opposite way. We're going to just rotate
it one and 80 degrees. We're going to rotate this
around. So doing it like so. We can now position
our text to be right at the very front of our door to be hovering over like so. I think we can also Yes, we can also probably do it for the back of the door as well. So I'm going to hold
Alt and just simply do nothing because that doesn't
actually work within the blueprint that
is totally okay. We can hold control
and click C and then click Control and V to make
a duplicate out of it. Now we're going
to rotate it back to the same way it was and
position our text like so. So that's going
to be quite nice. Now, what we want to do
is if we have a look at the entire blueprint,
if we press play, we're going to get
ourselves a nice text, but that is always going
to be appearing no matter how far or how close we're
going to get to this door. We don't want this
to be the case. Instead, what we want is
we want to make sure that the text appears only when
we enter into the box. So what we're going
to do is we're going to go back onto
our event graph, and we're going to make use of the already existing
collision boxes that we have. So we're going to start off by actually getting our
text to be invisible. And we're going to select
both of these texts. And we're going
to select both of these texts holding
shift and mouse button. And now we're going
to scroll all the way down until we find
ourselves rendering, and we're going to
take this box off. So by default, we're not
going to see any of the text. And now we're going to
make sure we enable this when we step only
into the box itself. So what we're going to
do is we're going to grab both of these
text renderers and drag it into our blueprint. Now we're going to make use
of these text renderers, we're going to
actually set up the first one first
and then duplicate this exactly same one onto
the upper one as well, just to make our lives
a little bit easier. So what we're going to do
is we're going to drag from the first text renderer
outwards like so onto graph, and we're going to search for togal visibility set visibility. So if we were to
search for that, we're going to get this result, and if we were to select it, we're going to get
this sort of node. Within this node, we have a box. The box represents
the visibility, and if we have this enabled, it'll basically make the
entire thing visible. So that is exactly what we want. And we're going to use for
this So we're going to use this functionality and simply attach it to the
overlapping box event. What we're going to do is
we're actually going to drag the enable input
outwards like so, just to make sure that
whenever our character steps on and only our character steps on that this text
is going to appear. So in order for us to get multiple of the events
to be possible, so they'd be enabled
both of them at once. As you can see, we can't exactly get them both to be
enabled at once, just by connecting
multiple nodes like so. Instead, what we need to do
is we actually need to right click and search
for a sequencer. If we were to search
for a sequence, select this one over here, we're going to get
this one like so. Now we can connect a sequencer from our fo person character, and then we can connect this right away into
our enabled input. Then the second one, we're going to connect it
to a visibility. Basically it's going to play the original one to
enable the input, and also it's going to enable
the visibility for our ext. So we also want to
add a second one, the second text, the
one that's at the back. We've got to make sure that
both of them are enabled. So what we're going
to do is we're going to click on
this plus symbol over here to get another
event to be enabled, and we're going to
make a duplicate for this set visibility like so. And we're going to connect this as a target for
this other text. And we're going to make sure
we enable this as play. So if we click Control on S and then try it out
by playing this, we're going to not
see any of the texts, we're going to get close to it, and we're going to have the visibility appear
in front of us. So that's quite nice.
But obviously we want to make sure that the text
disappears as well. So we're going to basically do exactly the same thing
for this part as well. So actually, what
we're going to do is we're going to copy
the text render, the sequencer, and
the text render and both of their visibilities. So we hit Control C, and then Control V, we're going to make a
duplicate out of it. We're going to connect
the sequencer like so. So when it works out,
it's going to play these. And also, we've got
to make sure that it disables the input otherwise. It's just going to
enable us to open all the doors no matter
how far away we are, so we're going to make
sure that these ones are disabled as an input. And we basically just
want to make sure that the visibility
is ticked off. So now if we hit control and S to save it and check this door. We're going to get this result. So it says press to open. We leave this box,
it just disappears. So that is quite nice. But as you can see, there is a bit of an issue
that when we open it, the text actually just kind
of hovers in that one spot. So what we're going to do is we're going to go
onto the blueprint. We're going to select both
of the text renderers, and we're going to attach
them onto the door itself. So now when we close this down and hit play, we open this door, and this text is actually
going to be stuck on the door, which is going to
be a statically, kind of a nicer thing to have. So that is quite nice. Of course, we want
to make those doors to make this blueprint to be compatible with
the rest of the doors. We have so many variations that we've got to change
that we actually need to make sure we apply
all of these blueprints, that we need to make
sure we apply all of these animations onto the
blueprints or of the doors. So we're going to actually
do that right away. It's quite a fast
method, actually. We're going to do that though in the next lesson, actually. We're running out
of time. So thank you so much for watching
and I'll see in a bit.
108. Animating all our Modular Doors: Welcome back, everyone to Blender free Tn reel engine five dungeon Modula
it bash course. In the last lesson, we ended up adding some text on front of the doors and getting it to be more intuitive
for the player. And this time, we're
actually going to apply this entire blueprint class
onto the rest of our doors. So we do have quite a
selection of doors set up, and we're just
going to make sure we have all of them set up as a proper blueprint class. So let's go ahead and just get all of these doors
out in the open. So just so we can see how many
of them we actually have. We're even going to bring
the vault with us as well. We don't actually need
the ring at this moment, so let's go ahead and
delete it straight away. And now, what we're
going to do is actually, we're just going to get ourselves just count
how many doors we have in total just to see how many blueprints
we need to make. So we have a total
of five variations, and what we're going to do is basically get ourselves
this blueprint class. And make a copy out of it. So click Control C and
Control V. We're going to do it four extra times just so
we could get more variations. So now we have There
you go, five doors. And what we're going to
do now is we're actually going to go back and forth, so we could have all the
blueprints in one spot wise. They were quite at the
very back and so in us. And so in order for us
to have them all in alphabetical order and have
them next to each other, which had to go out and
into this folder again. So now we're going to go into
each one of them and just change up the doors from within the blueprint
class itself. So let's go into one of them, and we're going to change it up by getting ourselves
to assets over here. Then going onto the viewpoort getting ourselves
this door itself, making sure we don't delete
the text renders themselves. If we were to just
simply delete this door, we get this result, Okay. We still have ourselves a
lighter as well as both of the texts which are actually
invisible right now, so that is why we
can't see them, but we just got
to make sure that they are within the
component task. And of course, we've got
to replace this door, so I'm just going to grab
myself the ad that we have. I'm actually going to check
which door we had previously, so this is the one
with a blueprint. We just got to make sure that
we use a different type. Okay. And so let's
start with this one. Just going to drag it
into blueprint like so. Make sure that it is
positioned properly, though. So I'm just going
to make sure it is dragged onto the
default scene root. Instead of just
being applied onto the text, attach it like so. Now, attach both of the texts. Actually before
attaching the text, let's make sure that our
location is set properly. I'm going to reset both
of these locations, the transformation and
the rotation of these, and now we're going to be properly set within
this door area. So now let's go ahead
and make sure that these both text renderers are
set up within this asset. So when it's going
to be rotating, it's going to pick
it up properly. And now we've got to make sure that within
the event graph, it runs smoothly for our code. So let's go into
the event graph and let's switch it
up for this door. So let's go ahead and make sure that We would it be here
within a flip flop. Let's make sure that this is set up for the set relative
rotation properly. So we're going to grab
ourselves a door, bring it into our blueprint, and simply attach
it for our target. Now, if you were to compile it, everything should work fine. We should be able to click
Control and S to save it. Let's go back up
and get ourselves the blueprint or this door
and check how it looks. If we hit play, it should give us the exact same
response as this door as well. Let's go ahead and
test it, and this seems to be the case,
which is quite nice. Okay. Perfect. So let's go ahead and get ourselves
for alvadors well. So we got ourselves this door, and I think this door as well. We're going to get the one
that has a gap in the middle. So we're going to start
up with our third door. And actually, I'm just going to go straight away
into the viewport, get myself a door
dragged in like so. It's going to be perfectly in
the center, which is nice. And I'm going to delete the
previous door and apply the text renders be attached
on this door instead. Actually, now that
I think about it, this door probably has
a different of a mesh, so we might need to readjust
how they look like. I'm going to actually
turn the visibility on and see if this
actually fits in. We might even want to make
it smaller, for example, like so and readjust the positions or
these texts like so. So we can always do
that. It's not going to affect our code in any
way or shape or form. And we just got to make
sure that after we're done, we select both of these texts, and then we have the visibility
for them turned off. So whenever we have
it in our world, it wouldn't just be
glowing as a text, and we have to
approach it the door first in order for it to
pop up into our face. So we also got to go into the event graph and
change the target for this to be to be
as a modular door. Let's go ahead and attach
this Clickile Control S, and let's test out
this upper door. But this should be fine as well. And actually, Okay. Since we're at it
for the next door. We're going to for
the next door. We're going to have a bit
of a different animation. So let's get right into it. Let's open up another
blueprint class. And I think t one, yes, it's going to
be a square door, so that's going to be quite nice actually for
different animation. Just going to drag this door in. Reapply the text like so, drag the previous door
out by deleting it. And then for this door,
we're going to, of course, make sure we have some
animation that upon it. So we're going to apply the rotation angle
for this as well. Click control S to save it. And now we're going to
adjust our animators. So basically, right now, if we hit if we were to double click
on it and open it up, we have this sort of an
animation where it slows where's where it is slow and
it picks up really slowly, then speeds up and
slows down at the end. What we can do instead
is we can adjust the curve and it'll control how our
animation is behaving. So right now, it
starts off slow, but if we have
this key selected, and we get 2 bars
that we are able to control and kind of adjust the way our
animation is behaving. So if we were to drag it out
like this by rotating it, we basically start
off way faster, and then it kind of
begin to slow down. But one is not going to behave in the
same kind of way as in. It'll give us a sort of a curve. So basically speed up and then kind of reverse and we
don't want this to happen. So The reason being is because it goes
above the value of one. So we don't want this to happen. So we're going to actually I think I'm going
to click Control, and I'm going to
go back onto the first one on into
original and kind of readjust it in a way that it wouldn't go above
the value of one. And this way, it
will kind of just reach it where the
other position is. So by slightly adjusting
the curve like that, we're going to click
Control S to save it. We're going to close this down, and we're going to check the blueprint class for this door if we
were to hit plane. We're going to see the
complete different result, complete different
animation for this door. So as you can see,
the door opens up fast and then
shuts down fast. And only at the end
of their animations, they kind of have this slow
down kind of a motion. So that might be something
that you're looking for. It all depends on the type of animation you're trying to make. All right, so now that
we've done this door, the file door that
we are left to do is going to be a vault door. Let's go ahead and get into it. Let's open up our
blue print clap. Let's open up our
blueprint class and go to the view port. Find ourselves the volt door
within our asset manager. And this one over here.
Let's bring it in. Actually, this one is going
to be the gizmo for it, is going to be on
a complete side. So we're going to reposition
our asset slightly, and we're going to bring
it to this side leg. So it'd be right in the
center of the world, where the trigger box is
for where the per door is, that's going to be much nicer. We also need to make sure that visibility is set
proper for this door. And let's go ahead and
kind of drag this text outwards like this
because this door is way. This small door is way thicker
than we had it previously. So right now, it's going
to be much, much nicer. But we also got to make sure that We can also change up the text for
both of them, actually. So if we have both
of them selected, and the text says
multiple values, we can just simply delete this and rename it
whichever way we want. So we can say press to open volt pen volt both of them
will say the same exact thing. Also for the scale,
we can change the scale within them as well. If we said this to 15. It's going to give us this
result. So it is much nicer. Actually, I'm going to go ahead and delete the door and reattach the text renderers onto
this volt door like so. And also, we've got to make
sure that they're both set in more or less the center
of the door as well, like so. Now we've
done it like so. Obviously, because
it's a volt door, we should probably make
it slower to open it. And so in order for us
to increase animation, what we can do is we can double click on a timeline
with in oran graph, and where it says the length, if we were to change it from
1 second to, let's say, to 3 seconds or even 5 seconds,
something of that sort, then we can zoom out and
see that the length that we have right now is
way, way larger. And then all we got
to do is click on the final key on
the last key that we have and change
the value from one, 25, sorry, because we're
using a value of free, we're going to change
it to a value of free, which is actually not
in the right position, we're going to change
it back to one because we need to go
from value zero to one, and the time is the one
that we need to change. Sorry about that. We need
to change the time to free. Now because we changed
it, if we were to click Control
and S to save it, bring this vol door
onto our level, we'll be able to
see how it behaves. So if we were to
click Play, Actually, that's not going to work
because we totally forgot to add an event graph and
actually set it as a target. I'm just going to bring
it onto the blueprint, set it as a target,
click control and S to save it, close it down, and that still doesn't
work because we need to make sure we compile it
now that we compile it, control and as to save
it, and now it'll work. Now if we hit play, we'll be able to see
how this door open. It is actually quite
a smooth motion, waist low within up doors, and I think for
such a heavy door, it is going to be way
nicer to make use out of. So that's going to be it
for setting up the doors. In the next lesson, we're
actually going to make use of these blueprints and actually place them all in our level. So thank you so
much for watching, and I'll see you in a bit.
109. Fixing the Door Collisions: Hello and welcome back on to Blender free tonal engine five dngon Modula kit bash course. In the last lesson, we
left it off by sorting all of our blueprint doors, and now we're able
to make use out of them and set them up
within our level. So let's get right into it and actually place them
within our scene. I'm just going to make
my camera a little bit faster so we could get
into the area quicker. And we can basically use any of the blueprints to just set
them up within our area. And I'm thinking
for this section. I'm just going to
start with a 01. And I'm going to
actually put it like so. And let's not forget that we actually have
an angle that we can control on how we're going to be able
to open our doors. So that's going to be
actually quite useful in regards for how we want
to open our doors. So I think if we
have our player, I'm just going to
select the player and bring it onto
the scene like so, And actually, I'll show you another way how to bring
the player because that might be a little bit
annoying every once in a while to just keep
bringing it like this. Once we have our player located within our outline
or what we can do is we can position our viewer
to be in the direction in the place to be in
the place that we want, and then what we can do, then all we need to do is
right click on our players start and click Snap
Object to view. So what this will do is, it'll just basically place our entire asset or object
into the way our view was. Now, it actually messes
up the rotation. So what we're going to do
is we're going to go onto the transformation tab and
reset the rotation like so. And this will
basically place it in a default kind of a state
without it having it rotated. I don't think this will
affect the rotator anyway. Let me just have
a look and see if yeah it wouldn't affect
the blueprint anyway, but it's still nicer to
have it properly orderly. Properly sorted. So let's go ahead and make use either
this blueprint like so, and now we're going
to test the door. I'm going to click to open it. And we might want
to have this door open to be a little
bit more wider. So let's go ahead and do that. I'm going to bring this door
a little bit back like so. And I'm thinking
about just simply changing this from 90
to something like 100, let's go for 120 and see how
this goes. Let's click Play. Pick, and now we're going to have our door
open all the way. Keep in mind that
This angle that we're doing is actually adjustable for each instance of this door. So when we make a duplicate, we can change this to 90 degrees and this door to be 120 degrees, and both of them are going
to have different types of angles depending
on that parameter. So that is actually quite nice. I'm going to go ahead and delete this blueprint because
we don't need it. So now we have basically an individual control over the angles for each one
of the types of doors. So I think we're going to
leave this door as is, and now we're going to sort
out this door as well. And for this bit, I'm thinking about using
this door like so. I'll look quite nice. If we just place it like this. We obviously need to rotate it around and put it the
position like so. Actually bring it
outwards like so because it opens based
on this gizmo and the gizmo is right underneath the hinges and those hinges
are in front of the door. We're just going to make
sure that the opening looks quite nice and it
doesn't actually overlap with our assets. So that is actually quite nice. Let's continue on
working with this and actually get all the
doors in just like so. I think for this area, I don't want to have
another variation. I'm going to get the one that
we had previously, like so. I'm just going to place it in
a position just like that. Make sure that this
is brought forward, and that's going
to be quite nice. Actually going to change
the angle to 110, and that actually I'll change it just to 100 and that'll just stop next to
this wall over here, and I think that'll look
really nice for the next door. I'm going to have it over here. This door, however, I think I'm going to use the
third door that we have, the one with a
hole inside of it, and I think it'll
look quite nice. I'll make it look like it's a prison dungeon part or something of the sort because we do have a lot of rocks here. It's definitely
going to have that more of a grim looking
part within it. So definitely has
that a style to it. I think this looks way nicer
with this kind of a door. I'm just going to put it as is. Then the next door is going to be right
underneath over here. We can actually go back from this position and
sort it out like so. Thinking which position, way this door should
actually open, should it go this
way or should it go to the inside of
underneath this area. Let's firstly place
this door and see how this looks
and by default, it'll be opening
towards this area. But this actually makes
it much harder to move in because we have this such
a narrow gap we walk in. Instead of what we're
going to do is, we're actually going to rotate
this 180 degrees like so, and we're going to have
this entire door to be placed from the upper side. This was going to
go to lit mode. This way, when we
have the door open, it'll be opening towards this area where it's more
or less of an empty space. I think it's going to work out
much nicer in that regard. Let's just make sure
that we position our door to be in a nicer way. And actually, I'm just going to squish it down a
little bit as well, just to make sure that it
fits within this entire arc. I think this is going
to look quite nice. We can now move on. Also,
I'm going to make sure that this is also going to fit properly within
this arc as well, and this look really nice. And the final door that
we have is a square one. So let's go ahead and
fit it in as well. So we're just going to
place it on into the frame, and it's more or
less the same door. It just has a different co mesh, so it'll behave in
exactly the same way. I'll just put it right at
the edge of this door frame, so it's going to be opening
nicely from the side. Like so Now, all we got to do is hit play and check
how our doors look like. So we're going to open the
first one works really well. The second one works
quite well as well. We might consider having this door to be opening
from the front. Otherwise, this might be a
bit of a too narrow gap, but we are able to
walk through it, so I think we're going
to leave this gap as is. Then we're going to
walk upwards and see how the first door that
we have is opening up, and it does open up. We might want to increase
an angle just a little bit, so it'll be touching the
wall a little bit more. But I think that's
going to be okay. It all depends on
the preference, personal preference,
to be honest, so that's totally fine. The fourth door is also
opening really nicely, going to test this door as well. And actually, I just
realized that we don't have a vault door in here. So we're going to fix
that in a second. We're just going to finish off testing the rest of the doors. This one works
really well as well. And then the final door, the square door is going to work quite, quite well as well. So that is actually
really, really nice. Okay, so let's go ahead and get ourselves the vault
door in well. All we need to do
is bring it in, make sure it is
rotated properly. And we also got to
make sure that it is set to where the front is. I don't remember where exactly
the front is at a moment. I think it's this way around, but it might be the other way. Let's go ahead and just bring
our playable character, and I think I'm just
going to drag it in so and test the entire door because I don't
remember which way it actually opens it up. So let's go ahead and click,
that doesn't seem to work. So what is happening.
We just have to make sure we enter the trigger
properly don't pone in it, and that seems to be
working really nice, but we got to make sure it
opens in the right direction. And I think this is
the wrong direction. So let's go ahead and
switch it around like so, and this will make
sure that it just opens up in the right kind way. So we're just going to
reposition our angle. I'm going to make sure
that the grid lock is on because it was fitting in perfectly with the entire door with
the entire mesh. Or this kind of a frame, right now, got to make
sure I get it just right, and I think this is
going to be perfect. Let's go ahead and test it
out. We're going to enter. We're going to click
on the button, and we're going to be able to enter the vault,
which is quite nice. If you want to be
really sneaky though, we can do something interesting and we can
actually double click on it. And change up the way the
collider is being affected. So we go onto the viewport and just simply change
the way this box is. I think I can drag it to the front all the
way to the front, like so. Now if we were to compile it, make sure it's compiles properly hit control
net to save it. Now, click Play. I
believe it should be. Yeah. It's actually quite a large box that
we have at the moment, so we might need to fix that up. Or even that doesn't actually do I didn't go
on the same kind of way. So let's go back into the blueprint and fix up
this entire collision. We're going to drag it away, make it a little bit smaller and have it only on the front. So if it closes by accident, if you try to close it up, you wouldn't be able to open
it from the other side. So it's kind of a nice way
for doing it volt door. So that's quite nice. We should probably increase
the timeline, though. I think it's too
fast for a door. So we're going to go back
onto the event graph, open up the timeline
and switch up the length for how long it
takes to open this door. From 3 seconds, I am
going to change it to 5 seconds and select
the last keyframe, and then going to go and change the time from 3 seconds
to five like so. Make sure we don't adjust it. Just going to use right click to check if the graph
is set properly. Now we're going to compile it. We're going to close this down, and now we're going
to try it out. And I think I need to get
out of the collision box, and now once we
get inside of it, once we get close to it, we can open the vault. So
we're going to click. It's going to dramatically open this up and we can
enter the vault, and that is quite nice. And if we by accident click, next to the vault and
get ourselves closed up, we can't actually open
this door anymore. So that is quite a nice kind of way of getting
yourself locked in. I think that's a little
bit sadistic, but Okay. All in all, it just makes
a nice kind of a feature. I will make sure though that
the door is properly set within the inside of our frame, and I think that is going to be nice. So that's
pretty much it. We now have ourselves some
doors within our level. In the next lesson,
we're going to introduce ourselves with some
modeling tool kits and get some holes for the events
in just to pretty up the entire level and
make sure we get some decorations out as
well as some detail. And just overall, making the entire scene look
nicer than it already is. Although already it is coming
together really nicely. So thank you so
much for watching, and I'll see in the next one. A.
110. Creating Manhole Floor Covers: Welcome back, everyone
to Blender free to jedFive dungeon Modula
kit bash course. In the last lesson,
we left it off by getting yourselves some
of the doors set up. And in this lesson,
we're going to continue by getting
some holes set up so we could actually see
what's underneath these tiles and actually
see a lab itself. So before we get started, let's go ahead and find
ourselves the manhole that we're talking about.
So this one over here. We're going to basically
create ourselves a hole and get this in so we could make a nicer
visual aesthetic towards our scene. So
let's get started. We're going to use a modeling mode that is
within a real engine, but for us to make
use out of it, which is within a select mode and it's going to be
the modeling mode. By default though,
this is not visible, and we actually need to go into the edit onto the plug in stab, and within the plugging
stab we'll have to enable ourselves
modeling mode. So we'll have to
search for modeling, EO, and we're going to get ourselves modeling
tools edited mode. Make sure that this is enabled, and once you do have it enabled, you'll have to
reset your engine. So I'll pop up on the
bottom right corner of this window that it says you
must restart your engine. Make sure you have this enabled, click Yes, and make sure
you restart your engine. Ow is the plug in one
be loaded properly. And I think you'll have
to save this entire map. It'll pop up with a
window saying, save as, and just make sure you save
it out within a project. And then once you do, once you reload your entire project, you're going to get
yourself a window on an upper left corner
that says modeling. So this mode will basically allow you to
do a couple of choices. Not only couple actually does have quite a
lot of options. That should often see within
a typical modeling tool kit. So we're not going
to go over all of them because there's
quite a lot of options, but I'm going to show you
the basics and how to use that in order to set up some of the manholes or our dngon. So let's get started. We're going to
firstly, get ourselves the hole that we're
talking about, and I'm just going
to grab it from the assets older itself. I'm just going to
locate myself asset. Dungeon modular kit floor gate. We're going to drag it
into our world like so, and we're going to set
it up just so it could be right over our tiles. We can basically put it
anywhere we'd like for example, if I wanted to have it in
the corner like so and actually set it up in the
center of this entire mesh, because it's a
free by free tile, we can simply set
it up in a way that it would create it
right in the middle. Or we could just move it a little bit to the side, like so. And anyway, once
we're done with that, we're going to get
ourselves a cube, but we can't exactly
use a primary shape that we could get from using quickly add to project button. We're not going to use
this one over here. And instead, what
we're going to use is by scrolling all the way up
within the modeling mode, we're going to use ourselves and box shape because otherwise, it won't allow us to
create ourselves the bully and operation that we're
going to be using soon. So in order for us to set it up, we're just going to click
ourselves on a box. And with the default parameters, we're going to create
ourselves a simple cube. So if you now hover
over our scene, we're going to see
ourselves a cube that's going to be
placed within the scene. And I'm just going
to keep all of these parameters
as the basic ones. And at the very bottom, we also see something
called new asset location. This is just saying
that it'll generate a new folder within our project, and it'll create
basically a new mesh, a static mesh or our scene. So we're going to
make use out of that. We can just automatically generate a folder volt relative, and that'll just basically
create ourselves a generator folder within this area over here
within our content. So once I just simply
place a cube like so, we can go ahead and
click complete. And that'll just basically tell that we're only using
this as a simple cube, and we're not going
to have multiple meshes within this area. So once we create a selves
a Q it's just going to create a static mesh and
generate ourselves a folder, which is going to keep
that set generated mesh. So that is why we're
needing to create a mesh from this modeling
mode because we need to generate ourselves
a static mesh that is then going to be used
for a booling peration. So now that we have
ourselves this box. I'm actually going to reset the rotation by clicking
on this reset value in the bottom right
corner just to make sure that it is perfectly aligned and perfectly straight
to the world. Now that we have
ourselves a box like, we're going to move it into the ground and actually
just make sure that it is overlapping with
the entire kind of a manhole that
we have like so. It doesn't have to
be perfect just yet. We're going to be
fixing that in a bit. Then afterwards,
we're going to make sure that we select the Tiles that we want to
cut out the hole from, and we're going to select the
box as well holding shift. So we're going to have
both of these selected, and we just make sure that the first selection is
set as those tiles. Now we have them selected, we're actually going to locate it within the modeling mode, something called mesh
bulon operation. So underneath the polymodal tab, We're going to click
on mesh bullion. And then right away,
we're going to see the type of effect is
going to create for us. We still didn't
create an operation. We still need to hit
the accept button, but before doing that, we can already see
and visualize how the bullion operation
is going to cut out the hole from our mesh. So now that we have it like so, we can even move around
this cube and just simply visualize the way
it's going to get our So now that we have
with so we can pretty much move this entire hole
in any way that we want. It basically creates a sort of a gzmo but the gizmo
is not the usual one that you see because it is a gizmo that has
everything at once. So if we have this middle center point
and we're using it, we can use to kind of scale
it up or down, like so. Alternatively, we also have
the axis for rotation. I'm not going to do that,
so I'm going to click Control Z to undo my operation. And then we can also just move our transformation
using the kind of a middle point of this gizmo. So by using this entire gas, we're basically able to set up booling in any way that
we want within our mesh. But as you can see, if we move it out
outside of our mesh, the upper meshes are not
going to be affected. But I'll show you how to
deal with that in a bit. Right now, I'd like us to just set up a hole in
a way that would get us a nice kind of a
cut on this trap door. So once we have it,
so properly set up, make sure we don't have
any gaps on the side. We can pretty much
just keep it as this. So we're going to
have an operation of a difference from A to minus b. And it's just going
to cut out the hole. So once we have it
like so set up, we're also going to
make sure that it is writing it to a new object. So basically, it's not
going to replace all of these asset modular
kid mesh pieces. And instead, it's
actually going to make a duplicate out of
this static mesh and cut out the hole
from within it. So we have to make
sure that it is set to write to a new object. So once we have it done and everything is
sorted properly, we can now go ahead
and click Accept. And once we do so,
as you can see, we're now going to
get ourselves a hole. So if I raise this
style a little bit, we can see that we have a really nice hole already set up. So that's quite nice. Now we can also instead of just cutting a hole for each one
of the pieces individually, we can just simply duplicate this piece because when it
creates a bulon actually generates a new static
mesh for our place and basically reapplies
all the materials that already had it on
the previous static mesh. So this is going to be not
the same mesh as this. And instead, it's
just going to create a new static mesh that
we're able to now use. So Right now, what I would say
that we can do is if we want to have more
of these trap doors within our corridor here, for example, we can
simply just go ahead and delete all of these kind
of areas over here. Actually, I just want to
keep it as two of them over here or maybe even the
very first one, like so. Now we're going to grab both these tiles
and the trap door, both of them together, and then while holding, we're just going to make a
duplicate out of them. We can even click Control G just to make sure that we
have them group them up. And now we're going to
whenever we make a selection, we're going to select
both of them at once. So once we have it like so, it should still have
the same kind of a gisma we have previously
that we had previously. So it's going to give us a really nice results when
connecting assets together. So as you can see, we don't
have any of the tile kind of a gap that we get if our gzmo had shifted.
So that's quite nice. I'm just going to go back onto the lit mode and set up
these tiles like so. So now we're going to have some really nice holes
that we're able to make use out of and just
see the lava underneath. So now if we were to hit play, actually, before doing that, let me just quickly
find the players start, and I'm going to just
place it right here. So just going to select the player start,
right click on it. Snap snap object to view, like so, and we're going to get ourselves this little guy. So now we're just going to make sure that it resets
the rotation, and now we're going to hit play, and we're going to
see the results of our bullying operation. So that is going
to be quite nice. And of course,
we're going to have a hole here in the
corner as well. So that is all good and
nice. Okay, perfect. Now, let's say you want
to have a hole that is in between the meshes because when we were
doing ourselves, I'm actually just going to grab this sayatic mesh that we
had previously for the box, and it's just going to
create a cube like so. So I'm just going to talk
about bool in operation. What happens if you want to have multiple meshes and you want to have a bul in operation
in between those meshes. So let's say we want to
have a cover hole in between those two areas
like so. And actually, Let's go ahead and try creating a hole in
between those two. And I'm just going to
position my box over here. And let's say we try doing
it like we did previously. We're going to select one mesh. We're going to select a cube, and then we're going to
try to make a mesh bullet. And of course, it's not going to work because the
asset that we had selected is only being applied with the mesh
functionality over on this end. So what we're going to
do in order to fix that, we're going to actually
cancel the operation. We're going to select
both this mesh and this mesh over here while
holding Shift shift. We make sure that only these
two are selected like so. And with the selection, what we're going to do is actually, we're going to merge both of these meshes and set
it up as a one mesh, and this way, we'll
be able to treat it as a single static mesh and in turn use a bul in operation on both
of them at once. So what we're going to do is once we have both
of these selected, we're going to find ourselves
dumping called mesh merge. So it's going to merge multiple measures to create a new object. We're going to click on
that, and we're going to make sure it's set
to new objects. So whenever we're
combining this object, it's going to create
an entire new asset. And we're also going to make sure that on the tool accept, we're going to delete all
the rest of the inputs. So basically, it's
just going to replace our entire those two assets
with one merged static mesh, and it'll just make sure that we don't have any of
the duplicates. So let's make sure that we
have delete inputs selected. And now we have it
all selected and make sure that the output
type is set from input. Once we have everything
done and sorted, we're just going to
hit ourselves except. And in a short moment,
it just creates us, hey, really quick kind of
combined mesh of these two. So that is going
to be quite nice. Now that we have ourselves,
hey, combined mesh. We can even see it
that is renamed and set is set to be combined mesh. We can always rename
them, by the way. We can just select them
and click F two and then call it something
like combined tiles. So. It is not necessary, though, and now we can just focus
on working on these meshes. So now that we have it combined, we're just going to
select the tile. We're going to
hold shift, select the cube and we're going to now go ahead and select the
mesh bullying operation. Now, as you can see, we have a total control over in
between those two meshes. So that is quite nice. We can go ahead and create
a elsa hole, and of course, we need to not forget to make the trapdoor for it as well. So let's go ahead and
just quickly add that up. I'm just going to simply
drag it in like so. And make sure it is
positioned properly, like so. So now we have ourselves a really nice man cover at the very end of
this corridor as well. So I think that is
actually quite nice. We can see a real nice lava in between here and it
works out really well. Using this, we can actually just replace ourselves the
er tiles as well. I'm actually just
going to go back from the modeling toll modeling
mode to select mode like so and just
going to grab one of the tiles that are combined
with the trap door, just going to make a
duplicate out of it and just replace some of
the areas like so. So I'm just going to
go ahead and do that. Make sure we are
just replacing the actual free by free
kind of tiles, and I'm thinking that we could do it in these
areas over here. I'm actually going to
delete both of these and just going to
replace it like so. But that is actually going
to fit really nicely. Go to replace one over here, make sure that they don't
overlap, of course. And once we're done with one, we can just make a duplicate
and put it to the side, and it's going to fit in
perfectly over here as well. And I'm thinking maybe
we could add more, but it all depends
on the preference on how we want it to be set up. And that is pretty much it for the functionality
of a bully. Thank you so much for watching. And in the next lesson,
we're going to start setting up some of the
water for our sewers. So thank you so much for
watching and I'll see it a bit.
111. Setting up Water Mesh for Sewer: Okay. Welcome back, Everyone to Blender free on real engine five dungeon
Modula it bash course. And the last lesson, we're
going to start off by getting some of the manholes
set up for a level. And in this lesson,
we're going to continue on with the
process of adding more detail to our
environment and getting some sewer water
in into our scene. So we're going to
start off by actually blocking the front
cover of the manhole, because otherwise, it's going
to look like the water is going from a completely
void empty space. And instead, we're
just going to take it and make it
look like the area behind this sewer pipe is just not bright
enough for us to see. So the way we're going
to achieve that is, we're just going to go and
add a primitive shape. So let's go ahead and
click on this button over here on the very
top left corner. We're going to add a shape, and we're going to pick
ourselves a cylinder. So we're just going to drag
it into a world like so, and we can just
rotate it, click. Make sure we have the
rotation snapping on, so we rotated 90 degrees like S. And we're going to position our cube or cylinder that is
into the side of our hole. So we're just going
to make a fin plane that's just going to sit nicely behind this
entire kind of a pipe. So we're just going to
make it larger as well. I'm going to use the gizmo in a way that's just going
to make the larger on the width and not in regards to the thickness
of this cylinder. I'm just going to make it
just large enough so we could have it nicely
set up on this area. So now we have it like so. We're going to need to
make sure that we replace a material for it to be
set as completely black. And we actually have a
couple of choices for the materials within
the real engine itself. Let's go ahead and make
use of one of them, and we're just going
to scroll down within a detailed tab for
this cylinder and just go all the way down
to the material tab. We're just going to open this
up and search for black. So that is going to give
us a black unlit material. If you're not seeing this,
just make sure you have engine and plug in view set up. So within the setting stab, just make sure you have
show engine content and show plug in
content enabled, and with that, you
should be able to see a black unlit material. So once we have this on, it's not going to
have any reflection. It's not going to have any
sort of additional texture. It's just going to
be pure pitch black. So that is going to kind of sell the depth that there's actually
something else behind it, and it's just going to make sure that kind sells the illusion that we have some
water running from it. Nicer. So now that we
have it like this, we're going to set up ourselves a big water material to be used for the
base of this pipe. So let's go ahead and do that. Instead of creating a simple
mesh, a simple plane, what we're going to do
instead is we're going to actually have a bendable
kind of a surface that we're going to be able to use because if we were just to simply create a simple plane and just drag it out like so, I'm actually just
going to make it larger just so I could
show you what I mean. And if we try to set it up as a sewer rod
or just like that, we'd basically be able to set it up as a simple kind
of water that has some random water
now is going in between just to make it look like it's a still type of water. What I'd like us to do at the very least is get some water flowing from this end over here and actually going
in one direction. So we need to make sure that this entire water
material is going to have just a single
material direction, and it'll just
help us to kind of sell motion for
these sewer places. Because otherwise,
if they'd be going to the sideways and over here, for example, we're just not going to be having that
same kind of a motion. Placed over here, and the
water would just be going sideways in this direction
when it reaches this end. We don't want this to happen. And instead of what we're
going to do is we're going to fake the
water kind of a depth, and we still want water to go over these
rings a little bit. But if we make them too large, it'll be causing us too much issue if we just
simply do it like that. Instead of what we're going
to do is we're going to make use of the modeling
tool yet again. So let's go ahead and go into
the modeling tool like so, and we're going to create
ourselves a angle. A simple rectangle with a
one by one subdivision, doesn't matter how much or
the depth is at the moment. Actually, sorry, we do need
to have some subdivisions. I totally forgot about that. So let's go ahead and set it up let's say we can set
it up to be 12 by one. I think that's going to give us the right kind of a result. So the width subdivision
is going to be 12, and it's just going to
give us more lines to work with more vertices that we're
going to be able to bend. So let's go ahead
and hit complete. Actually, I totally
forgot to just place the mesh on onto the scene. So let's go ahead and
make sure that we have the same settings because
they're going to be saved up, even if you don't
complete an operation, and now once we're happy
with the overall kind of Set up, we're going to just place our mesh
inter word like so, and then we're going
to hit complete. So just make sure that
we only place it once. And also, I'm just
going to scroll up and reset the rotation within
the transformed stab. So underneath the detailed stab, we're just going to hit the
reset button over here, and that's going to
give us this sort mesh. Now, if we have a look at instead of the
view the lit view, if we were to just check the wire frame by clicking
on this one over here, For the view mode,
we'll see that we have multiple vertices
to be working with. So that is quite nice. Just make sure that
these vertices are actually going in this
kind of direction, so we'd be able to
bend this entire mesh, this entire plane
in a way that would allow us to have a bit of
a curvature over here. So we're going to make sure
we make use out of that. So now that we have ourselves
this kind of a mesh. We're actually going to make
it just a little bit wider, not too wide at this moment. We want to just test it out a little bit in this kind of
a controlled area like so. And I'm thinking, actually, we can make it just a
little bit wide so. I wanted to make sure I touch this edge over here as
well as the rings and just make sure that we have a kind of a nice depth to
our sewer system. So I'm just going to make it wide little bit wider as
well, just like that. I think it's going to
work really well for us. And now we have it sort
this kind of a mesh. Cover a part of
the sewer system. We're now going to be
able to make use out of the modeling tool in order to get a different
sort of a shape. So what we're going to do is we're going to actually scroll down and we're going to find ourselves in
deformation tab. Now, within the deformation tab, there's a bunch of other
options that we can use to kind of manipulate the mesh
the way we want it to be. But in this case, the
easiest way for us to make use out of a mesh is by
using a lete functionality. So once we click on that, we're going to get
ourselves this kind of a grid which actually
is a three dimensional. If we go ahead and get
close enough to it, we can see that they have
free points in between them. But we're not going to be using it as a three dimensional
kind of an asset. So that is why it's going to be more or less kind of
a plain grid for us. So with that selected
for our lettuce. And let's make sure
that we have selected. We're going to have some
control over the resolution. But I think because I started
kind of selection process, it doesn't let me make a choice. I'm just going to go off
this lettuce choice, and now I can actually
use the resolution because once we have the
entire thing selected, I think it wouldn't let me. Once we start our
deformation process. It doesn't allow us to change
the resolution later on. So just make sure let's
just make sure we have our resolution set up
properly to begin with. And in that axis, we don't want any
of the resolution. Let's go ahead and
change it to one. It's actually going
to change it to two because it still treats it as
a two dimensional objects. So it's still going to
give us those two kind of vertices in between one
another. That is totally fine. It's actually going
to be thin enough for us to not matter
in this occasion, and then for x axis and y axis, we can actually leave x axis as five and drag the our story. We can actually
leave the y axis as five and x axis as two, and that'll basically
give us these kind of lines that go across
the deformation. Because we don't have any of
the vertices in the middle. It wouldn't be affecting
anything overall. So in the end, we only
care about the vertices on the end to make sure we manipulate it in a way that would kind of bend
the overall shape. So let's go ahead and just
simply make us out of them. Now that we have a
resolution set up. We can now make sure we make use out of them and manipulate
our entire shape. The way we can do it is once
we have vertices selected, we can basically manipulate
it in any way we want. Let's just go ahead and make sure we select multiple
vertices first. We can do so by
simply clicking and holding and then dragging
a square out like so. We've got to make sure that our camera is positioned properly. I'm just going to actually
lower the camera speed to free de while holding
and right click. I'm just going to go up
above the mesh like so. Within my viewport. We can even just make use out of
different viewports. But firstly, I just prefer for such simple operations to be
using a perspective mode. So we're going to make sure we select the
centerpiece like so. And we're basically
going to get ourselves a gizmo that allows
us to manipulate this entire mesh in a way that modifies these
kind of vertices. Well, they're not vertices. They're just applied
on top of the mesh, so we get some control over it. So now that I raise this
entire area like so, I'm going to get
this sort of a tilt, and it's just going to give us a nice kind of
curvature for our area. And actually, I'm just going to raise it up just a
little bit like so. Then I'm going to get
the ones as well. So now we're going to get
the ones on the side. And actually, while
holding Shift, if we were to make a selection, we're going to get ourselves a selection on the side as well. Just make sure that the
middle ones are not selected. So if you want to select it, just click off of an object
and it's just going to give us a complete selection
for this kind of operation. So I'm just going to make sure that I'm going to
select one side. And then while holding
shift, select the side, just make sure that all of them are selected like so Okay. And actually, I think I
messed up the selection. So let me just go ahead and
quickly fix that up like so. But now have made sure that all of these on
the ends are selected, and I'm just going to raise
them up just a little bit. So we have a slight curvature
going sideways like so. I think that's going
to be quite nice. Okay. And I think that
might actually be okay. We just need a small
kind of a curvature. Instead of actually
now looking back, I should have just
lowered the sides, and maybe that would have
been actually nicer. So I'm just going to even
if we don't see them, we can still make a selection, though I just made a selection and lowered it to
the sides like so. So it's not going to give
us too big of a curve. We just want to make sure we
just have a certain curve because we're still
going to have a control over it in the end. So let's go ahead
and get ourselves a kind of a nice curve
and then hit Accept. So once we do it like so, we're going to get ourselves a modified version
of our assets. Now we can go back to
the selection mode just so we could get rid
of that menu on the side. And actually, once
we have a curve, we can basically make it as wide or pin of a curve as we want by just using
the scaling mode. So by clicking R
and using the axis, we can just kind of squeeze it up or down in any way we want. So this is one way
that we have control. We just got to make sure that
we have a curve on this, and then we can make sure that the arc is set up
in any way we want. So now, I'm just going to
drag this outwards like so. And just set it up in a way that would be covering
this entire sewer pipe. I think that's going
to be quite nice. Actually, looking back, I'm thinking that I'll give
it a slight rotation for this entire mesh just
so we could have a slight decrease on water going downwards
towards this area. This way, it'll just end before it reaches
the end of the pipe. I think it'll be much nicer. Let's go ahead and hit E. Let's turn off the snapping mode for the rotation and let's slightly rotate
it to the side. I'm only rotating it by
basically one degrees on x axis, as you can see on
the right side. It's actually y pitch. I'm just rotating it in a
way that will just give me a nice angle bit of
a slope in one degree. Now if I look on this end, we can see that it has a much different result compared to the one at the very front. Now we're going to actually
make use out of it and lower this entire water area like so. And we're going to
get this result. We need to actually bring it a little bit more to the back, and I'm just going to
make sure I do that and a little bit
more even like so. Make sure the end is set
up properly as well, and that might be okay or I'm thinking that maybe we could lower this entire thing and just end the
water over here. So that's something we might do. I'm just going to
lower a little bit more to a value of
1.6 of a pitch. So this way it's just going
to create this result. Maybe it's a little
bit too much actually. So 1.2, I think that's
going to be a good value. Now we're going to lower this entire thing and just
make sure that this end is not being affected by
lowering it like so, going to also, I will turn off the snapping
group to snapping as we need to have
some finer control over this entire thing. Something like this perhaps
might be much nicer, or even sorry, we could go back to the rotation
and raise this up. I'll go back to the rotation of one degrees and
set it up like so. Now what we're going to do is, we're just going to
make sure that this entire mesh ends over here, so it doesn't go
to the upper end. I think that's going to be going to give us a much nicer result. Let's just go ahead and
make sure we do that. And actually, thinking about it, we could even go back to
the ette choice and change up some of the
operation and just kind of bring it back over here. We have some finer control. I don't think, let's go
ahead and actually do that. Let's go into the modeling mode, so back onto the ette with
this entire mesh selected. And now that we have
ourselves a rotation, you'll notice that it acts
a little bit differently, and that is because we
have a certain angle. So it's going to
try to think it's going to be a much thicker mesh because we do have
some rotation on it. And a bit of an arc. It's going to just apply
this entire lettuce kind of a thing that
allows us to modify this mesh and basically gave us three dimensional
thing to work with. So we just got to make sure I'm just going to go from lit to unlit unlit to lit and just going to
select these ends over here, then drag them back. We're going to hide it at
the very end of this pipe. So Then I'm going to go
onto the other side, like so and just do this
exactly same thing over here. And actually, just
going to go to the hyrame just to
see how it looks. We're going to be able
to make a selection from this lettuce much
easier than go back to lit and now we can make
an adjustment just so we can end this
entire pipe, like so. So now that we've done it, so both ends are set up properly, we can go ahead and hit except, go back to the select
mode just so we can get rid of that panel, and we're going to actually
make it just high enough, so we could have some
of the water flowing, but at the end, the ends of it are going to be kind of cut off. So we can even actually click r, scale this entire
asset up a little bit and kind of hide
this entire thing. So although the water
would usually be plain, because we're doing it with kind of a sewer system because
we're dealing with that, it's totally okay to do that. And just kind of hide some of the depth that we usually get. So I think that's going
to be totally okay. Maybe we can even raise
it a little bit more. I can see that the other
side is being totally fine. So I think maybe I'll
try raising it even further and maybe just bring
it to the side like so, and just adjust it in a
way that would give us some water that goes
down this pipe. So I think that's
going to be all right. Thank you so
much for watching. And in the next lesson, we're actually
going to be setting up a material for this mesh. So I'll see in a bit.
112. Creating Water Material: Welcome back ever on to
Blender Freetown real engine five dungeon
Modula kit bash course. In the last lesson,
we left it off by getting ourselves
a mesh that we're now going to be able
to make use out of and set up our
water material. So let's get ahead
and get started. So I'm thinking that
maybe we could start off by getting ourselves
into a different folders. So let's go back onto our
content folder like so, and we're actually
going to just set it up within the FX
folder that we had. So let's go into it,
and we're just going to have ourselves a water
material within this area. So let's go ahead and
right click and create a new material and call
this water base like so. And right away, what I'm thinking is that
we could probably set up a water
material instance, and we're just going to right click create material instance, and we're just going to keep
it as this kind of a name. And right away, we're going
to apply this onto our mesh. So now it's going to give us a water based material
instance from this. So when we're
tweaking the values, we're going to right away, be able to see how it
looks like on our mesh, and actually now that I see it, I kind of want to have more
brightness within our scene. So I'll actually go onto a Let me just quickly
find myself a skylight, and I'm just going to increase
the intensity to a ten. So I think I'll just
brighten up the shadow, so we'll be able to
see a little bit more on what we're doing with
this sort of the water. So I think that's going
to be much nicer. Now, let's go onto the water
based material itself, and now we're going
to be setting it up as a water material. So usually what you'd have to do in order to set up a water, you'd have to make sure it
has translucency in just so we could have a transparency
or that sort of material. But within real engine, if we were to have it selected the material and then
change the shading mode from default lid to a
single layer water, We'll get ourselves
a material that will basically be able to give us a depth for this kind of
a mesh and make it look like a water with
some actual volume. So we also need to make sure we set it up properly
because it says single layer material requires a single layer of water
material output node. So what we need to do actually, we need to right click and
search for water material. So single layer water
material output, if we're to click on it, we'll get ourselves
another output that we'll be able
to make use out of. We'll be able to actually
get ourselves some water. So I'm thinking to Sarov
we're actually going to set it up in a way that will
just give us basic values. So Sarov I think we can do
is that capacity to zero. That is necessary
in order to get us the proper kind of transparency
for this mesh material. So by holding one and tapping
on the material graph, we're going to get
ourselves a float value of zero engine just straightaway
attach it to opacity. I attached it to a missive
color that is easily fixed by holding control and
attaching this entire thing, I'm able to change the
opacity. No connection. And now we can get ourselves a kind of a look that we want. In order for this entire
material to work, we'll have to set up all
the inputs for these. So I'll just quickly create
a zero flow values by holding one and
attaching them like so just so we could see how
this entire thing looks like. So now if we were to click
Control and S to save it, we can check the material, and we should get some
results out of it. So let's go ahead
and quickly save it up and see how this
water looks like. And right away, we see
that we're going to get some nice floating looking
water out of our scene. So that is actually already
looking quite nice, but we want to make
some furre adjustments to this entire material, and we're just going to work on it until we get
some nice results. So to start off
scattering coefficients, we'll need to set
it up as a color, And so let's go ahead
and do that first. We'll want to use a
vector free as a color. That is going to be basically the main color
material of our water. And instead of just using
base color over here, we're going to be having
most of the controls or the color of this
water free here. So we're going to hold free, and we're going to tap
on the material to get ourselves a
vector free, which, in turn, if we were to click
on this box on the left, we'll be able to get ourselves
some of that color in. So we're going to
start off by getting a greenish kind of a color
because it is a sewer system. We want to make a muddy sort
of looking water out of it. And I'm thinking that maybe
we're getting something, something towards this,
but low saturation, I think, lower
saturation like so, is going to be a nice color, maybe a little bit
darker even like so. And now we're going
to have to multiply it by a type of value. So by holding, we're going to create
ourselves a multiplier, and we're going to get ourselves
a float value as well. So we actually want
to make a control Parameter out of it.
So we're going to hold S and tap on the screen, click S and left mouse button, and then we're going
to get ourselves a float parameter already that we can
straightaway rename it. So let's go ahead and
call it scattering. So, intensity. And we can add it
up to something like 0.01 because the value, the intensity for it is
actually quite small. Now if we were to connect
this and actually, we're going to change
this parameter to be controllable through the
material instance as well. So we're going to right click
on this vector free and we're going to convert
this to a parameter. We can call this
scattering color. So We have a nice control that we can straightaway connect to the scattering coefficients, delete the zero value
flow value that we had, and now if we were to clear
control a est to save it, we'll be able to once it
loads it up properly, There you go. Once
it lows it up. We'll now be able to go onto
a material instance like so, and with both of these selected, we'll be able to
have some control over the color of our water. So that is going
to be quite nice. But of course, we need to make sure we make some
further adjustments. As you can see, I think it's because it's easier to see here. Because we have the sunset up, it's just going to mainly affect the sun where the
light pounces on it. So obviously, we need to
make some further changes. And also, scattering intensity, we need to have some
control over that. Right now, it is way
too hard to control. So what we're going
to do is we're actually going to go back
onto the water base. We're going to expand this, and we're going to change this with a different type of
valume because right now, by simply having the value go
in this kind of 0.0 space. It's just too hard to control. So what we're going
to do is we're going to divide this by 100 basically, and that'll fix our issues. So let's go ahead
and right click, search for divide and get
ourselves a divide like so. Then attach our scattering
intensity to A. Attach this to a
multiplier and set this divide constant
B to B set as 100. So that is going to be
dividing it by 100. Now, let's make sure that
the default parameter is set to something
like one, for example. And now, if we were to
click control and S, save it up, and go back
onto the water base. We'll be able to
have some control over it in a proper
kind of a matter. So he'll set it up to one, and now we can simply lick and drag over this
water intensity, scattering intensity,
and we'll have some nice control over
this entire value. That is going to be quite nice. But right now we still not
quite the water itself, the color is not going
to look quite as nice, and that is because we
still haven't set up ourselves to absorption
coefficient, which we need to do that
as well to control the way the light is being
interactive with this water. But that is something we're going to do in the next lesson. So thank you so
much for watching, and I'll see you in a bit.
113. Creating Additional Control for Water Material: Welcome back ever on
to Blender free to real engine five dungeon
Modula kit bash course. In the last lesson, we started
off by setting up some of the material water that we're going to be using for
our sewer system, but we're not quite
finished there yet. So we're going to continue
on with this and actually make it into a proper
usable material. So let's go ahead
and get started. I'm just going to grab myself all of these and just kind
of try it to the side, so we have more
space to work with. And now we're going to set ourselves an absorption
coefficient. So actually, I think
we can just make a duplicate out of it and
just set it up straight away, and we're going to delete the absorption coefficient
value like so. Make a duplicate out of
the scattering color. Opiate like so, and
actually the this color because it's controlling what it's being absorbed by
the depth of the water, we'll have to make sure that we set it up as a different color. Because right now, what we're basically saying
is that it's going to absorb all the green kind of a color from
the light source, and what that will mean is that we're getting the deeper
we go in the water, we're going to get more of a pinkish kind of a
result for the color. So what instead we need
to do is we need to set it up as a blue
color, like so. Actually, sorry. Let's go
ahead and click Cancel. I totally forgot
that we're using the same values
because right now, if I were to change one,
it'll change the one. So both of these are
actually the same parameter. And instead, what
we're going to do is change it up a
little bit as well. This one is going to absorption. Absorb. And yes, right away when we change
it's going to give us a different node, and it's not going to be
linked with this anymore. So now, once we change this, it's going to have
a different result. So that is what we need. So make sure that
after we copy it, we have it selected and
call it a different names. I'm just going to
call it absorb color. Like so. And the second one, let's not forget to change the scattering
intensity to be from scattering intensity to scatter to absorption intensity as well. So intensity like so. This way, we'll have
two different values. And actually, we need
to use divide as well. So let's go ahead
and leave it as is. Then this value is also quite hard to control or actually. I'm thinking that we
might leave it up as default value because
we are sometimes we go to higher values like
20 or 50 even depending on the type of the parameters
that you want to use so we are going to
remove the divide actually, and that might just help us
to have real values that will be giving us a better idea of how we're going to
control this water. So now we have it like
so. Let's go ahead and connect it to
absorption coefficient. Let's make sure to change
this to a blue tint like so. And now once we clear
control and S to save it, it's going to compile
all the shaders. Let's give it a second to do so. And I'm just going to
move it to the side, this entire window and actually go back onto
the water base instance, which I had it as
a separate tab. Make sure that both of
these settings are enabled, and if we were to drag the absorption intensity
up higher, like so, we can see the type of result we're getting because it's being absorbing all the
blue tint, like so. If were to change it up, we can see the type of result
we're getting out of it. And so that is
actually quite nice. The type of result
that we're getting. So if we get it to a
low sort of value, we see more of the water. But once we start
increasing the value, we're going to see we're not going to see the
base of this water, so that is actually quite nice. And we're actually going to be fixing up some of
these values in a bit. But now though, let's go
ahead and keep it as is and add one more bit
onto our water base. So let's go back
onto our material. We got ourselves so a
couple of other options, Phase G. I usually
tend not to use that, and I usually just
leave it as is. It's or some final
tuning of the water. So let's go ahead and keep it as is the color
scale behind water. Often, you use that to get some caustics to be visible
through this material. So, for example, underneath
this entire kind of a base. I'm just going to
lower the absorption. So it'll be easier for me to let you know what
I'm talking about. Just going to lower it
like so, and actually, even the scattering intensity, going to lower that as well. So that's going to give us more transparency
within our water. So what I mean by that, at the very base, we
have nothing now, but if we were to get
ourselves a sort of a texture, we'll be able to kind of fake the caustics that
are underneath. But instead of doing that, because we're doing
a sewer system, we're actually going to
make use out of this kind of functionality and
get some dirt on it, kind of grunge
grungy top of water, going to be floating
towards the pipe. So let's go ahead and do that. We're going to
actually just maximize this and to start it off
and show what I mean. We're actually going
to right click, get ourselves a texture or
even not search for it. We're just going
to hold T and tap on the material to
get a texture sample. So this is the one that
is being used often for all the other texture
maps that we used previously for the
PBR material setup. And this texture sample, we're going to set
it up as a noise. But let's go ahead and open the search bar and search
for noise like so. And we have a couple
of options to choose from But I'm thinking
that the one that we want is actually going to be either a tiling
noise or T noise one. Let's try using t
noise one shot away. Let's just go ahead
and connect this to a color scale behind water. Now if we click controls, and we'll give us actually
some squehp results because we're still using
the UV tins from this, and we'll have to
change that in a bit. But let's go ahead
and see the type of result that it gives us. As you can see it now gives
us that stretched out look. But actually, I'll
go right away, fix up the UV coordinates, so it'll be easy to see
what I'm talking about. I'm going to get ourselves
to world position, like so. Right clicking search
world position. And we'll have to make sure we only have x and y coordinates, and the Z value that goes up
and down, we ignore that. Component mask is in order. We need to use that Mask R g. It is set up
as red and green. We basically ignore the blue. Now we're going to
multiply this, actually, let's go ahead and divide
this by 100 or 1,000. Depending on the type of
result we're going to get. So going to hold the tap on
the material graph like so. And then for this,
we're going to set it up as division by 100. And then we're going to connect
this to UV coordinates. So hopefully, that's going
to give us a good result. Let go ahead and
click Control ones to save it up and see
how this looks like. So by the end of this compile, we should get some,
as you can see, we have some really
interesting kind of choppy blocky look for the
underneath of the water. So it gives us some sort of a volume for the entire
water that we have. And it just makes it look
quite grungy all in all. So for now, we're
going to leave it as it is actually in the future. We're going to get some
motion for it as well. But before doing that,
we're going to set ourselves a normal map
that's going to affect the motion of the
overall water and give actually this entire
stream a sort of a flow. So we're going to do
that in the next lesson. Thank you so much for watching, and I'll see in a bit.
114. Setting up Water Flow Material Animation: Welcome back, everyone
to Blender free T regent five Dungeon Modula
kit bash course. In the last lesson,
we left it off by getting some of the
absorption set up, as well as the color
scale behind the water. So that's going to give
us a bit of a kind of a grungy look for
our water material. And now what we're going to
do is we're going to add some flow motion using
a normal material. A normal texture. Let's
go ahead and do that. We're going to move the
opacity out of the way so we have a nice
area to work with. We're going to hold T
and tap on the screen. For this texture sample, we're going to set
it up as a water normal that we can find
within on real engine itself. So by going and opening
up the textures, we're going to search for water, and it has some nice normals
that we can make use out of. So right now, it all depends on the type of result
that we're trying to get. I'm trying to find
the one that has some nice ripples or
the normal texture. And I think we can actually
just use water underscore. So this one over here. Let's go ahead and click on it like so. And we're going to get
this result for water. Now if we were to just
simply connect this to normal map and actually,
we should probably, we're going to make use out of the absolute world
position mask RG and divided by 100 and
actually set it up for this normal
material as well. We're just going to
copy and paste it, so we get it on
this and it's going to be identical, so
it's totally fine. And now we're just going
to connect this to the UVs and we're going to get some
nice results for the water. So if we were to hit Control S and see how the water looks, we'll see the type of result that we're going
to get out of it. So let's go ahead and do that. Once we get it saved, we're going to get this result, and you can see the kind of ripple effect that we're going to get out
of this water now. And actually, before doing that, what I'd like us to
do is I'd like us to get some metallic
color into it as well, and just set up
some of the basic of a material just to make
it look a little bit better. So what we're going to do is, we're just going to set
it up as a parameter. So by holding S and tapping
on the material graph, like so on an empty space, we're just going to
call it metallic like so and just set it up straight
into the metallic value. And we're going to use a
value of something like 0.8, so we don't want
it to go all the way to set it up as metallic. But that basically helps the shader to get some
nice reflections, and otherwise, it would make it look like it's made out
of sort of a plastic. But by increasing
the metallic value, we're just going to
get a much nicer and much more believable kind
of watery liquid result. So we also need to make sure we have roughness value
set up as well. So we're going to hold S
and tap of the material, set this up roughness like so, and we're going to also connect this to a roughness value. Now, for this value, we can use something like a value of 0.4. And now we can go ahead and
clear controlling as to save it to make sure we apply
this onto the entire shader, and we're going to check how this entire material
would look like. So this is going to give us this results, which
is quite nice. Now the next step that we need to do is we're
going to make sure that we get this water to be moving to our direction
to the side, like so. So what we're going to do is I'm going to move this
all the way to the down, so, so we could see what we're actually applying
onto our material. And now we're going
to just simply use a per that will basically allow us to
get our water to move. So by right clicking
and search for panel. If so, we'll be able
to make use out of this to get some control
for the motion of this. So right away, if we were to just simply connect this from a division that we had for the coordinate, UV coordinates, and connect it to the UV coordinates for
the panel and then right away if we
were to connect it to the UVs off this normal map, and we're not going to
get anything for status, but we have some parameters
on the panel itself, and that is something
called speed X and speed y. And by changing one of
them, let's say, to one, then clicking control
on to save it, we're going to see the type of result that
we're going to get. So right now, I think the x coordinate is going to be's going to be going this way, which is exactly what we want. So we already have some nice
motion going for the water, and that's going to give us sort of a stream that
goes downwards like so. So it's already looking
quite nice actually. We need to fix up
some changes, though. So we're going to go ahead
and do that first for cars, we should probably
lower the speed of this water flow. So
we're going to do that. I think we can just select
it and set this up to be a value of one
point 0.15, like so. Let's click control and
S to see how it looks. Which is playing around
with the values. Right now, they're looking
completely repetitive, but we're going to
fix that in a bit. And I think, if we're going
to have this sort of flow, I think this is going
to be much much nicer, giving us a much nicer result. So now we need to get rid of this repetitiveness
for the normal map. So the way we're going to do it is we're actually going to make a duplicate out of this
and change up some values. So we're going to make a duplicate texture for
this normal map like so, and we're going to create
ourselves a new pattern. So let's right click
Search pattern again, make a copy out of it. And we're going to actually just apply the coordinates like so and apply it on
three vs like so. This one, we're going to have a completely
different speed. I think we can have it
super slow movement. Something like maybe even
go backwards actually, so we can actually
have a negative value negative 0.05,
something like that. So basically, it'll
gradually go backwards, but because the main
texture that we have for this neural map is going
at so much faster speed, the overall flow is going to be still going
within this direction. So that is going
to be quite nice. And by the way, if you're not getting the same kind of a flow, just make sure to
adjust the pattern. So for example, because
this plane is set up in a way that would allow us
to have the x speed set up. If you're going to have If the panel that you have is having a different
type of a flow. For example, it's
going in reverse. What you need to do is you got to make sure that the speed x is set to a negative value. So negative 0.15. And if we were to
have that control, actually, I'm going to
just leave this as is. Click control and S. We'd
have a flow that goes away. And now, if your
flow as you can see, it goes away now. And if we have a flow
that goes to the site, for example, you'd have to
make use of the speed y. So basically, it's
pretty much the same, but you'd have to make use the right kind
of value just to make sure that the flow is
going in the right direction. So by controlling
these parameters, you'd get it in the way
that you want it to be. So right now, for me,
it's the speed x. And it's going to be in kind of a speed 0.15
that I had previously, going to click
Control S to save it up and going to get the
motion to go this way. So let's just make sure
that we have a motion, start a motion to go in
this kind of direction. And now for the
normal map, the one, the pattern that
we had previously, We're just going to have the flow to go in the
opposite direction. So we're just going to
basically if we had a positive, we're going to set
it up as negative. And if we had negative, we're going to set
it up as positive. And we're just going to have
a really kind of slow value just to make sure it
has a bit of a motion, but we don't want it
to make it too much. So now we're just
going to connect both of these normals
and set it up as one. So we're going to use
a multiplier for that. So let's hold and click on a graph and set it
up as a multiplier. By connecting those two, we're going to multiply, and the normal that
we're going to get is actually going to
be really intense. So what we're going
to do is we're going to set up a divider. And I think actually instead
of setting a divider, what we're going to do
is we're going to set up a normal intensity
that we're going to be able to have a control
over a normal dextra map. Before doing that,
though, I would like to show what it does by having
just those two multiplied. So now if we were to connect
that to a normal map, clear control s to save it up, so we could compile the shades. What it'll basically do is overlay both of those
motions and it'll give us some nice transitions in between those
kind of water areas. So as you can see the
pitnes that we had previously is not there anymore. So it actually works much nicer in regards to the
water shade that we have. So it looks much
better actually. So hole in it looks quite nice. So now we have the motion so We're going to set up a
control for the normals. So we're going to get another multiplier by holding
tapping on a graph, attaching this point so, holding S and renaming this float parameter
as we can call it normal intensity insity I
think this default value can be set as 0.5 just
so we could get an average out value from these two normals
and set it up. As a normal me. So now that we'll be able to have some control over
these normal values. And basically, by putting 0.5, we're having the
overall intensity, and we're going to get
a much softer kind of a touch from these normals
that we had previously. So that is going
to be quite nice. And of course, thinking
that we could probably, we're going to make some
motion for this area as well. But that is going to be
within the next lesson. So thank you so
much for watching. Let's not forget
to save it though. And in the next lesson, we're going to add a little
bit more detail and finish up tweaking this water material
for our sewer system. So I'll see in a bit. M.
115. Setting up Water Material Parameters: Welcome back everyone
to Blender Free town Real Engine five dungeon
Modula Kit bash course. And last lesson, we
finished it off by getting some motion for our
water using normal maps. Now this time, we're actually
going to set up some of that motion for the color
scale behind water as well. So let's go ahead and
do that actually. And we're going to simply
I think we can just simply copy these two patterns and set them up to be used
for this area as well. So let's go ahead and actually just quickly grab both of
these patterns like so. We're going to click
Control and C, and we're going to paste
them in over here. So we'd have both
of them set up. So I'm actually thinking that let me just check if we
change the value for this if the is
going to be changed up and no that's going to be kept the same. That's perfect. Because the original value, I'm just going to click Control to go back to its
original value. Oiginal value was set at 0.15. We actually want to
have a slower motion for this kind of a gruche that we have
on the water itself. And so what we're going
to do is we're going to have both of these
values by two, and we're going to basically
make it twice as slow. So this value is 0.15. We can just set it
up 0.07 like so, and the other one was quite low. So 0.025, and that is a
negative value as well. Then we're going to make a copy of this texture map like so. We're going to attach it
or before attaching it, we're going to hold control and drag it outwards from
the coordinate space. Onto this pan like so, and we're going to get another node be attached
to the pan like so, and we're going to attach both
of them to the UV spaces, and of course, we're
going to multiply them. Just like that, both RGB values and attach it onto the
color scale behind water. Now, we're also going
to need to have intensity control over
these areas as well. But before doing
that, I just want to make sure it works well. So now that we have it set up. We're going to have the motion. Yeah, it has slow motion that has a grunge
set up behind it. So that is actually
working quite nicely, and we're going to set up an intensity control
for this area as well. So let's hold and set up a float value by holding
tapping on the material. And setting it up as a
grunge intensity, like so. Now we can attach it
to the multiplier, both of these values like so, and finally attach it to the color scale
behind the water. So now we're going
to get some control. The default value can set
it up as let's say a 0.5, so we could get the
original value like so, basically be dividing it by two. And let's see what
this will give us. So it's going to give us
this kind of a nice result. And let me try using
a value of ten. I'll just soak it. Yeah,
I definitely gives us some interesting results
that is actually quite nice. So let's go and set it
up to maybe two or no, let's go back and
set it up to 0.5, so we can have some small detail behind
this overall on of texture. Now what we're going to do is we're actually going
to set it up in a way that we'd be
able to control the scale for both of
these texture maps, and we could set up the scales individually
for these texture samples. But instead, what I'm
thinking of doing is setting up the scale on both
of them at the same time, so we could just have some basic control and not
overall more cells. What we're going to
do is we're going to get from this divide
a multiplier, we're going to set
up a multiply hold as tap on the screen, and we're going to call
this grunge scale, like so. Set the default value of one. And put it in like this. And now we're going to get this to be set up two patterns. So now we're going to have some control over the grand scale. And actually, we're
going to set it up in the same kind of manner for
the normal maps as well. So we're going to have some
nice kind of control over it. And let's go onto this texture sample with normals. Let's do
the same thing. Click hold M, set up a multiply, then hold S, tap it on a screen, and set this up as normal scale. And we're going to connect
these two like so. Set this to one, And actually, another thing what
I'd like us to do is before connecting
it to another one. So we're going to attach
this to a Panner. But one, I'd like to have
some scale variation. So what we're going
to do is actually, we're going to hold,
and we're going to tap on a screen and attach
to a multiplier. And then for this multiplier, we're going to set this
to B to a value of Let's say, 0.9. So it'll be a kind of a slightly larger
value photo scanner, and in turn, it'll give
us larger UV coordinate. So the overhaul
scale is going to be basically larger photo
texture sample, which, in turn, when we overlay it,
we're going to get a much more natural kind
of low or normal maps. So we're not going to see as much as repetitiveness
within this material. Now that we've done it
like so. We could go ahead and click control
the est to save it up. And we're going to check the overall material for
this kind of results. So we're going to get actually some nice kind of
values like so. Now are we done with
this overall material turned out quite nicely? We can go ahead and close down the water base and go and open up the water
based instance, and of course, we'll
need to make sure we do some of the changes
for this material. So let's go and make
some of those changes. So I'm thinking that
we can just simply make sure we enable every
single one of those like so. So now for the normal intensity, we can try increase intensity, all depends on the type of
scale that we're using. If we have a different scale, for example, and
by increasing it, that's actually too small,
so if we change it to 0.5, we're going to get this result. So it all depends on the type of a result that we want to get. I'm thinking that the
scale overall scale can be set to 0.2. Let's try it
something like that. It all depends on
the camera as well, if we get so close, then it just might
not look as nice, but if we get it from
a further distance, it's going to look
there's more of flow towards our water
towards our sewer water. There's more
intensity towards it. There's more ripples
and whatnot. I think that's quite nice.
Once we increase the scale, we'll need to increase
the intensity as well, actually, just to make sure that the intensity phtal
water is set up properly. I think we can use a
value of five for now. I think that's going
to be totally fine. Then absorption multiplier. Let us see what is up with that. We'll probably need to be setting it up to
quite a high amount. And absorption color,
we need to change it to make sure it's not
green because right now, we're absorbing green, turning our water purple, and instead, what we need to do is we
need to make sure we are absorbing the blue
color, which, in turn, the deeper our water goes, the more of a yellowish
tint we're going to get because all of the
blue is being absorbed. So we're just taking the
color out from our material, the deeper this water goes. And then the scattering color, we can keep it as a green
lowly saturated green, that's going to be quite nice. So the scattering intensity, let's try playing
around with that. We can set it up to a value
of 3.8, something like that. Yes 3.8 is going to
work quite well. Then the roughness, we
can keep it as 0.4. Okay. Normal scale 0.2. And actually, we haven't played around with the
grange map just yet. The metallic 0.8 is usually
quite right for the water. We don't want it to go
completely metallic wise. It's not going to look
quite as right in regards to how water reflects. So 0.8 is fine. Then we're going to set
up a grunge intensity. So we're going to
increase it for now and just see how this is going to look like because our
absorption is quite large. It's going to give
us this ripples. But let's try increasing
it even more. And I just want to make sure we have some nice kind of results. So I'm thinking that actually, let's decrease the
absorption intensity. Wherever it was. So let me
just find it over here. We want to play around with the granch but it's
really hard to see. So I'm going to decrease
the absorption or yeah, let's go ahead and decrease
it like so now we're able to see those kind of ripples
all the way over here. And now we'll just
make sure that, let's go ahead and keep them
for now, and the gro scale. I think the grundscale can
be set to, let's try 0.5. Yeah. 0.5 is going to give
us a real nice grunge, what is overall kind of a ripple effect? So
that's quite nice. Now the absorption, we can
go ahead and increase it, and of course, we
need to make sure we don't do too much of
a grunge intensity. Now that we have a proper
absorption set up. Actually, we're
going to set up 2.8. I think that's going to give us kind a nice value overall. I think that's
going to be? It all depends on the lighting as well, because we only have the
basic kind of lighting. It's hard to tell right now. We're going to keep it as 0.6. We can always come
back to it later and make some final adjustments. I just want to make sure
that some of that rings are visible to get some more depth and more detail
out of the water. But at the same time,
we don't make it too transparent because it's
obviously a sewer system, so we don't want it to
make it too bad looking. So now we have it set up
like this. Gng intensity. Let's set it up to
something like five maybe, and that might look okay. Really hard to say
at the moment. So we're going to
set it up to eight. I think that's going to be nice. We can go ahead and click
Control net to save it, and we're going to get ourselves the character to just see how it looks like when
we're walking past it. So I'm just going to make
sure I open up this door, go through it and see how
this water turned out to be. So yeah, I think it
turned out quite right, nice sewer system,
the small puddle, slightly going
outwards to the side. We also I totally
forgot about it. We need to turn off the
collider for this asset. So by selecting
this entire mesh, we need to search for collision. Like so on S two on just had to scroll
up collision presets. We got to make sure that we
set it up to no collision, so it's not going to
affect our character. Now I'm going to actually make sure that the character
is just set up straight on the sewer system
because we're going to be doing more work with it. So we're going to set it up like so and put it in
the sewer system. And now we're able to walk and our feet are actually
going to be covered up in this kind of gritty
sewer looking system. So that is quite nice. We might want to increase the grunge intensity.
A little bit. Actually, let's
set it up to 100. Let's see how this
would look like, and this is going to give us some result. Maybe
even like this. Maybe that's too much 50. Something like this or or 20. Yes, let's set it up as 20, and I think that's going
to look quite nice. And it's just going to break apart some of that water
and make it look like the water is mixed up with sort of a sludge we you
see in the sewer system. So, Yeah, that's going to be quite a nice base material
for the sewer system water, which has a nice flow and a nice gruche kind
of a look to it. So that's going to be all right. We can go ahead and
close this down, click Control net to save it. So that's going to be it from this lesson. Thank you
so much for watching. And then in the next one,
we're going to continue on working with the
water particles and getting that kind
of a flow out of this sewer area from
this section over here. So yeah, I'll see
you in the next bit.
116. Creating Waterfall Using Mesh: Welcome back everyone
to Blender three T on real engine pipe engine
Modula vashcorse. In the last lesson, we left
it off by actually sorting ourselves a sewer water system. And in this lesson, we're
going to continue on by getting some water
flowing through the pipe. So the way we're going to do it actually is we're going to grab ourselves the water
noise texture that we have within
our resource pack. So let's go ahead and
get ourselves out. Within the resource pack, we're going to open
ourselves an extra folder, and then we're going
to get ourselves to water texture. So
this one over here. So all we need to do is
make sure we have it opened up within our content
browser, the VFX folder. And we're just going to drag it in and drop it in like so. So now we have ourselves
the water texture. We're going to make
use out of it and get some water flowing
out of this area. And the way we're going to do
it is actually we're going to use the same method as we did for this water over here, and we're going to get ourselves
a mesh that's going to fold outwards in an arc. So we're going to go
onto the modeling mode. So let's go ahead and click
on upper left corner, select mode, and change that up to modeling mode, like so. So with this menu, we're going
to create a new rectangle. Let's go ahead and get
ourselves a t angle. And I'm thinking
that this time we're actually going to get more
subdivisions in this area. So this time we're
going to make something like 24 by 24, like so. And now that we have more
resolution of upper rectangle, we're going to pretty much leave the same settings
for these as well. Then we're going to place our sheet anywhere in the world. We can even have a diagonal lek. Once we have one sheet, let's
go ahead and hit complete. And now with this sheet,
let's make sure we reset its rotation by clicking
within a transformation tab, the reset value, like so. Afterwards, once we have a perfectly aligned
mesh for our square, we're going to actually check the wire frame first and see if we have
enough resolution. So we're going to go
from lit to wire frame. And just see how this
resolution looks like. So we have a lot of
topology for this one, and that is exactly what we need because we're
basically going to bend this entire shape to the
form of a waterfall. Let's go ahead and go back to the lit mode and
position ourselves with a mesh to be just in front of our sewer pipelak to
the very end of it, and I'm thinking that
we should probably, let's go ahead and
extend this as well. So let's hit R, and let's go ahead and stretch
it out a little bit like so. I think this is
going to be enough. So value close that's to 2.5. And I'm thinking that this time, instead of using a
lettuce deformation, we're going to go ahead and find ourselves within the deformation tab, something called warp. So with the warp,
we'll be able to make a really nice
kind of an arc. So just like this one over here. And right away,
once we press it, our operation type is
going to be set to bend, and if it isn't, just make sure you change this operation type
to be like so. Then afterwards,
we've got to make sure that it bends in
the right direction. If your one is set sideways, we can always change that up by rotating this axis like so, and as you can see,
it changes this arc which deforms our entire mesh. So we just got to
make sure that it is aligned in the 90
degrees like so. Before doing that, though, we should probably
make sure that we have enabled snapping mode. So let's go ahead and click on the upper right corner
icon over here. And now, once we
have it rotated, we're going to be able to
rotate it perfectly 90 degrees. I'm thinking we could
probably get ourselves a real nice angle like
so that faces downward, and then we're going to rotate it sideways as well like this, and this is going to give us a really nice kind of
a angle to work with. But I'm thinking that maybe we actually
shouldn't do that. I'm going to click Control
Z to undo more rotation and just make sure it has an arc
that goes downwards like so. Then we're going to
play around with the amount that
it is being bent. Right now, it's 90 degrees, so it goes basically from
one angle to another, and I think it's a
little bit too much. Actually, we're going
to lower this down and try out a different
type of result. I think if we were to get ourselves this type of an angle, this might actually work for us. Let's just go ahead
and just have a look, maybe a little bit lower. Let's try 50, and this
might actually work for us. I think this is going
to be way better. We can always come
back to it though and bend it even more or even use the scaling mode to kind
of stretch it out and make sure that the arc
is going to be steeper. So I think that's going to
be fine with the 50 degrees. Let's go ahead and click
Accept, which, of course, is going to create a
new static mesh for us in the same old folder that we had previously within a generated older that generates
automatically for us. So this kind of an arc,
I think it is going to work really well for
us as a waterfall. Let's go ahead and make sure we rotate it just a
little bit like so. And looking at it back, I think I didn't set it up properly because
looking from the top, it seems like this entire arc
is actually going sideways. So I'm going to need
to fix that actually. Going to go ahead and click
Control Z until I get back onto my rectangle like so and
then go back onto the bend. Going to locate it within the deformation and fix that up real quick,
just like that. This time, I'll just
make sure that it is rotated properly 90 degrees
downwards, like so. Going to make sure it is perfectly aligned
perfectly straight, and now it is going
to be better. I think this is going to be way better there you go. Okay. Now I'm going to put
it sideways like so, and just kind of have
this entire mesh to be connected to the side of pipe. And actually, we're
going to click R and scaled sideways like so. So we're going to get
a much wider stream. Now, the way we're
going to do this is actually quite simple. We're going to create a elves
material for the waterfall. So let's go ahead
and right click, select ourselves a material and call this a
waterfall, like so. And now, what we're going
to do is we're going to straightaway either
apply it, or actually, I'm thinking that we should
probably create ourselves a material instance that we'd have more control
over this waterfall. Before doing that, I'd like to turn off all these
steps on the side. So I'll just go back
from the modeling mode onto the select mode. And now let's continue on
with the waterfall material. Let's right click create
material instance and have it set as waterfall
instance and straightaway, let's just drag it and drop
it into our mesh so now that water would have
a waterfall instance. So with this on, we're going to go into the
waterfall like so. And with this material, we're actually
going to select it. We're going to
change this material from opaque to translucent. By making sure that we're
using a translucent material, we'll basically be able to get some transparency for our mesh. So it'll give us AC
fruits sort of a result. By doing this, though,
we'll be able to control the base color and make it
darker any way we want. There is a different way
to blend in the values for our material to make sure we get an opacity within that mesh. But we're going to learn
about that later for now, let's go ahead and continue on with the transluencen C. And we're going to now drag in the water texture
into our assets. So let's go ahead and do that. We're going to drag
it in like so, and we're going to
straightaway attach to RGB value onto the opacity
channel like This way, we're going to get ourselves a transparent AC
through material. So in order for us
to view it within the view port for the material, we can actually just have it
position in any way we want, and the viewport for this
area is pretty much the same as you'd have it within our
engines viewport as well, except this time, we use left mouse button to kind of rotate this
entire area around. And then using right click, we can just zoom in
and out of the area. And it is a little bit
of an interesting view. So what I prefer to
do when working with surfin materials is
change this entire mesh. So what we can do is In the bottom right
corner of this viewport, we see a couple of selections and by
switching them around, we're able to switch
around this entire object. So we'll be able to preview our material in a
different kind of way. What we want to get ourselves is a mesh that is simply a plane. And by clicking on the
third icon over here, we'll be able to get just that. So if I were to
turn off the pay O, we'll be able to see what
exactly we're getting out of this material within
a simple plane. So we're just going to reattach
this material back on. Now we can also attach a base color so we wouldn't have just a
simple black color. So what we're going to do is
we're going to hold free. We're going to click
on the material graph, and we're going to attach it
to the base color like so. And of course,
we'll want to make sure that it set as a preview. Sorry, I mean parameter. So let's go ahead and right click and convert
this to a parameter, and we're going to call
this color like so. And also, let's make sure
that the default value for this color is set
to a different type, not just entire black. So I'm thinking of something
like green like so, and we're going to
get this result. So this is actually quite nice. Now, obviously, we
want to make sure that this material is moving. So what we're going
to do is we're going to create our cells a panter. So let's go ahead
and right click on the material graph and search
for cells a panter so. That's connected to
the texture sample UVs and we're going to see
ourselves a result. Of course, we need to
add a certain speed. So I'm thinking about just
starting off with a value of 0.1 because the default value of one would be just too fast. Let's clear control
and S and see which way our material
is going is flowing. So once we do that, we're going to get this result. Of course, if we positioned it in the different
kind of a side like so make sure to just simply switch that
up with a different Type of speed. So for example, if it's going
backwards, you'd want it to be a negative value. And if it's going sideways, just use the speed y with
the same value as well. So once we have it like so, we'll just basically want to get more variation out
of this and right now, it's a little bit too
basic as a texture. So we're actually
going to go and create ourselves a
new texture sample, a copy out of this as well. So let's clear control
and C and control V two, created a new one like so. And actually, we're going to
multiply the pattern that we have over here and create a
different speed out of it. We're going to hold add a multiplier and add it onto
our multiplier like so, and we can have this
multiplier to be set to 1.3. I think that's going
to be quite all right, and we're going to
attach it to the B. Of course, we want to make
sure that this is being added up two opacity. So we're going to use a node. So let's hold A, and we're
going to tap on our screen. This way, we'll be able to
add up both of these values for the mask and not lose any of the information
from either one of those. Now, if we were to attach to the opacity like so
and hit control at S, let's just go ahead and
check how it looks. And I think, it should be it's already looking quite nice. But actually, We
do have an offset, so let's go ahead and
fix that actually, and at the same time,
get ourselves more control over this
entire texture. So actually, we're going
to delete the multiplier, get ourselves a copy
of this multiplier, attach it to the EVs. And instead of just
using the same value, what we're going to
do is we're going to basically multiply the speed, and so we're going to hold. We're going to attach
this to a time. And of course, we need to get
ourselves to time as well. So right click, search for time, and we're going to now go
ahead and attach this to A. And I'm thinking about
just multiplying the time to a value
of 1.3 like so. So now we clear control on
S. Let's see how this goes, and it should in theory, it should be speeding
up much faster. So as you can see,
we have ourselves a texture map that has an
overlaying sort of a material, and one of them goes
slower and an goes faster. So we can actually have
some control over it. By making our selves a
parameter out of it, and I think the easiest
way for us to do that if we get ourselves a
different parameters. So let's hold and create
a cells a multiplier, and we're actually going to make one parameter that controls
both of these speeds, and the other one will always be faster than the previous one. I think that's going to be
much nicer to control with. So let's hold S and let's create a cells parameter and call
this speed per like so, and we're going to
attach this to B. Then for time, we're going
to attach this to the A. And now we have
ourselves a parameter, the default version,
let's keep it as one. Then we're going to attach it to the first panter and
we're also going to use the same value
to attach it to the bottom panter that is
being multiplied by 1.3. Now if we were to save
it and check our result, once it saves it out, like so, we're going to get
this sort of result. And actually, I
just realized that we're having a bit of
a Galici situation, and that is because I messed up the coordinate connection, and that is not supposed to go to the coordinates,
but the time. So let's go ahead
and hold control and attach to your time like so. And that kind of scared
me a little bit. But hopefully, after saving this material out, it
should fix itself. So there you go, we
have it fixed now, and it looks much better. So now that we have it like so, we're also going to want to make sure we have
some control over our material and make sure
it doesn't just end off. In this kind of a
plain way where it just gets cut off. So
we're going to fix that. And actually, we're going to
do that in the next lesson. So thank you so
much for watching, and I'll see you in a bit.
117. Creating a Niagra Particles System for Water: Welcome back and run
to Blender fret on real engine five dungeon
Modula it bash course. In the last lesson,
we left it off by getting yourselves
a nice waterfall. But although it is
having a bit of a death, we're not quite there just yet. We're actually going
to be adding even more off a flow using a
particle system this time. So let's go ahead and
get this started. So the way we're going
to do it is firstly, we'll need to set up ourselves
a texture that's going to be able to be used with
a particle system. So let's go ahead
and right click, get ourselves a material, and we can call this
waterfall particle material. The waterfall. Particle
material. Sum. Go ahead and click Enter. That's double click to enter it. And this time, we're
going to change this material to be
instead of translucent. We're going to make sure
it is set to additive. Now, what additive does is
when it is being brighter, the brighter it is, the
more visible it is. So what I mean by that is if I were to just simply
create a vector, we can test it out. Now, if I were to change
this color from black, and if I bring this
up to a grayish tint, it should give us a partially
visible type of material. If you set this to
a complete white, it'll give us an
entirely white material. It is still transparent though, but it is definitely a more
opaque than it was before. So if I were to set it to
a value that's close to black leg so we're going to get a really
transparent material. And so this is the way the
additive basically works. It just adds the value of a color brightness on
top of one another, and it is really
nice when working, especially with
particles because it adds it up on top
of one another. So let's go ahead and
just make sure we set it up with the water detection
that we had previously, with the water noise
that we had it. So let's go ahead and drag. So let us drag it into the water material like let's attach this
to the base color, and right away,
we're going to get a semi transparent material But of course, we're
not quite done. We need to make sure we set it up with the particle system. So what we need to do is we've got to make sure
that we are able to control this material
to control the particles, the colors of it through the use of a particle
color system. So it's quite easy to
set it up, actually. Let's go ahead and right
click on the material and set this up as a
particle color. Okay. And we're just going to get ourselves a nice
particle color like so. And all we need to
do is actually, we need to set this bottom one, which controls the
alpha from within our particle system to
this texture over here. If we were to just simply use a multiplier and connect
both of these together, we'll be able to get some
nice results out of it. Right away, we're not
going to get any type of values by default. And that is because we're
going to make sure we set up some control within
this area over here. And actually, what I'm thinking is we're going to be using this instead of the normal
way with the opacity. I'm thinking that we
could rather use it as right away or opacity. Now, this only controls the opacity using the Alpha
particle color system. But we want to have certain control over the color as well. So what we're going
to do is actually, we're going to move
this back a little bit, and we're going to
set it up to be used with the particle
color as well. So actually, we're just
going to multiply that yet again and get a different
kind of result. So we're just going to
get both of these in, set it up with the base color, and we're going to get more
or less the same value. But this time, if we were to just simply click control in S, we'll basically make use out
of the color and we'll have a different system for
opacity alpha as well. Although it's going
to be putting it out as a same information. We're just going to
have more control over the entire particle system. So moving on, now that
we have ourselves a basic material setup to be used as an additive texture map, we can now close this down and use it within
our particle system. So in order to create
ourselves a particle system, what we're going to do
is we're going to right click on our content browser, and we're going to select
ourselves a niagar system. Within the Niagara system, we're going to select ourselves a new system from
selected emitters, and we're going to click next. And then we're going to
select one of the options. This time, we're going to
make use out of the fountain. And now if we want to
make use out of it, we got to make sure we just
click the plus sploover here, and that'll give
us a nice template to start working with
the particle system. So once we click Finish, it is going to give
ourselves a particle system that has already a
fountain template set up. So let's go ahead and call this waterfall particles
water particles. So. Enter, and we're going to get ourselves a
simple Niagara system like so. If we double click on it, we're going to see
what exactly it is, and just as a template show
we are having ourselves, a nice kind of a
waterfall fountain that is just bursting
out by default as so. So the first thing we want to do is we're going
to make sure we set up ourselves
a different sort of a texture by default. We are having just
kind of a bubble that flies off from this area. So we want to change that up. Now, the particles, the
way they are controlled is through the system
itself, through the node. So this is the one
that controls all of the fountain emitter that
we're having right now. If we just have it deleted, nothing is going
to spawn anymore. I'm just going to show it up, and nothing's got to be
there because this is what the article burst is doing. So the way we control is first, at the very bottom, we
have ourselves a renderer. If we were to click
on it, we can see ourselves the material
that is being applied, and by default, it is set as a default price material. So
we want to change that up. And so we're going to locate ourselves the material
that we just created, going to make it a
little bit smaller, get myself the
material that we had. And that was a waterfall
particle material. We can simply drag
and drop it into it. Or alternatively, we can
click on the square over here and search for
waterfall like so. And get it ourselves in
the same kind of way. So evil way works just fine. If we're dragging this out or just having it selected
through this menu over here. Now once we have it like so, if I were to expand it, we can see the type of result
that we're going to get, and we're just basically
changed up the entire texture. By the way, the preview, the photo particles that we're having is basically
controlled in the same way that we control the material balls when
creating textures. So holding left mass button
and dragging it around, we're able to just change up the view and right click
and then drag it around, we're able to zoom in and out. Scrolling also works stone, but evil way is Okay. So yeah, we can basically
preview our entire mesh, and this kind of way. And if we want to pan
it, we can also use the middle mouse button and
by clicking and holding. We can just pan or view like so. So yeah, once we have
ourselves a ice fountain, I think instead of working with it is what we're
going to do is we can just drag it to the
side to the very side like so of our window and
actually set it up in a way so we could
see our properties and have control over the entire particle
system whilst seeing it within the
project in itself. Okay. So the way we're going to do it is we're
just going to grab the water particle
system and drag it out into the world just like that just so we could see
what it looks like. We're going to position
it in the upper section of the water fall of the flow
that we're having, like so. And we can actually have
some control over it and see how we're going to
animate this waterfall. So the way we're
going to do it is, first of all, we need to
change the direction, and we can actually see multiple forces being
applied on this waterfall. Although it's only spewing up, there's also a drag force as well as the gravity that kind of brings it all the way down. So all of these
forces are actually set up within the
particle update tab. So we're going to
change that right away. If I were to just
disable drag gravity, And actually, the
one that brings it upwards is set within
the particle spawn. So right away, once the particle spawns is going
to give a sort of velocity, and this is what this is for. So add velocity is going
to add a velocity to it. If we were to disable gravity
force and add velocity, we're going to get this
sort of result where the particle is just
going to be stationary. So we can have a
control over that. But before that,
we're going to set up our material just to be a
little bit bigger and this way, we'll be able to see more of what's going on with
the particle itself. So the way we control the
main settings of the particle itself is through the
particles paw tab. Underneath the
initialized particle, it is going to be controlling all of our system
for the particle. So if we have a look at it for the initialized
particle tab, we can see multiple
choices that we can have and we can
have color change. We can have the size, we can have the way it takes to disappear from our particles. So by simply increasing the size which is located underneath the
sprite attributes, we'll be able to make this
kind of a sprite much larger. So let's go ahead
and do that first. We can change this to a
value of let's say 2025, so I think that's going
to be a good start. Might be a little bit too small. I'm just going to drag
the window by holding the upper tablet and just
dragging the empty space, st the side and see
how this looks like. We actually might need to make
this a little bit bigger. So let's go ahead and change
this to something like 100. Let's see how this
looks 100 on both, and it's going to
give us this result. So I think that's quite nice. Of course, we need to have
some variation otherwise. All the particles will
have the same speed. Of course, we need to
have some variation. Otherwise, all the particles
will have the same size. So I think we can leave
the maximum set as 100. If I just were to
drag it to the side. Uniform sprite size maximum set as 100 and then
sprite minimum, we can set it as
80, and actually, I'm just going to extend it like so and see
how this looks. I think overall, it looked quite nice within the preview that
we had for this waterfall. We just got to make
sure that the width of this waterfall is set
to the way we want. So I think that's
quite all right. So, yeah, we got ourselves
a basic particle that we're able to use with a texture and that it's pawns
in one location. And the next lesson,
we're going to continue on and actually get
this particle to move in a way that we would get ourselves a nice
waterfall system. So thank you so
much for watching, and I'll see you in a bit.
118. Setting up Particle System as Waterfall: Welcome back on to
Blender Free T on real engine five Dungeon
Modula Kit bash course. In the last lesson, we left
it off by getting ourselves a basic material particle system that is going to be
used for the waterfall. But this time it's just going to be stationary at the moment since we disabled all of
the horses acting upon it. So all it's doing right now it's pawing all these
particles in one spot, and we've got to make sure
that we're setting it up to be motioned as a
sort of a waterfall. So what we're going to
do is we're actually going to start off by
getting the velocity, and we're going to
cover that up first. So it's actually going to give
us a nice type of motion. So underneath the
particles pawn, we're going to go
onto a velocity. We have to make sure
that this is ticked on. Otherwise, it
wouldn't be working. And once we enable, right away, we're going to get
a sort of a geyser, which is pretty nice in its way. But if you look at our scene, we obviously don't
want this to happen. We just make it look like
some smoke is spewing out, and obviously we
want to fix that. So what we're going to do
is actually we're going to change the way this
is being spit apart. Right now, I'm actually going to set this up in a very corner, just going to drag
this out to the side, so we could see both
the particle system within our world as well as
the particle system itself. So right now, we're going
to be able to kind of make some control on how we want this to be
affecting our world. And right now, in order for
us to control this velocity, we're going to be
using the cone system. So by default, the fountain
would have a velocity. Let me just expand
this a little bit. So we could see a little
bit better. The naming. It has a velocity
mode set as a cone. So because it's set in a cone, it is just going to be spewing out in the cone kind of a shape. And what we want to do is
we're going to make sure that the rotation is set proper. And right now, the cone axis, if we have a look at the values, it is set to one. And if we were to just simply remove that and set it as zero, we're going to get a complete
different direction because the t is controlling
the up and down axis. I think it's going to be
different in blender. I believe it is y axis
that is going upwards. But if we have a look
at this corner over here for the preview
of our particle, we have our axis over
here in the corner, so we can have a look on how
this is going to look like. And because this is, we're going to be able to control
with this up and down. If you set this to minus one, we'll be able to get the
stream to go downwards. But for now though,
we're going to set it as zero, and instead, we want to make sure we
only use velocity to control the way it is being
spewed out to the side. So right now because all of
it is set to zero by default, it is going to be spewing
in one direction. And actually, what we want is we want to make sure
it goes up a way. So axis x axis is
going to be minus one. If it set is two minus one, it's going to flip up upside down and just go in the right
kind of direction, like so. So now we're going
to have a way or fountain to be spewing
in the right direction, but Obviously it's not
quite there just yet. We got to make sure we're
setting it up properly. And right now, even though
we have the direction right, speed the velocity that we're
having is a bit too fast. So let's go ahead
and take this down. Let's change the velocity speed, which is located in
the right corner with the head velocity
selected, of course. Let's change this to 200 and for a minimum and 300 for a maximum. This way, we'll have a variation of those particles spewing
out at different speeds, and we're going to get
this sort of result. So that's quite nice, actually. Just going to lower this
down so we could see. So it already is
looking quite nice, but we're not done
just quite yet. Now that we have some motion
for the particle system. I reckon, we can actually start playing around with the
overall values and how they're behaving within
this world because it's quite hard to work with particles when they're
stationary, actually. So it's better to get sort of a basic result
for the motion first, Icon and then kind
of make sure to have some tweaks of all
the values later on. So once we have this sort of
result for our waterfall, I reckon we can also
add gravity to make sure that it goes
downwards as a waterfall. The way we're going to do
it is if we were to just simply enable gravity force underneath the particle update, we can get ourselves
to gravity enabled. If you happen to have had this
deleted in previous time, we can always bring that up back by clicking this
plus symbol over here on our particle system update and then searching for gravity, which will give us
the gravity force. Now if we bring this
upwards like so, we're going to get this result. So what this will do
is basically it'll give us article a
sort of gravity, and by default, it is set to a negative 980
degrees of a value. H that will just basically push all the
particles downwards. So initial velocity will start off with kind
of initial movement, and then gradually the gravity will bring all the
particles downwards, giving us this sort
of curved arc shape. So of course, this
particle system is going way too fast down, and we want to fix that up. So instead of having
a value -980, we're going to change
this to a value of -200 and that'll give us a
much much nicer result. And actually, because
I have it so high up, it's going to just
sell out too far on. So I'm going to lower
this down a little bit. Actually I'm going to
keep this for now and then bring it downwards
after I'm going to be done. So we wouldn't have the
water flow in our way for when we're having control this particle system
with the motion. Then, of course, the drag
system is often used to kind of slow down the overall
momentum of the particles, giving it a much more of a mass when
it's being played out. So once we have this enabled, what you'll notice is it starts off faster and kind of
slows down in the n, and that's actually real nice for our particle system that has a flow of water because obviously the
water would have some weight. So we want to make sure that
there's some tension that goes that gives the water stream that pushes out the water, and then afterwards,
momentum slows down with it just kind of hitting all
the a particles and whatnot. So we're going to get much
organic sort of water pole. And once we have this set
within our article update, it's just going to slow down after each increment
of the particle. And anyway, once we're happy with the overall kind of system, we're happy with
the overall motion, we can actually start adjusting all the particle
colors and whatnot. So let's go ahead and
get right into it. So for starts,
initialized particle, let's go ahead and just
cover that up since that is quite the most crucial
property stab to start getting some nicer
particles for your system. So we're going to open this up, and we're going to go
slowly through all of these details since we kind of rushed through
them beforehand, right at the very top, we have ourselves a lifetime minimum
and lifetime maximum. And I'm actually going to
show you what they do. If we were to change this to 0.1 on both of them, basically, what I'll do is I'll pond all those particles the
same way it did previously. Colic kill them off
after 0.1 seconds. What we need to do is if
we were to have this ten, let's say ten so, we're going to have ourselves
a ten second particle, which we just few out
onto the area of our map. We don't want this
to happen actually, and we're going to use
this to make sure that the water system ends up
where the water pipe is. So we're actually
going to lower this down to this area over here. I think that's going to
be quite nice, like so. And we're going to just
basically cover up our water flow that we had
with the material like so. And once we're happy with that, we're going to make sure
we adjust these values. So actually, we're going to start off with the
maximum value. This is obviously too much. So let's start off with
just 1 second, actually. Let's see how this goes.
Electing 1 second, just seeing how
yeah it's a little bit too much. Still too much. So let's go ahead
and adjust this to actually 0.5 for both
of them, like so. And let's see how this looks. And actually, yeah,
it ends off right at the very edge.
That is quite nice. And we're going to make use
of the curvature control as well for the color and how
it has an opacity over it. But we're going
to make sure that the lifetime is set to a proper
value because otherwise, the curvature will be
affected by that in the end, and we're just going to come back to that
in a bit though. Let's go ahead and cover all of the settings
that we have here. So after we have the lifetime
minimum and maximum values, which is going to be randomized
between by those two. We now have underneath
it the color mode. So this color is
exactly what it says. If we were to change this color, we're going to get a
different type of color. Now, this is why we had to make sure that the material
that we had set up previously for it is set up with particle color because if
we wouldn't have set it up, this option wouldn't do
anything to our material, and it wouldn't give us
any type of results. So we got to make
sure we have it set the material with the particle color for this exact reason. Now we have it, so we
can actually set it up to just kind of a
darkish green color. And of course,
because we're setting it up as an additive material, the darker the color,
the more of an opacity, the less of an
opacity it'll have. So if we get it somewhere close
to a black value like so, we're going to have ourselves a barely visible
type of a value. I'm actually going to hide the previous water
so we could see a little bit more on what we're doing with these particle
systems, like so. And so we can visualize exactly how they're
being applied. Go back to the
color if we have it just really close to
a black it's going to be basically invisible
if we bring it up to a brighter color is going
to give us this or a result. That's quite nice way of controlling the overall
particle opacity. By now though, we
just want to make sure that opacity
that we're getting is set in a way
that will give us a nice visibility,
but not too much. Basically, they'll be
overlaying with one another. I think setting up maybe
more yellowish tint. Yeah, I think we're going to get ourselves a more yellowish tint, so we could have the
same color color that we had for the base of
this water over here. And I'll just add up
the overall kind of aesthetic the theme that we're having for
the sewer system. So this type of
color and actually, we're going to bring the
brightness even higher, like so. This might be a nice color. So I'm using a value
of 0.55 over here. So make sure to get it the
same kind of result to get this opacity because
in the future, we're going to make
some custom control for how opacity is being affected
in the end of a waterfall. So that's actually going
to be in our next lesson. Right now, we just
covered the basics of controls for the particle
system, initialized particle. And we also make sure we have some nice motion going
out of the sewer system. So, yeah, next lesson, we're just going to
tweak some values in regards to the velocity and whatnot and get some
overall nicer results out of this fountain system. So thank you so
much for watching, and I'll see you
in the next one.
119. Creating Base Splash Particle: Hello, and welcome back
everyone to plan the Fret on re LngedFive dungeon
Modula Kivash course. In the last lesson, we
finished off by getting some motion coming out
of the sewer system and having ourselves a
nice particle system combined with the mesh that gives us a unique look to the waterfall
that we have here. But right now, we still
don't have any of the effect that splashes out at the very bottom of our river. So we're going to make sure
we go ahead and fix that up. And the way we're going to do it actually is we're going to start off by creating ourselves
a material for it. And it's just going to be a basic material of a kind
of a faded out circle, that'll just help us to build
the foundation the base of where the water interacts
with the waterfall. So let's go ahead
and get started. We're going to right click. Create a cells a material, call this a water splash. Lash. Now, actually, we're going
to instead of water splash, we're going to call
it water splash Mt. I think that's
going to be better. Now we're going to
double click on it. And in order for us to create a very basic
of the material, I'll actually click
on the plane. We're going to right click and search for radial
gradient exponential. So diradient exponential,
this one over here. And then right away, we're going to be connecting
to the material. But the material itself, that one that we're going to use is going to be set actually to try additive or
maybe translucent. I'm not sure which one
we're going to use. Let's keep with the
translucency for now because we might want to make the overall splash at
the very bottom darker. I'm not sure just yet if
we're going to do that, but by using additive, we're basically
topping ourselves from darkening the material because it just controls the opacity. So in that regard,
let's go ahead and straightaway connect the
opacity to this area. And this way, we're
going to get ourselves a nice black circle. And obviously, we want
to control the color. But for the color, we'll be
using it with the material. So let's go ahead
and straight away, create ourselves a
particle color like so, and connect the first
dought to the base color, so we'll be able
to tell what kind of color it's getting used with. And actually the other
thing about it opacity will need to be connected with the opacity of the
particle color. So we'll be able to kind
of transition out overall. Material for the particle. So let's hold and multiply both the gradial exponential
and the particle sorry, not the particle color,
the particle alpha. So let's go ahead and connect
these both up together. Set them up as an
bacity and of course, we're going to get this result. So now let's go ahead and
click control S. And actually, before doing that, we forgot to change this gradient
exponential. So we want to make sure that this circle is being faded
out a little bit more. So what we're going to do
is we're going to hold one, and we're going to tap on the material to
get a nice float. We don't need to have
any control over it, so we're not going to set
it up as a parameter, and by simply connecting
this value to a density, we'll be able to have
a nicer transition. The other values will allow
us to control something like radius of this
grading exponential, as well as the position of where it's located within the
UV space and whatnot. But for now, we're just going to make sure we use density. And because it's set to zero, we're going to get
nothing at all, but let's go ahead
and set it to 2.5. It's barely visible,
but it's que es there. I'm just going to set it lit. Maybe it'll be easier to see. Once we have it set us lit. Actually, I'm going to
increase it to a value of 0.8, and I think that is yeah, that is much nicer. We just want a very
faint looking area. So by setting it to 0.8, I think we're getting
nice results. Let's go ahead and click Control
and S and save this out. So. Let's close this down. And now let's right click within our
content browser within a VFX folder and set up ourselves a new Niagara
particle system, just like we did before. We're going to
select a new system from selected emitters, and we're only going to add a fountain just like
we did previously. Let's click Add finish and call this water splash. Flash so. Now we have ourselves in water
splash as double click to open it up and start
setting up this material. So by default, we're going to get them moving all
over the place. We don't want this to happen, so I think we can
disable drag force, gravity force, and add velocity, just to make sure we keep all the particles in
one spot like so. And at the same time,
we can increase the initialized particle
to be a larger size. So I'm thinking we
could probably set it up to be let me just have a. We can just set it up to
be something like 5080 to start it off and we
can come back to it to make some
adjustments later on. So right now, we're going to
click on TrolNS to save it. And what we're going to do
now is to start it off, we're going to change
the sprite renderer. So let's click on
sprite renderer, and the false pride material already has a nice
kind of a circle, but we're not going to use that because it's not as faint as we did for our gradient
circle material. So we're going to replace the false pride with our
created material like so. And once it loads
up the shaders, give it a second to
make sure it loads up. We're not going to see
anything until it loads up, so just take some time. And once we do it, we're going to get this
sort of result. So of course,
because there are so many overlaying
with one another, we're not going to get
a good look at it. So I think we could just lower the spawn rate first
and then see how it goes. So right now, we're going
to click on the spawn rate underneath the emitter update within the fountain
particle, of course. And we're going to change
this to something like ten. This way, we'll get a much
nicer result like so. So now let's go back
to the spide renderer, and we need to make a
change because right now, our spride is actually being always facing
in our direction. So maybe I'll just set it to unlit. It
might be easier to see. Our sprite is always having
this kind of direction, and it is always looking
into the camera. So we need to make
sure we change that first because we want
to make sure that the splash at the very bottom of our water is not just
going to be kind of, actually, let's
just go ahead and drag the water splash, so I
could show you what I mean. Right now, if I were to have
the article at the very top. It's just going to be a circle kind of floating
at the very top. We don't want this
to be the case. We want to be laying down on the very bottom of
this water system. So what we're going to do
is we're going to change this from a facing camera, which is located underneath
the sprite renderer. So underneath the
sprite renderer, it's going to be located
within a facing mode. We're going to change
this from face camera to a custom facing vector. So by changing that, Nothing is going to
happen just yet, because what we need
to do is we need to make sure we always update or, we need to make
sure that we have control over where
it's being aligned because it's still trying
to make sure that it kind of gets aligned with the
camera always facing front. So the way we're going to do it is the moment it's pawns we want to make sure we give a specific alignment
to this particle. So underneath this
particle spawn, we're going to click on
this plus symbol over here. And we're going to search for a Sprite spacing alignment. So sprite facing alignment. And this one over here,
facing an alignment. Let's go ahead and select it. And by default,
it's going to give us if you're not looking
at the right angle, it's not going to
give us anything, and I actually totally
forgot about something, and that is going to be
two facing material. Maybe we want need that.
Yeah, for this material because it's going
to be facing on the floor, we're not
going to need that. Within the material tab, if we're to just simply turn
on two facing material, so I'm just going to
enter it and show you. So with the material
selected two sided. If I had this selected, we'd be able to see both sides. But we're not going
to use that in this case because we're going
to have this laying low, but usually when working with
specific custom vectors, and whenever the particle
is not facing forward, we usually want to
have this turned on, especially if a particle is not laying just
down on the floor. Because it is laying down on the floor, we're
not needing that, so I'm just going to make sure I have this off just to save up some bit
of that performance, and we're going to
place it downwards. And of course, for
the other particles they are always facing camera, so we don't even
have to worry about the other side because
they're always going to make sure that these particles
are looking straight Q. So that is not going to cause
much of a difference if we have that two sided
turned on or off. Anyways, going back
to this particle, we now have a sprite
facing and alignment. And with this, we
have some control over how our sprite is aligned. So I think by default, we should just change this
x value to zero. Is it going to disappear for us? I think it's just going
to disappear because we're not telling where it is. And I think we could look
like from the opposite. Actually, it's just yeah, okay. Anyways, we're going
to just straight up change the value
to set it to one, and then right away, it's just going to be
always facing upwards, no matter which way
we're looking at it, so that is going
to be quite nice. Now, of course,
this is still going to be looking a little
bit odd because mainly, when we spawn these particles, they're going to be having a free dimensions and kind of trying to overlay with one
another, some from the side. It's just going to look bizarre, like multiple discs pounding
on top of one another. And we're going to
change that though, but we're actually running
out of time this lesson, so we're going to do
that for the next one. And thank you so much for watching, and I'll see in a bit.
120. Setting up Waterfall Particle Curve Graph Parameters: Welcome back en to
Blender free town ng at five Dungeon
Modula Kivash course. In the last lesson,
we left it off by getting some of
the particles to look more organic and actually disappear at the
end of this stream. So now what we're going
to do is actually we're going to set up continue
setting this up, and this time, we're going
to get some of the values. To change the
overall scale of our w. So the way we're going
to do it is we're going to make sure we use
particle update. Since this is what
we use when we want constant update
on our particles. And we're going to set this
up by clicking on a plus, and we're going to
search for scale scale. We have a scale color
just like we did before. And this time, we want to make sure we use scale sprite size. So let's go ahead
and locate that scale sprite size over here
underneath the size tab. Going to click on
it and select it. And right away, we'll see the type of result that
we're getting, by default is going to set
from zero to a value of one. So it's going to start
off really small, and then it's just going
to make itself bigger, which, in a way, might
be looking quite nice. But what we want is we want to make sure that it
starts off small that grows bigger and kind of gets smaller by the end
of it all as well. So I think we can start off with a ramp template and see how
this looks. And actually, Let me just click G
to see how it looks. This might look right, but I think the default values the zero values are quite small, and it's just to
inorganic looking. So what we're going
to do is we're going to grab the
very first one. We're going to
grab the last one, and we're going to move them both to be a value
instead of zero. We're going to change that
to be a value of 0.5. So by changing this value over here in the right corner
underneath the graph, we're going to get a way
where basically goes from half the size goes all the way to a full
one, and then it kind shrinks down a little bit
to half a size as well. I'm thinking though that
maybe we should have some more control over
this entire value. Actually, what we're going
to do is the last one, if we have a look at it, I'm just going to extend
it a little bit. The last one has a
sort of a triangle, and that means it's
set to linear. So what it means is that
although these are automatic and tries to kind of average out the overall scale photograph, What this will do
is the linear one, it'll make sure that it gives us the more consistent
kind of a change. But because we have
the automatic, it already is giving
us a nice graph. But just in case
we're going to click on this one and change it. So right clicking on it, we can change it from
linear to automatic, and we'll get some nice control. So this way, we'll
be able to have more averaged out photograph
as well as just have the control over
this kind of way. So I think we can just bring this up a little bit
more just to make sure it kind of has
this nice curvature, so I think that will
look much better. By tweaking this value. We can see that we're
getting this sort of result. I think it looks
much nicer overall, and I'm quite happy with
the overall result. So now that we
have it like this, we're going to make
sure we enable our previous particle that we had before both of
these water planes, like so, and I'm actually going to close down this
water particle system. I think it already is done. We're actually going to
leave it to the side because we'll still need to have some control
over the color. So I'll just open up the
initialized particle underneath the particle spawn and have
my color set up to the side. So we'll have some just going to drag the
window downwards. And as you can see, we have a bit of a glitchiness
for the result. And that is because mainly, if I were to make sure I enable all of these
waters, because mainly, what happens is when the particles overlap
with one another, it doesn't know which
priority set it to be, it doesn't know which should
come first and whatnot. So tries to average it out and give priority based
on whichever is in front. And that gives us some
sort of a glitchy result. So what we need to do is
we're going to make sure that the particle that we're having is set to a higher priority. So the way we're going to do it is we're going to make sure that the particle is selected and then underneath
it's detailed tab, we're going to search for
ourselves a render tab. Underneath the render tab, there is Oh, sorry, that is not underneath
the rendering tab. Let me just go ahead and
search for priority like so. It is actually underneath
the rendering tax so. Let me just go onto
the rendering tab and it was underneath the
advanced tab like so. So within that advanced tab, if we're to scroll down, we have ourselves the
translucency priority. So this is the priority that
controls how the meshes, the particles, the materials are overlapping with one another the transparency for them. So The higher the value, the
more priority it has. And right now, both of
them are set to zero. And if I were to change the
water particle system 0-1, it'll basically tell
that it'll always be at the very top and it'll make sure that it
renders it first. So that is why it
is now going to cover up our particle nicely, but obviously we don't want it to be covering it entirely. So what we're going to do
is we're going to go into the initialized
particle and make sure that the color
is set up properly. So right now it is somewhat
of a nice looking color, but we're not seeing the
particles underneath. So we're going to lower
this entire value like so. Do a way where we can actually
see underneath the water. So just trying to play around with the
value, see how they look. Maybe just a little bit bigger. So we want to kind of
see it a little bit, but at the same time,
don't want to overdo it. And I think I think
this might be okay. Just checking the values,
maybe a little bit lower. Value of 0.2, let's keep it
as is and in the future, we can always come back to it and change it
whenever you want. Of course, the end bit is
not quite there just yet, but we are adding
more particles to it. And actually, in
the next lesson, we're going to continue on with this overall particle system and make a new one or the very
bottom of our water area. Actually, before moving on,
we still have some time. So let's go back onto our water the planes
that we had previously, and let's adjust the color
adjust a little bit. So I'm going to locate the
water material instance. And changed up the value to
be just a little bit darker. I think that's going to
be nicer looking color, maybe even a yellow tint. I think that's going to, that's going to be looking much nicer. Something to this color like so. And by tweaking this, we're
going to get this result. Of course, because we had a different plane as
well, so water free. We had a second water
material instance, which is used for a smaller
plane at the front. We're going to change that up as well and actually darken it up just a little bit
more as well and even make it a little bit
more yellow, like so. And close it down, and now we're going to get this
sort of result, which I think looks
much nicer overall. Actually, even about
lowering this down. Yeah. There you go. This is
looking much nicer. We just lowered it
down by a little bit, and we're going to get
this sort of result from our waterfall,
which is quite nice. And of course, so we
need to have ourselves some extra particles
for the bottom of this water that flows out. And that is something that we're going to do
in the next lesson. So thank you so
much for watching, and I'll see you in a bit.
121. Setting up Base Splash Particle: Welcome back on to
blend the fret on real engine five dngon
modular kit bash course. In the last lesson,
we've got ourselves some particles aligned to the
very bottom of our water, but we haven't set them up just quite yet since they look a bit bizarre and also they're spawning in above one another, and that looks just
like some discs floating around in space. So we're going to make
sure we fix that first. And for that, we're
actually going to go into the shaped
location like so. And this time from sphere, because if we were to change
that up to 50 or something, we can see that
they actually have sort of a volume space of a sphere that they're
being spawned at, and we don't want
this to happen. So what we're going
to do is we'll firstly change the
shape primitive. So let's click on this
square over here, and actually this
time, we're going to change this to a ring. So this will make
sure that all of our spawned particles are
going to be in a sort of ring, and they're not going to
have any of the dimension. By defaulto the ring
radius is set to 100, and we're going to make
sure we change that up. So from 100, I'm going
to change it 215. So it's going to give
us this sort of result, they're going to be spawning
very close to one another, and it's going to give
us some nice type of ripple effect. And I'm thinking that
we should probably start by shot away Actually, let's go ahead and just
make them a little bit bigger so we see
how they behave. And I think we can do so
by or before doing that, I'd like us to get a motion
straightaway actually, so we could see how they interact with the size
of the sewer system. So I think we're going
to do that first. And for that, we're going to
go onto the particle update and we're going to
click on a plus symbol over here and find
ourselves point force. Now, what this will do is, it'll basically
because by default, it pushes the force with
strength of hundred, it pushes all of them
out from the center. Because we haven't
changed any of the area from where
it's being pushed. It's being placed right in
the middle of our spawn area. And because the shape, although look like they're being spawned right
in the center, they're actually having
an offset in the shape of a ring of a radius of 15th. So what I still mean is We're going to be pushed aside
exactly the way we want them to be and some of
them are going to be pushed in one direction and others
in another direction. And all in all, this point force is already working quite well, although it is a little
bit is too strong. So let's change it up
to a force of ten. I'm just going to
make sure I have the point force selected, change as value to ten, and they're basically
going to be slightly pushed
outwards like so, which is looking quite nice. Maybe you want to be a
little bit stronger. Let me try out 50. And I think no, let's go ahead and keep it
with a strength of ten. I think that'll be quite
nice or maybe 15 even 12. Yeah, we only want to have some bare minimum of motion
coming from the side, and I'm actually
going to lower this down a little bit
into the water, just to make sure we
have some nicer results, so could kind of tell
how it's going to look like at the very bottom
of this water system. I think this looks
quite all right. We just need to
make sure we make some couple of changes
for it as well. So now that we've done
some basic motion, we can now go into
initialized particle and actually make some couple of adjustments to make sure it blends in with the water
that's underneath it. So to start off at the lifetime of this can
be changed, I believe. Or we might as well, let's go ahead and keep it as we might actually
get away with it. We'll start off by changing the overall size of this sprite. And I think by changing it to something like
100 hundred 20, we don't need to go too extreme, but we basically want
to have some sort of a motion at the
edges of this area. And I think it's already
looking quite nice. We just got to make sure we
adjust the color for it, and something like this
might do the trick. Let's go ahead and
click Okay and see how this looks and maybe it's
a little bit too bright, so let's darken it up like so. And that's going to look
quite right, I think. Maybe it's a little
bit too dark. Let's brighten it
up. This kind of a value is going to be
working out really well. I think I can now actually
move on and I make some further adjustments
to it as well or actually. Let's go ahead and add
the drag force pack. This will make sure that it
kind of slows down when it reaches the end of the
lifetime of the particle. So keeping it 0.25, I think it is going
to be just fine. We also want to make
sure we add scale color. So let's go onto
the scale color and get ourselves a simple
ramp up and down. So this will make sure that the overall animation is kind of smoother there there's no
popping up of these particles, and it'll just give us
some nice kind of wobble. Which actually, if you put
it underneath the waterfall, is going to give us
some nice results. So it already is looking
quite nicely, as you can see. It gives us a sort
of a look that just has bottom kind of a
splash off the waterfall. It's not quite there just yet. I'm actually going to
bring it outwards back, and we're actually going to make some proper splashes
for this waterfall, but we're going to use
yet another fountain within spartcle system. And I think we're going to do this in the next
lesson, though. So thank you so much for
watching and I'll see in a bit.
122. Creating Animated Particle Splash: And welcome back,
Everyone to Blender fret gon five dungeon modular
kit bash course. In the last lesson, we left it off by getting some particles to be stayed at the very
bottom of our water, which is going to be
used as a sort of a splash particle
for this waterfall. But of course, we're not
quite done just yet. All it is right now is
going to be mobile effect, and we want them to
make sure that we have some water splashing out
from the area itself. So what we're going
to do is actually, we're going to set
up a particle system that goes into the
system as well, which gives us that sort
of a splash motion. So the way we're going to
do it is actually firstly, we're going to close this down. Let's make sure
that we hit control and as to save it first. And now let's close this down, and now we're going to bring ourselves a new
particle texture. So we're going to go
into the folders. We're going to get to the extra. And what we're going to use is the waterfall UB animation. So let's go ahead
and straightaway drag this into the
unreal engine itself. And we're going to
see what it is, which is one of
all UV animations. Now, if you have a look at it, it is actually set with multiple
areas for the textures, and they look like they're tied. But what we're
actually going to do is we're going to set them up in a way that we're going
to allow ourselves to use them as an
animated sprite. So the way we're going to do
it is we're going to need to firstly set them up for
the material itself. And it's going to
be more or less the same as we did for
previous materials. So let's go and just get
that out of the way first. Let's right click,
set up a material, call this waterfall
animated. Matt, like so. Actually animated.
Matt. Let's make sure that we don't
have duplicate names. Now, let's double click on it, and for this material, we can use this as an additive. So let's click on the material, change it from
opaque to additive. We're not going to be for them to be any darker because
they're going to be splashes, they're going to
be purely white. Of course, it's going to
have some sort of a tint because we need to make sure that it looks like it's
part of the sewer system. So I think we can start off by right clicking and searching
for a particle color. And also, we're going to drag in the texture
map that we had. So this one over here, just drag it in like this, and now we have a texture
sample and a particle color, and we don't want to use
the textures as color. So we might as well just make
use of of them in opacity. So I think we can
start off by getting the particle color to be set
up straight as a base color, which will control the tint of the overall texture for the
particle, and then holding, we're going to combine the alpha and the texture sample
of RGB set as this. And we're going to
connect this to opacity. So we're going to
get this result. Now we're done with this. We can control and S to save it out. It close once it's done
compiling that is it close, and we're going to be opening
up our particle system. So instead of
creating a new one, we're going to make use out of the water splash that
we had previously because we basically
want to make sure that both of the
particles is set up, the both of the meters are
set up in one space because we're going to be using them
as a one particle system. Anyway, we don't want to
make particle splash or that sort of a bottom foam as a
separate Niagara systems. So let's go ahead and actually
open up the water splash that we had previously
for this plane like so. Now what we'll want to
do is we'll want to make another emitter
out of this fountain. So we're just going to we
already have, as you can see, a lot of space on the graph, and what we can do is simply create ourselves a
new fountain system. So if we were to just right
click on an empty space, we can click Add emitter, and that'll just give us
the same options that we had previously
on what to pick. And by clicking on a fountain, we're going to get
an emitter with fountain emitter that we had previously for a splash system, and we can always just
click on the icon, the tick next to the name
and disable the one that we had and just see the previous fountain
that we had already. So we're going to
enable that though, because we're going to be
adjusting that in a bit. Before that, though, we
can always make sure we are having them
in a proper order. And the way we can do
that is if we have the particle system selected
by clicking on the name, we can click two to
rename the entire system. So for this one, we can
just call it water splash. Lash, like so, and one, for example, we can select
it and call it water foam. So this way, we won't
be able to accidentally mix them up whenever
we want to make certain adjustments for
them because more or less, they will have the same settings and we just want to
make sure we're able to make quick adjustments in case we need them to be done. So now we have the water splash. We're actually going to
set this entire material as an animated kind of particle. And before doing that,
I want to turn off the gravity as well as the
drag force and the velocity, just so we could have one
particle sitting in the middle. And we're going to go into initialize and make
it bigger right away because I want to just show
how the material looks like, how the animated
particle looks like. Let's go ahead and change
it to something like five, both of them to five
and spawn rate, we can change this, something
like free, for example. We're going to have a couple of them spawning and it's just going to help us visualize how the entire thing
is going to look like. Actually I might as well just
turn off the water foam, just so we could focus entirely
on this material itself. So yeah, with out I do, let's get right into it. Let's click on the
renderer renderer like so and change
up the material. So we already had
the material set up. Let's just go ahead and find it. I think it's waterfall
animated material. So now we're going to
just put it in like so, and we're going to get
a really bizarre result once it's done,
preparing the shaders. Let's just wait for a
bit and we're going to see all of them
being used as one. So the way we change that up and make sure that it
is only used one at a time is by actually
scrolling down within the sprite renderer
underneath the sub UV, we'll want to specify how many of these are being used
within the image size. And if I were to just open up the texture just
as an example, we actually have,
as you can see, it split into four
by four parts. So a total of 16 unique looking texture
opacities are set up, the unique looking
texture details. So once we have it's
sort like that, four by four, when we know the value, we can
change that up. So I'm going to go back
into the material and set this sub image size
to be four by four. So that's x, and this is y and when we set them
both to be four by four, we're going to get,
as you can see, Maybe I'll change
that up to unlit. Maybe it'll be easier to see. We're going to get only
one by one popping in, and I think they're
still being applied as the same type of
first animated area. So we're going to change that
up right away, actually. In order for us to animate it, we've got to make sure we make use out of the particle update. Is going to sum in a little bit. We're going to make use out of the particle update by clicking on the plus symbol over here. We're going to search for
sub sub UV animation. And by adding this
on right away, we're going to get this result, but it's not set up
properly just yet because the star frame and the end
frame is not properly aligned. So we need to make
sure we adjust that. And because we have
a value of four by four that'll make us
unique 16 frames. And basically, we're just going to make sure we
apply this value. So 0216, it'll basically give us
the right kind of result. And as you can see, now, every time the particle spawns, maybe I'll just change
the spawn rate to one, just to make sure I
can see it properly. Every time a particle spawns, it starts on animation, and it'll start
moving on its own. Now, what's interesting
about this is that within an initialized
particle, the lifetime, minimum and maximum is what gives the sort
of a motion for these frames because
right now it looks like it has too little
amount of frames. So we've got to make
sure we change that up. And actually, we're going
to change that up right away if we have a
lifetime change 5-1, for example, we are
going to be seeing much faster kind of wobble out of
these particle animations. And of course, that's
a little bit too fast. So I think we're
going to change it to 1.5 for both of them. And let's see how this looks already is looking
quite nice, I think. But we need to make sure that
we have some variations. So minimum of 1.5 and two is going to give
us just enough variation. Now, if we were to
increase the spawn rate, we're going to see the overall results that
we're getting out of it. So I think we can
just set it to ten. We can see how it looks like. We can set it to 15. We're going to get
these sort of results. So it's already kind
of looking nice. We're going to click control S to save it and see how it looks like within the particle
system that we're having. So it's actually too small. We need to go into
initialized particle and change up the size. And I think the size
can be something like 800 or 80, sorry, and 110. So, yeah, we're going to
get this sort of result. I already looks really
nice as sort of a splashy motion that we're having for the bottom
of the waterfall. Of course, we're not having
it connected just yet, but we're going to reposition
that in just a bit. But as you can see, with just
a basic kind of a motion, we're already already getting some really nice results out
of this particle system. Even though if it is a
completely stationary, we don't have any of
the motion just yet. It is still looking
really, really nice. But that's going to
be for our lesson. In the next one, we're
going to continue building on top of this
particle system and setting up all the necessary motion
just to make sure it looks like a proper kind
of a water falls flash. So thank you so much for
watching, and I'll see in a bit.
123. Setting up Waterfall Splash: Hello, and welcome back
everyone to Blender free two Ron five Dungeon
Modula Kit bash course. In the last lesson, we left
it off by getting some of the animation set for
the particle system, which gives us a nice looking
splash for the waterfall. But we're not done just yet. We need to set up
some animations. And actually, before
doing that, I'd like us to change the
color just a little bit. So we're going to select
the color and give it a green tint and actually
darken it up a little bit, so I think that's going
to look much nicer. Let it to a value of 0.4 or 0.2. Maybe. Yeah. There you go. Okay. Perfect. I
quite like this. If you click Okay, it's going
to give us this result. It's actually really nice. Okay? Now, we just got to
make sure that it is set up properly where it spawns,
and it's animation. So let's go into shape location, and I'm thinking that maybe. Yes. Let's make sure that we
set it up now as a sphere. But I think we could actually
set it up as a cylinder. So obviously, it's going to be spawning in a cylinder
kind of a shape. It's kind of hard to tell, but we have a control over the height as
well as the radius. So similarly to what
we did with the ring, this time, it's a free
diversion of that. And of course, we have control over how
it's being spawned. So we are going to
change the height 100-8, so it'll basically give
us a bit of a volume, but not too much, and I think that's going to be
really nice overall. And then the radius, let's say this 220 and
see how this goes. And I think this is quite nice. We might need to increase it just a little
bit more though. And yeah, we probably
need to increase that by a little
bit or actually, I'd like to try and just put it in the area where
the waterfall is. And maybe that's all right because we're
definitely going to get ourselves a force that
just kind of splits the entire particle system and just kind of pushes it to
the side a little bit. And maybe the beginning, the very front
starting point for how the particle phone is going
to be just as well nice. Okay, I think we can
leave this as is, and then for the next bit, we're going to continue on with this list and get some
velocity in as well. So the minimum and maximum, let's first of all, make sure
to enable this velocity. So it'd be actually doing something and it's
obviously too much. We don't want it to be playing out into the space like that. So we're going to
change these values up. And let's change it
to from 100 250, and I think this is going to
be much nicer, of course. It's still going to
look quite fast, but we don't have
the gravity force as well as the drag
enabled just yet, so we need to make sure we have put that into
consideration. We're just looking
kind of a initial area for where the particle start at the very
base of it and just make sure that the initial
speed is looking well, and we don't need to worry about other area where it
ends and whatnot, for that we look good. So I think this minimum
and maximum is set well. The cone area is
set proper as well. And actually, we can rotate
it in x a little bit by 0.1, I think, or let me try setting it to 2.5 and
see which way this goes. And this is going this way and we want to be going
a way so -0.1. So basically, it'll be
going slightly forward this way towards the
staircase, like so. If we have a look
at it, for example, in a way that's going to
make it more obvious, if we enable it this way, it's going to be going this way, and it's actually
going to be much nicer because the waterfall is
going this direction. So it's going to basically
kind of look like the momentum is picking
up with it as well. So I think we can
leave it as a -0.2. That's going to give that bit of a momentum that's just going
to make it look quite nice. So I think that's quite nice. Now we can continue on working
with the gravity force. Let's go ahead and enable it. And let's see how this goes. And obviously, the gravity
is way too strong right now. We need to make sure we
pull this all the way down. So I'm thinking
something like -120. That's going to look nice. Yeah, it's going to give
us some nice splash to the top and then kind of start dragging it out
a little bit, like so. So it's going to definitely
have a nice effect. And of course, we're going to enable a drag effect as well, just to give it some bit of a mass for this overall
kind of a system. I think it's already
looking quite nice. We're just going to be enabling point force with this as well. So let's go ahead and click plus symbol and add point force. And so what you need to
keep in mind, though, is that they stack each one of these properties
that we're applying onto our particles
are being stacked in a way that they're being read
from the bottom to the top. So we start off with
getting animation, then we actually have something called salt forces and velocity. This is something
that is required for the use all the forces like
gravity and point force. Then we start on by
getting all the one. Point force is
going to be applied before the gravity force, and that means that
basically they're being pushed out forwards first, and then we're going to start getting drag
force afterwards. But in this case, though, I think because we're
using a particle update, they're all being read at once multiple times like
every frame or whatnot. So we're going to
more or less get those forces applied
simultanously all at once. So I think it is already
looking quite nice. Those particles being
pushed to the side, but I think it's a
little bit too much. So let's go ahead
and drag this to 50 and see how this looks. And I think this
looks quite nice. We might want to You might want to increase the
overall shape location. Let's go back to it real
quick and change this to try and I think 40 is
looking quite nice actually. And because we increase
the shape location, we're going to the
spawn rate and increase the spawn rate 15-25, and it's going to
give us this result. I think it's looking much nicer. So because we also have a velocity that's going
slightly forward, we're going to get more
particles facing this way towards the staircase
and overall, it's going to give
us the nice results. Yeah, I think we're pretty
much done with that. We're just going to
make sure we have the other one enabled as well. So let's go ahead and
just zoom out locate our water foam that we had previously
enabled the second one. And now let's hit
control and S to save it and see how
both of them look. So I think they're loading up, we're not able to
see them just yet. Let's just give it
some time to load everything up or actually, I'm not sure what's
happening right now. Let me just disable it
and enable this again. Maybe it's because
of the priorities. I'm trying to think on what is going on with
this because right now I'm enling one and then the over and it doesn't
seem to work. So it seems like when I
enable one and then the, they don't work
with one another, but in the preview,
they worked just fine. I'm going to click
Control S to save it. Maybe try to delete this
particle system and report it. Into the area as well,
maybe that'll work out. It seems to work out
just fine like this. And let's just check that yeah, we have the water splash at the bottom and the
foam coming the top. So I'm wasn't sure what
was happening with the area before because
when we enabled it, it wasn't just working, so
by just deleting it and getting the Niagara system
back into the world, we're able to fix this issue. Now, let's just
position it so we'd be having it nicely
at the very front. And I'm trying to think which priority we should
set it up to be. And we could get a priority
to be above all the others, I think, that'll sort
out all the issue. Let's go ahead and search
for priority within a water splash Priorityn
priority is 22. I'll be above all the others and maybe just maybe just lower it down a
little bit, like so. And now I'm trying to think if it's actually a good idea
to have it, like so, because what we're
having is the bottom of this splash is being
increased to a higher value, and that is just going to overlay the very
top of our splash, and that's not going to
look nearly as good. So I'm trying to think
of way to do it. Might actually just go and
set the minus one value. So basically at the lowest of the priority out
of all of our results, and maybe that just
might look quite good. Let me just have a look.
And I think we should probably have the
splash to be going outwards a little bit more
now looking at it back. So let's just go ahead
and fix that actually. Though looks quite nice already. Actually, I quite
like the water, but I want it to be going downwards a
little bit, actually. So what I will do is I'll select the water planes that
we had set up like so, and just bring them
both down like this, and even without the
snapping enabled, going to rotate it
just a little bit. So we get this sort of result. So we're kind of making
sure that all of these are connected to one another and has a nice overall look to it all. We're going to go back to the water splash
though for sure, going to the water foam
and making sure that the point force that we had is going to be set
to a stronger value. So this way, actually, let me just set it up
to an extreme value just to see how it looks like. And I think that yeah that's
a little bit too much. So let's set it back
to 20 maybe 25. And I think I'll initialize particle color increase
the value for that. Yeah, I think that's
looks much better, maybe a little bit too much
though, something like that. And we have some
nice visibility at the bottom of the
overall particle system. And all in all, I think
it looks quite nice. So I think we're going
to leave it is actually, we have a real nice set
up for the water pole. We might even just use a third person and test
out how this looks like. And I think while we're at it, let's go ahead and grab
all of those planes that we have set up
for the water sheet. And let's make sure that we
have collision turned off. So let's go ahead and
type in collision and set up the preset to
block, no collision at all. This way, our player will be not able to just stand
on top of these planes, although they are transparent, we'll still be able to have
some collision of them, and that wouldn't
look quite as nice. So let's go ahead and
check how this looks, and if it actually looks nice, we might even drag this
downwards a little bit as the particle,
this one over here. Maybe drag it down even
more. Bit too much. We're just making
sure that it covers the very bottom of the water because we have
this entire water curve. Obviously, we can't have it just completely covering
it up to the sides. But all in all, I think
this looks pretty good. We might just want to Yeah, we might just want
to make the particle go a little bit more
to the front, like so. I'll just give it a much
nicer type of effect. Yeah, that is much
nicer for sure. So yeah that's going to be it. Thank you so much for watching. And in the next lesson, we're going to start by getting some particles for
the fire system and set up the lantern. So we could actually
populate our entire level with some actual
lighting in the scene. So thank you so much for
watching, and I'll see in a bit.
124. Setting up Niagara Fire Fluid Simulation: Hello, and welcome back, Evon to Blender Free Tn RengedFive
Dungeon Modula Kerbah course. And the last lesson, we left it off by actually completing an entire water splash
system for our sewers. And now, this time,
we're actually going to continue
on working with the particles and set up some fire system to be
used with our torches. So let us go and get ourselves
to the torches area. And as you can see,
we have three of the torches with us that we're going to
be setting them up. But before doing that, though, we're going to make sure
we set up the fire system. And the way we're going to be setting up the fire
system is actually not with the Niagara system
that we have right now. We're going to begin
our process with getting ourselves an
animated sheet material that we can use by
creating it from scratch using an
actual simulated fire. So the way we're
going to do that is we'll need to make sure we enable one of the plug ins from within down
real engine itself. So we'll need to go into the
edited upper left corner, and we'll need to go
into the plug instable. So Then within a plug in stab, we'll need to search for
Niagara lid simulation. So this one over here,
Niagara fluid simulation. Let's go ahead and enable that, and let's make sure we click. Yes. And afterwards, we'll
need to restart our engine. So let's go ahead and do that. And of course, let's
not forget to save it all of we all of our progress
is going to be gone. Let's go ahead and
click Save selected. And after it's done loading
it up, our entire project, we're going to go back onto our entire project setup
and the plug in table. So we're just going
to search for Nagra again and make sure that
this is Tikton this time. And with it Tikton
we're going to get a bunch of plugin settings. We can even check them out from our content browser itself. So underneath the engine, if we were to click
on engine folder. So if we're not seeing
this bit of way, we can always click on
settings over here, make sure that the
show engine content and show plug in
content is enabled. And now with it, if we were
to click on the plug ins, we're going to be able to see Nagatent Nagra fluid
content that is, and that is going to help us in creating the fluid
simulation for the fire. So let's go back actually to content folder and
two dV ex folder. And now we're going to right
click k Niagara system. And this time, we're going to click on copy existing system. So if we were to click next, we're going to get ourselves all the templates for the
simulation of a fluid. So at the very front, we're going to get two
D gas simulations, but all of these are going
to be in the two D view. And instead, we're going to make use of the three D
fluid simulation. So let's scroll all the way down until we get ourselves
to a three D gas. And we've got a couple
of choices to use. But the one that we should be starting probably
would be easiest with. Yes. The one that we're
going to start is grid free D gas simple
particle source. And just as the
description says, it's a good starting point to use it for whenever we
want some adjustments, whenever we want to
make use of the fire. So let's go ahead and select
that and click Finish. And that'll just sort us with a template for
nigrosystem for the fire. And for this, we're
going to call it fire fire simulation like so. Simulation. That. Let's click Enter and double click
on it to open it up. And this is what we're
getting straight away. It's quite a nice system, but it might be quite a
bit of performance vy, especially, we're not going
to be using it like that. But there is a possibility of just dragging it
in into our world, and as you can
see, we're getting a nice particle simulation
straight in our world scene. But of course, if we
were to just simply duplicate it and use it multiple times and use it on
multiple torches, it's going to be really performance heavy because
there's a bunch of particles that are
trying to simulate an entire fire system
in a three D field. So we want to make sure
we just use that to make ourselves a nice animation
scene extra map. So we're going to go into the fire assimilation and
actually before using it, We have a couple of options. First of all, we have a particle source emitter
and three D gas controls. And basically, three
D gas controls is being implemented into the particle system
particle source system to give us this type of a fire. And we also have before going
into that too much, though, we also have ourselves the
fire simulation properties, and this is where we have the overall kind of resolution and the size of the simulation
field that we can control. So to start it off, I reckon
we can change that up first. We can go to the property stab. Or actually, sorry,
user parameters, and we have a couple of options to work
with to start off, we have resolution maxed axis. I think we can turn
this down all the way if we're having some
performance issues, we can start off with
something like 42. It'll affect the resolution
just quite a bit. But actually, it
might be nicer if you have some performance issues to work with that as
a starting point and then increase it at the
very end when we're actually baking our animation
into a texture. But something to keep in mind, though, that we also have a Word space size, the control. And what's interesting about
it is that it is affecting our resolution based on the scale of the
world space size. So right now, if I
were to let's say make this entire world space size
into a different shape. We're going to
start off by 5050, just to make it kind of smaller. And actually, if we're going
to have it 100 by 100, let's go ahead and use
that and set this to a value z value of 200, we're going to get
this sort of a box. And actually, because
our particle system is set with a different shape, we're going to get only
a bit going outwards. So I think I'll just increase it to 300
just so we can see, we can see more of the fire. And as you can see, because we changed up our entire scale of
this wild space size, we're going to get much
different results. So if I were to change this
to 3,000, for example, Our resolution is going to be totally messed up because
it's going to try to use the fir two resolution
on this entire field. So that is going to give us
complete different results based on the world
space size that is combined with the
resolution max axis. And actually, I'm going
to change this to 400 and change the y to B 200 just so we can
increase the overall thing. And right now, we're actually
going to be going into the particle source emitter and adjusting the way our
fire is behaving. I think we can turn
off the velocity to start it off and see how this is going to
affect our fire, and it's going to be
much nicer because the fire right now is just
going to go straight upwards. But because the offset, there is an offset within
our particle system. We're going to get much
different results. And going back to
what I meant about the particle being applied
into the particle system, the three D gas
control is being kind of implemented into the
particle source system is so this particle
source system is just basically creating
as a sort of a fire effect. Based on how the particles are close to one another and
once they get close enough, they get this fiery
type of result. And if they're far enough, they're going to give us
a sort of a smoke result. So what I mean by that
is we can actually even visualize how our
particle is being applied. If we turn off the set
fluid source attributes, it's going to disable
our entire simulation. And now we increase if
enable the sprite renderer, we can actually see how our
particles are being applied. So as you can see, This is an entire particle source
and how it's being affected. And right now we're
having a bit of a vole, and actually, some of them are going a little
bit to this side. And in turn, when we
enable the simulation, we can see that these are being implemented into the fire source and just giving
us these results. I might even actually just
increase the overall size. So we could visualize
it just a little bit more set this to 500, maybe. There you go. So because we have
right now an offset, it's going to be all the fire
is going to be on the side. So just bear with it, as
we're going to set up some controls and change this
overall kind of a result. So right now because
we also increase the world space size or resolution is going
to be quite a mess. So first things first, let's make sure that the sprites that are being applied are turned off because we don't need to visualize them quite as much, but it's just quite
something useful to know when working with the
particle fluid simulation. And right away, what
I'm thinking is, let's set this up to be in a world space within the
center of the world space. And actually, I want to check if this entire offset is
having certain result. And that is not seeming
to be the case. I'm going to click F, make sure that it is
set to the center. Okay, so we're going to change the initial kind of an
offset that we have. So we're going to go
into the shape location. Most of the controls
are set up in more or less the same way as
the usual particle system, but we have certain
controls that just create that fluid simulation
out of these particles. So we're going to go
into the shape location. And just like we previously, we have a sphere that
has a set radius of 20. But what else there is is
that we have an offset to it. Although previously
we didn't use any offsets to create
our water sprite, we have an offset that we can control where the particles
are being spawned. Right now, I'm
thinking about just setting all of them to zero, zero, and just seeing
how this looks. And this is going to give
us this result again, because right now our particles are spawning right
in the middle. The fire is going to be
applied onto it as well. And actually looking
at this entire fire, maybe it was better to have some offset to be going downwards. So when we have a fire that
goes upwards, as you can see, the boundary box is just kind of limiting all the simulation
to be within this box. So I think we'll start off
by getting this to be -50. Let's have a look
on how this looks, and this already
is looking nicer. Let's just make sure
that it looks all right. And yeah, this looks much nicer. Let's go now and switch up the boundary box before we actually make any
further changes. So let's go into the
user parameters and change the world space to
be a proper set of values. Think we can just get
away by using 50 5,200. Let's try using that. Maybe
it's a little bit too much. Trying to think if that's
going to be a good value. Maybe if we were to
change it to 100 by 100. Yeah, that is going to give us much nicer result right away. And let's change this to 400 even and it is giving us a
lot of smoke, a lot of fire. So actually, what we're going
to do is we're going to adjust the way these particles are behaving with one another. Let me just go into initialized particle or actually the spawn rate and see
how it looks like. So because the way the
fire is behaving is dependent on how
the fire particles interact with one
another. What we can do. One way of controlling
this entire fire is if we were to go into
naturalized particle, we can change the
overall lifetime. And if I were to change
just to a minimum amount, something like 0.1 and 0.01 for the minimum
and maximum 0.1, we can see that the moment
the particles appear, they start to
disappear right away, and we're still
getting that kind of fire fluid
simulation out of it, but it is being
kept more in shape, which is actually
what we want for our torch simulation
that we're going to get for the particles that we're going to set it
up as two D textures. So I think that's a
nice starting point. But right now, we still
have a long way to go, and actually we run out
of time for this lesson. So we're going to
continue on with the next lesson where we
create some further changes to this fluid
simulation and actually sort it out as a proper
particle system, just to make sure
that the texture or the overall texture
looks quite nice. So yes, thank you so much for watching, and
I'll see in a bit.
125. Creating Fire Simulation for Torches: Welcome back everyone
to Blender free T on Real engine five Dungeon
Modula Kit bash course. And last lesson, we left it
off by getting ourselves introduced with the
fluid simulation for the fire particle system, which allows us to get
this sort of result. Now, of course, if we want to get more
resolution out of it, we'd be able to do so by
simply increasing this value, and just by getting it to 64, we'd get this result. So Having a difference
in resolution will give us a much
different result. I think I'll keep
this, or actually, no, let's go ahead
and keep this 64. We're always able
to change that up. But in order to see a bit more of a difference
in our result, it's actually better to
have a high resolution. But of course, if the
performance is lower, just make sure to use a
low resolution for now. And now we're going to go back into the particle
soils emitter, and we're going
to continue on by making some further adjustments
to this entire system. So what we're going to do now is we're just going to make sure that we have a nice
initiated particle set up, and actually just
looking at it back, you know how I've said interact how interacting particles go in order to get the
fire simulation. And basically, the
closer the particles are the different kind of a particle simulation you get the different kind
of a fluid simulation, you get for this particle soil. So for example, if we were
to change this sprite size, let's say it to
100, for example, get a completely
different result out of a particle selination because all of our particles are basically kind of merging
in with one another. I can even show it
to you with this, and they're kind
of clustered up. And basically because of that, it'll try to get all these fire acid areas
to look as hot as possible. So that is quite nice way of having some control of
the density of the fire. I'm just going to
bring it back to five actually because not only the initialized particle
has the control over the entire particle system over the entire
fluid simulation, of this fire. We actually have more control
in a different way. And we'll actually
show that right now. So I think if we were to just go on to actually
before doing that, I'd like us to go through
each and every one of them, and just make sure that we have the entire thing
set up properly. So shape radius, if we were
to change that to ten, we're going to get
a smaller kind of a fire in our area and a more
controlled kind of a field. And also, keep in mind that
the way remember when I said with the water flow when we are changing
the sphere radius, we're also getting
all the particles to be more densed up in
one location as well. So of course, when changing
the sphere radius, we're going to get a more
intense looking fire. So that is going to be affecting the overall fire behavior for this fluid
simulation as well. And another thing
what we can do is we can make use of
the velocity if we enable that and set
this to be zero, and for the value, if we were to change
it to 1,000 and get the velocity to go
upwards for particles. We'll be able to get sort of fire flamethrower
type of a look. So that's quite nice.
Although, keep in mind that initialized particle is set
to a really small value. So it's obviously not going to give us the right
kind of results. But as you can see, if
we were to do that, we'd be able to get a kind
of a nice result anyway. Let's just make sure to set up the lifetime to how
we had it before. And now going back to velocity, We're not going to make
two extreme value, something like one or five, just a little bit,
just so we could get that upwards motion from
our particles as well. So if I were to just turn it on, it's barely even
visible actually, but it's just making sure
that particles themselves are not just staying
in a circle. And they're just going
upwards like so. I think that's going
to be much nicer. Let's just turn on the
fire particles to see how this entire fluid
simulation looks like. Let's actually turn off the
sprite renderer like so. And I'm thinking that maybe
you could make use out of a scale sprite size as well because they're going to have less connection going up top. So actually, let's go
ahead and do that as well. But before doing that,
I'd like to turn off the curl noise force and
just make sure that the fire is just more consistently
going upwards or even let's just turn off
the entire fluid simulation. Just make sure we have a nice. We have some nice
little wobbling that goes upwards like so. So now we're going to
add a particle update, which is going to
give us a rescale. So we're going to search
for scale sprite size. Right size. So scale
is price size. Let's go ahead and add it up. And we're going to
get a drop off. So it's going to start off as
a normal one and then kind of end up getting into
a small position. And actually, I think
we want to have more of a gradual
going downward shape. So maybe even smooth ramp off might work better. Just
want to make sure that Yeah, let's go ahead and
use smooth ramp off, and that'll just make sure that the particles at
the very top have less density than the ones at the bottom as they
keep going up. So if we were to turn on
the fluid simulation, turn on the fluid simulation, check how the fire looks. It might not actually
look quite as well because we don't
have enough resolution. So if I were to
change this to 128, hopefully, that doesn't
crash my computer, just make sure to
not increase this to any crazy value because it'll definitely
crash your computer, so be very careful when using this entire
fire simulation. So make sure if you're going up, go in gradual kind
of increations and don't add too
much value to it. So I'm thinking that
this looks quite nice. And actually, now that we
have it set up like this, let's go ahead and lower
this entire simulation size because it is way too big. So let's go ahead and
use one, 200, like so. Lower the entire area
for the fire using the initialized particle or
actually the shaped location. Ship location, lowering
it down to a -80, like so to make sure that we make use
out of this entire box, otherwise the a half of
the box was more empty. Anyway, now that we
are having more of a resolution out of our area is going to give us a much nicer
result for the fire. So we obviously turned
off the curl force and gotten ourselves
a les prit size. We're now going to go into the proper settings where most of the fire is being
controlled with. So this is going to be
in a set fluid source attributes where this is linking the free day
gas controls emitter. And the main controls
for our fire, how the particles
interact with one another is going to be
density and temperature. First of all, what density
does is basically it gives us the control over the smoke
of our entire particle. And if we were to change
this to one, for example, we'd get way more smoke out of our particle system,
which is quite nice. But what we're
trying to do out of this particle system
is get ourselves a really nice animation for the two D particles that we're going to be creating
out of the UV. Animated texture map. So
what we need to do is, we just got to make sure
we get a nice shape for the particles right away
without any type of smoke. So what we're going to
do is we're going to set the density to a really low value,
something like zero, zero. Three. And we're going to get straightaway just kind of
a nice fire to work with. I think that's going
to be much nicer. And then for the heat, what the temperature does is it basically controls
the amount of, it basically controls
the temperature, if we have it set to one, it'll look super hot. And if we set it to
something like zero, zero, one, it'll
basically a puff. It'll just get it to a smoke. So it won't look as hot, but it definitely is quite
a nice way to control a fire and what we're trying
to get out of it. So I think Having it set as having it set as freeze too much 0.3 in order to set it
as zero point free. I think it's going to give us really nice
results overall. But, I think that we're having a little bit too
much up an upward stream. So the easiest way to
solve this up would be to just get a nicer
kind of a shape radius. That is to, let's say, 20. Yeah, setting it up to
20 is going to give us a nice kind of a spherical
shape at the very bottom, and maybe even 40, It's going to give
us this result. But because, of course, we're having some
difficulties with the upper area that's going
to cut off all of our fire. So we're going to
make sure that the fire is not being cut off, and the way we're going to
do it is we're just going to increase the overall size
of the world's base size. So changing this to 400
might do the trick. Let's go ahead and have a
look on how this looks, and maybe it's quite all right. I just want to make sure
I increase this both 250. So now we just make
sure that all the fire is not being is not going
to be touching the sides. So this is a nice fire
ball with a kind of a fire that has a section in the middle that goes upwards. It's working out really well, but we're going to
make sure we make some further changes to it. So let's go into ship location, low it down to quite a bit. So offset, let's make sure we have it set two
of the very bottom. So I think 120 is
going to do the trick, and 120 seems to
work quite nice. Maybe we can do it even lower, actually 140, 'str -140. And I just want
to make sure that it doesn't touch the bottom, but it is very close to it. So 180. Let's see the extreme. That's that's going
to be way too much. So 160 150, It's just basically
playing around with the overall values and making sure you get the
right type of result. I think 150 -150
is going to place our entire fire in
a right position or the world space of 150 150
and the Z value of 400. Going to give us the right
results and the fire. We've got to focus just on
how the fire is behaving, and I think it looks quite nice. But we're going to go back
into the set fluid source attributes and maybe play around with the temperature
if we set it to one. Let's see the type of the
fire we're going to get. So we can either change
the temperature look by setting a different temperature or just like we did previously, we can go into
initialized particle and change up the size. So if we change
this to, let's say, 20, we're going to get
this out of a fire. And if we change this to one, We're going to get this fire, all in all, it's going to get us a different type of results. I'm just trying to
think what would work out best for this case. And maybe just going back to the uniform size of five
is going to be fine. Yeah, I think it's
going to be quite nice. We've got to make
sure that the fire itself has a nice sort
of temperature. So 0.5. I think this is going
to be quite nice. And because whenever
the particle starts, we're going to start off with
basically an empty bowl, and then it's going to
start our simulation. And then it's going to actually loop our simulation entirely. So if we just turn off the
auto loop and click Play, it's just going to continue on simulating until the very end. We're just going
to make sure that whenever we start our fire, whenever we're going to have
the entire texture animated, it starts somewhere
from the kind of middle point where it already developed into a
nice sort of a fire. Or alternatively, it's
just going to end up by having an empty space. So I think having it as
a starting point of 0.5, whenever we're going to be creating textures in the future, is going to be a great point. That's going to
be in the future. Right now, we already
have a nice kind of a fire setup with the right type of temperature and the
right type of volume, which is going to help us to get some nice particles overall. And actually going to
change the overall kind of a top from change it to 450, just a little bit
more so we can make sure that the top is not
being affected as much. Maybe even 400 actually. There's a lot of smoke actually, and we might want to
change that up as well. Change this to a temperature
of 0.3, actually. And yeah, that seem
to do the trick. This will work much nicer. But yeah, weaken those
values to get the nicer, kind of a fluid simulation, and making sure that we get
the overall nice result for the fire is definitely
a way to go or creating good
fire simulation. As every value that we adjust creates certain
different results. But all in all, that is going
to be it for this lesson. So thank you so much for
watching, and in the next one, we're going to make use of
this fire assimilation and bake out some textures.
So I'll see in a bit.
126. Baking out Fire Particle Animations: Hello, and welcome
back everyone to Blender Freetown
real engine five Dungeon Modula it bash course. In the last lesson, we set up ourselves a basic fire
fluid simulation, which we're now going to
be able to use to bake out some texture maps and actually optimize this fire to
set it up for ourselves. So let's go ahead
and get started. Upon the top of bar, we're going to get
ourselves a Baker option. And if we were to
click on it and click Open Baker tab We're going
to get ourselves a menu, which will give us this
exact fire fluid simulation and set it up in the side. So this actually has
some control over it. If we use our middle
mouse button, we're able to kind of position our overall particle to
be at the very center, we can always zoom in and
out, actually, sorry, we can always use a right mouse button to zoom in and out. It has some bizarre controls
as Baker option, actually, But by using right click, we can basically zoom
in and out out of the Baker setting over here. And this way, we're able
to have some control. And I think if you use yeah
if you use left mouse button, we can have it rotated as well. So it is set up within
a three D space, but the controls
for it are a bit more bizarre in comparison to
the rest of the viewports. So again, left mouse button
to rotate this entire thing, Then to zoom in and
out is using click, like so to bring it up and down, and then holding
middle mouse button is just panning the view around. If we want it to be
setting up to the side, we can click F and kind of rotate reset our position to the
middle of the view. And yeah, it is a little
bit hard to control, but we're going
to be positioning our entire camera just to be
at the very side, like so. So default view more
or less like so, and then we're going to get
ourselves this kind of angle. Now, of course, the
default fire that we have right now is set
in a low resolution, and it is actually
about time that we're going to be setting it
up in a high resolution. But actually, before that, we're going to be setting up all of our settings and
just going through all the baker settings
that we have. So right away, at
the very bottom, we already have some
settings to control. And this has start seconds
which will basically tell when the simulation starts when the texture
starts being rendered, and we want this to be actually
set as a value of 0.5. I think this will give
us a good result. Yeah. As you can see,
at the very start, it just starts off right away by giving us some sort
of a fire result. And this is exactly
what we want. Then the duration
of the seconds, we can leave it as four
and keep it as is. I think that's going to be
good. Frames per second. I think we can leave it as 60. It just gives us the
right type of value. So if we go in
between those frames, we can see the variation. And I think it just gives
us the right type of result in order for us to create some nice animated
particles out of it. So This is the type of fire
we're going to get per frame. And as you can see, it gives us somewhat
of a similar look. But when we're going
to be applying this as a particle and actually
overlaying those flames. It's going to give us a much
different type of results. So bear that in mind when
we're working with this, we're not going to get exactly the same results as
these textures over here. So going back to the settings, it'll start as 0.5 duration seconds is
going to be set as four, and we're going to get this
result preview looping. It doesn't actually matter. We're still going to
get looping anyway. Then for the texture, this is where we're setting
up the texture, how many frames we're having. So for example,
the water texture that we had was set four by
four, as you can see here. Which in turn gives us a
total of 16 unique frames. If we set this to
be eight by eight, it's going to give us
a unique of 64 frames. But the downside of it,
the more frames we have, the less of a resolution
we're going to get out of it. So if we go to the
output textures, if we open this up and get
this to be fully open, so we can get ourselves
to the texture size. So right now by default, it is set to quite a low
value of 1024 by 1024, and that is going to
give us a 128 by 128, as you can see in this section, it says 128 by 128 of texture
for each one of the frame. If we were to increase
this to 40 96 by 40 96, a proper four k resolution, the overall frame
per frame is going to get us a 512 by 512. Which is quite right for
the particle system. It is actually going to give
us a nice result overall. So keeping the texture size as 496 by 496 is going to be right. But again, it is affected by
the frames part dimension. So, for example, if I were to change this to four by four, it's going to give
us 1024 by 1024, and as you can see
in the preview even, it's going to give us
much nicer results, but we're going to get much
less frames out of it. So when working with this,
just make sure you get a proper adjusted results and having a height dimension of eight by eight frames and just
overall texterciset as 40 96 is going to give us a
nice animation in the end. And that being said, going downwards, the camera, we're going to make sure
we're using a perspective. This way, we have
a nice control. There are different
cameras, for example, we could try using
photographic front, but all the knowledge
is going to give us a mess because we're
using a fluid simulation, we must be within the
perspective view. And then the rest of
the settings is just controlling how the
camera is behaving, but keeping that much default is going to give us the
right type of results. So once we're set up
with all the settings, all the type of values
properly set up for the baker, We're now going to actually go back onto the
system over you, go back onto your user
parameters and set up this resolution max axis
to be a little bit higher. I just going to
make sure I click control and S to save
this entire thing, just to make sure that
if in case it crashes, we're not going to lose
any of the process. So right now 1-8, I'm actually going
to set it up to 256. Keep in mind that this
resolution is set in a free dimensional space. So it's not just going to be 256 resolution as in just
a normal texture plane. It's set as a kind
of a noise within a volume of the entire
fluid simulation. So right now, we actually I think we're getting
some different results. Let me just go back to Baker, and yeah, we're definitely
getting some bigger results. So the way I'm going to
fix that up is I'm just going to increase
the particle size, and that will fix all the
issues that we're having. So Going back to
the particle meter. I'm just going to
increase where is it initialized particle
size and change up to ten. And that'll give us a bit more of an intensity out
of this fire system. A go it's going to give
us this kind of result. Maybe maybe it might
not be a good idea, though, because by
increasing the size, we're also increasing the
height of this overall fire, and that is definitely not
something that we want. So I'll change the uniform
price size to four, And then let's go
ahead and change the life minimum
and maximum just to make sure that more of those values for the
particles stay behind, and in turn, we'll get more of a more density out of
our fluid simulation. So by changing it is 2.2, and minimum value, we can change it to actually, we
can keep it as is. We'll just get more
variation out of it. So we already getting some
really nice results out of it. And actually, going
back to the density, we might even want
to change to 0.01. This value is very hard
to control I find it, but by just trying it
around the values, we're going to get much
different results. And this is set to 0.5. So again, just because we
changed the resolution, we're going to get much
different results, but I'm trying to get the original kind of
a value that we had previously and I
think that's going to be going to do the trick. And I don't quite like
the way it's behaving. So I'll change it back to 0.3, change the temperature
or even keep it as is. Actually, it's giving us
some nice result right now. So by changing those
values around, we're going to get this value, and just because we
increase the resolution, it's going to make it
look complete different. So if I were to change this 242, it's going to give us a different complete
different kind of result. And yeah, by going to 256 because we're going to a
higher kind of a resolution. It's going to give
us more detail out of the fluid
simulation, but in turn, it's going to slightly behave differently because
it will try to read more noise into
that fluid simulation. So I think this is going to be a right photo fire.
We can keep it as is. Now, let's make sure
that we position our fire properly within
the center of the view, and we actually are going
to get as close to it as possible using right click and just going into it like so. We can actually cut out the top bit just
a little bit like so. And I think this is
going to be right. So this entire square
represents warm frame. So we've got to make
sure we make use out of this entire square
as much as possible. So yeah, going back at it, I think this is
going to be right. And yeah, that's going
to be pretty much it. Now we're finally now are we finally ready by
tweaking some values and getting the
right kind of result that's going to be
more or less the same. We can now go down
all the way to the bottom and actually
in order for us to bake, we're just going to be clicking this button over here
next to the perspective, which says bake and we're just going to run
the bake process like so. It'll take some time to
bake out our texture. Then we're going to get ourselves
a window where it says, save asset as, and
then we're going to get ourselves to name a way
for us to name or texture. So I think we can
leave it as a default. We can save it up in the
VFX folder and click Save. And then check how
it turned out to be. So once we're done with that, let's go ahead and
minimize it and see how our fire
turned out to be. So this is the type of
fire we're going to get. I'll start off as
an empty frame and then begin by initiating
itself as a fire. And actually,
looking back at it, I can see that this entire frame actually has a lot of
gap in the bottom. So what we're going to
do is we're going to go back onto the fluid
simulation that we have. I'm going to open up the baker and we're going to
make sure that we drag this entire particle just a little bit lower like so. So we'd get more use out
of the entire frame. So I think that's going to
work much nicer overall. Now we can try baking
this entire thing again. This time, I'm also going to make sure that the entire
frame is being baked out. And this might look better. We can now check how this looks. And as you can see, I think it's a little
bit closer to the end. Going to go back into the fluid simulation back into baker actually what I'm
going to do is going to start different
types of seconds. Right now it is having a
start second set as 0.5. I'm going to set it
up as 0.8 because we had an empty frame at the very start,
actually even at one. Let's go ahead and
check how this looks. Maybe that would be Yeah, that might be even better 1.5. So by adjusting these, we're able to get a different
type of result. About tweaking
those small values and getting the
results that we want. And I think all in all, setting it starting seconds as 1.5 and then duration
as four will mean that it'll end
as four, 5.5 seconds. So I think that's
going to be all right. Now we can go ahead and click bake and see how this is
going to turn out to be. So once we're done with that, it'll give us a
complete new texture. Let's go ahead and
check out its looks. So yeah, we're going to start off with an
empty frame again, but all in all the texture for the fire turned
out quite well. We might not want to have it ending in the kind
of a cut out wave. So actually, I think
I'm going to drag this entire frame
even lower like so. A little bit hard to see,
a little bit knowing. It is a bit finicky
in regards to that. But yes, once we
try to re bake it and check how this
frame looks now, we can see the overall result. Yes, I think this
is much better. We now have sort of a fire
that goes in properly. And this is quite a nice fire, but I think we just
don't have enough of a. Overall, we just
need to make sure we have a nice animation setup, and this is definitely
going to work as an overall kind of
a fire simulation. So yeah, in the next lesson, we're going to
continue on and get some particle system set up with this entire texture file. So thank you so much
for watching and I'll see in abey. M.
127. Creating Animated Fire Particle Material: Okay. Hello and welcome back, everyone to Blender Free T on Real engine five Dungeon
Modula it bash course. In the last lesson, we left
it off by getting ourselves a nice texture map set up that's going to help
us animate the fire. So in this time, we're going
to make use out of it and actually going to set up a particle system that uses this. So let's go ahead
and get started. So I'm just going to close
this down, and for stars, let's go and set up ourselves a texture file that will make
use out of this texture. So let's go ahead and
create a material and call this fire animation, Matt. Let's open it up. And we're going to
set up ourselves to fire simulation texture. We're going to bring it in
into our material, click, create a cells particle color, and now we're going to make sure we just blend
them both together. So for cards, we're going
to make sure we open this material up and set it up from opaque to translucent. We can't use additive because we have some darker areas
within our texture, which will definitely cause
some issues when we're trying to get ourselves
ice photo particle. So now we'll start off with the base color since
that is quite simple. We're just going to
use a multiplier holding M tapping
on the material. Going to connect particle
color input data as well as the RGB set like so, and then we're going to
connect both of them together. So this way, we'll
have some control over the overall color
of this material. Now the next step is we need
to set it up as a capacity. So this is not a black
and white texture, not the same one as
we had for the water. So what we're going to do is
we're actually going to make use of the red
channel as its own. And this will just
give us a nice black and white color out of it. So we're going to just set up the alpha channel from the particle color with
the red channel from this. The reason we use a red channel, particularly is not only because most of the
texture is red is also a has the most contrast out of the channels
that we have here. So red is usually the
one that we'd always use from a colored texture map
to get a nice alpha opacity. So let's go ahead
and just simply connect both of these
together, like so. And now we're just going
to connect it to opacity, and we're pretty much
done with our fire. We can go ahead and click
control net to save it. And once it saves up, we're now going to continue on by creating ourselves
a particle system. Let's click Create a cells
a nigra particle system. Let's create a cell system from selected emitter and get
ourselves a fountain. Let's click plus finish. And this way, we're going to get our fire system particles. One, we can call it 01
because we're going to be using different particle
system for this larger one. I think we can use the
same one dough for these two fire spots
for these two torches, so I think that's
going to be okay. So let's double click
on the fireplace, and let's go out of the Baker,
close down this window. We don't need it anymore and go back onto the
system overview. And we're going to expand
this before expanding it. Let's make sure that the sprite renderer is set up properly. So we're going to open up the sprite renderer
for this fountain, and we're going to bring in
our material that we have. Like so. Now we're going
to expand it all the way. Wait for the shades to compile. Of course, we'll need
to change the sub UVs. I'm thinking that let's go
ahead and click Control on S doesn't seem to be going to set it to 100 and
see how this looks. We're definitely
getting some results, but because they're so small, they're so tiny, we're going to get a
really bizarre look. So let's go back into sprite particles and
fix that up right away. So sub image size, we need to change
this from one by one, and that is going to be
let's just go back and check actually is going to
be an eight by eight size, and I think that's
going to be quite nice. Let's go back onto
our particles. And just going to
make sure we save out the material that
we had previously. So going back to the
sprite renderer, we're going to change this to
be eight by eight like so, and see how this is going to give us different
kind of result. But for some reason, it's
just not showing up. So now looking at it doesn't seem to be giving us anything. We try to actually just close
this down, set it to non. So we are getting particles. Going to set them up back, and we're not getting anything. And yes, I think it's because we're not
actually applying, it's applying the first frame, and because our first
frame was set as nothing. You just go, It is set
as completely empty. So it's starting to apply just the first frame of
our sub UV image size. We need to make sure we just
enable animation towards it. Let's go ahead and add an
animation particle update size. Let's go ahead and click on it. Search for sub UV
animation texture sample. Or, sub UV animation. Let's add that up, and we're going to get some
very interesting results. Obviously, that is not
what we're trying to get Let's fix that up first. We're going to fix
the end frame, it's going to be instead of 64, it's going to be instead of it being the 63, it's
going to be 64. Actually the first frame can start not from
zero, but from one. And this way, we'll just avoid the first frame altogether. So we're just
skipping that frame. And it looks really cool
as a particle effect. But that is obviously not
what we're trying to get. The reason we're
getting this is because it just randomizes how
it's being placed. Let's go back onto
the sprite renderer and actually fix
that up real quick. And I think if we changed up the alignment to be
velocity aligned. There you go, because
we're going to have some velocity go
upwards a little bit. We're going to get
this as a result. So that's already
looking pretty nice. But right now, I'm thinking that the overall texture is not
looking quite as nice. It might be a little
bit too dark. So we're going to go into
initialized particle, actually. For some reason, my
color was too gray. Let me just go ahead
and fix that up. We're going to get
this as a result, so already is
looking pretty nice. Let me just go
ahead and click on troll and S to save that up. And see how this
entire particle looks like in the real world. So we're just going to
place it in our project. Let's go ahead and
just drag it out like so and see how
this looks like, and it already is
looking really nice. But of course, it's not
looking quite as bright. So we're going to be fixing
that up as well or actually, in order to make our texture
look a little bit brighter, what we can do is we can
go onto the texture file and just increase the
brightness and that right away would fix
up the entire issue. So by changing that up,
not something too bright, maybe something to five, two, we can get this sort of result. So it's going to look much
brighter and in turn, going to give us a
much nicer fire. But I think for sars, we're going to keep this
brightness as one for now, and maybe come back to that in the bit Before that though, we need to make sure we set up all the necessary
velocities and whatnot. And we'll start off by getting a nice velocity
that goes upwards. And of course, we
need to only set it up to be going
only a little bit, like so that is going to give us this sort
result that is going to be much nicer to look at and
actually looking at a time. We're running out of time. So I think we're going
to end up tweaking all the fire article and setting it up properly
in our next lesson. So thank you so much for
watching, and I'll see in a bin.
128. Setting up Firce Particle Texture: Welcome back, Ever on to
Blender Freetown Real engine five Dungeon
Modula kit Bash course. In the last lesson,
we left it off by getting ourselves some of
the fire particle set up and animating it using our own previously made
baked texture map. So in this lesson, we're going to continue on working with this texture and setting up
our fire to be properly used. So right now it already
looks quite nice. But it starts by popping on and we don't want
this to be the case. It doesn't have as smooth of animation that
we want it to be. So what we're going to do
is we're actually going to go onto the scale color
and sort that out first, and we're going to
get ourselves to ramp up down to be set up like this. This way, it'll make sure that every particle that appears just starts off nicely and gives us a smoother
sort of a motion. Now the next step
that I'd like us to do is make sure that we're having a nicer kind of
velocity to the entire thing. So I'm thinking that
maybe we shouldn't have let's make sure that the cone angle is
set to zero as well. That would just make sure that the entire fire is just going
straight upwards, like so. And it already looks quite good. But I want to make sure that let's change the shape location
of it as well, actually. But before doing that,
we're going to make sure that it is set up
properly for the fires. So actually, we're going to
place it on the torch leg, and then we're going
to play around with the overall value just
to make sure that it fits in properly with the shape of this
fire torch as well. So by placing it
in the middle leg, we're going to get a much
better understanding on how it is being
affecting our torch. And actually, we're going to
go into the shape location and maybe just looking
by the texture, the overall placement, I can already see that we're
going to have some problem. The main reason
I'm saying that is when we're looking
from different angles, it is positioned
slightly different. And if you look at it, at the very middle
point of the gizmo, you can see that the
fire is slightly set up a little bit to the left, and the main reason for that is because when I was
actually having this bake, it has set up this entire field a little
bit off to the side. So we're going to have to
manually kind of reposition our entire texture map
just a little bit. So it'll be actually placing our entire fire right in
the center, and this way, it'll keep us having this entire article for this fire to be right
in the center as well. So we're going to
make some adjustments to that, I think, first, and we're going to close
this down entirely and go onto our fire
animation material. And fix up this issue. So right now, all we need to do is make some
adjustments to the UV. So the way we're going
to do it is we're going to create ourselves
a text coordinate, which is set up by default. I think we could just search
for texture coordinate. There you go. Texture coordinate,
if we search for that. And if we were to
apply this by default, it already uses it like so. By using this and now adding
a different variation, we'd be able to
control this ture. And I think, yeah, if we were to just hold two
and click on a material, we're going to create
ourselves a vector two. So holding one creates a
float value, a simple float, holding two creates value
that has two vectors. And of course, holding free creates free vector coordinates, so that is something to know. Now, by using this,
we'll be able to add an additional
texture coordinate to it. So the first value is
x or the red channel, and the second one is
green or the y channel. And by the looks of it, we just want to make
sure that we slightly shifted to the right
side or entire thing. So we're going to just
hold A and tap on our graph just to have
ourselves and add node. We're going to add
them both together and just attach it to the V. Now we're going to
click Control S to save it just to make
sure it works properly. And once it recompiles
everything, it should give us more
or less the same result, basically, because we haven't
added any of the values. So now we're going
to add the x value, the green value over here. Which should switch
it up a little bit. I think I'll try just
doing it 0.2 and see what that gives us
and click troll and S, and that should totally
mess up the entire thing actually since it
is a large value. But let's go ahead and check
how this looks start off. Yeah. It's going to give
us weight to the side. But we can see that it shifts on the entire fire all
the way to the side, so it is working,
so we're going to put it as 0.1 and see
what this gives us. Keep in mind that all of it
is divided into eight pieces. So we got to make sure
that we work with very small values while
doing this adjustment. So 0.1 is going to give
us some nicer results. Let's try something like
0.02 and see how much of a difference
that's going to make us So by adjusting this, we're just making
sure that the fire sits very at the
center of our gizmo. Obviously, that's going to
be too small of a change. Let's try something like 0.5. Let's see how much that
gives us for a change. So by saving that up. Of course, we could have changed this entire material to
be a material instance, but we don't want
this to be the case. And I can see that
0.5 is going to give us this result
because obviously we're shifting up this
entire material so much that it just puts
it right in the middle, and we don't want
this to be the case. So Let's go ahead and change
this to a value of 0.3. Let's see how this affects
our entire material. And by saving it up, we'll be able to see how
it turned out to be. So it gives us a nice shift to the side
and trying to think, maybe we just started off
by zero by having a 0.1. Let's see how much this
gives us for change. And this just basically shifts
it up just a little bit. So 0-0 0.01. Actually, I think it
goes to a upper side. So I think I'll try going to a negative value like 0.1 -0.1. Let's see how this is going
to affect our entire file. So by explaining our t values, we'll be able to reposition our entire fire to
the way we want. And as you can see now, we are actually getting a Gizmo
to be more in the center, and in turn, when
we're turning around, the fire is actually being
kept in the same place. Now if I were to
position my fire to be right in the center
like so, closes down. Now we can see that this fire is being placed in
the same location, and no matter how much we turn, we're actually not
affecting the location, the position of the fire, it looks just right. So that is going
to be quite nice. Let's just make
sure it is set at the very top of our
torch, like so. Now we can go back and set
up our materials as well. Particles settings as well. So let's go back onto
the fire Niagara system. And actually, I
think we're going to continue on with this
in the next lesson. Thank you so much for watching. And in the next lesson for sure, we're going to bring this
entire fire animation under our control and
set it up to make sure that entire thing
looks really nice. So thank you so much for
watching, and I'll see in a bit.
129. Creating Niagara Fire Particle System: Welcome back, Everyone
to Blender Free T Real engine five dungeon
Modular Kivas course. In the last lesson, we set
of our particle system to be placed exactly in the
center of our Gizmo, so it'll be making sure that
the entire particle is being positioned properly
and doesn't move whenever we have a different
position for our camera. So right now, we're
going to continue on and set up our entire
fire particle system. Chest would look
nicer as a fire. So let's go ahead
and get started. So I'm just going
to maximize this and work straight
with the preview. Since I know that
the overall kind of a size is just right
for this photo fire. This now, we're
going to start off, I think we're actually going to lower down a spawn
rate by quite a bit. And we're doing this
because it'll basically give us more detail because when we're overlaying
the entire fire, it'll just make sure that it blends in all the
textures together. And that way, we're
just losing a lot of the detail that we
had from our animation. So by lowering this down to
let's say something like 20, We're going to get a lot
of that back to our fire. So now we're going to actually see more detail
coming out of it. So that's going to be quite
nice. Now going back to it. Of course, we need to increase the overall color and
change up the color itself. And I think we can keep it as is for now and
kind of adjust, make sure we adjust
that as well. And actually before doing that, I'd like us to go to shape
location and just lower down this entire radius for the fire and just get
a much nicer result. So it wouldn't be just
popping in the entire area. I think that's going to
be much nicer result. Actually, maybe a
little bit bigger. So it'd be covering the sides of the fire off the torch as well. Okay. We just got to make
sure we tweak it in a way that would allow us to cover the sides of this area as well. Actually, we're going to
leave it as seven, I think. Yeah, I definitely gives
us some fire on the sides of the storge that's going to
be much nicer as a result. So now, once we have a proper setup for our entire toorch and
where it's spawns, we now got to make sure
we set it up properly, so it would actually give
us the right type of color. So we're going to go
to initialize and set it up as an orange sorta look. And more yellowy, to be honest, because we're
already multiplying this with a default color, which happens to be a
really red color in itself. And we're going to get
actually this sort of result. So that is going
to be quite nice. And by increasing this value, we're going to get this So yeah, this is already looking
quite nice, but obviously, we're not going to get the type of result that we want just yet. And we're going to get that out of the scale color, actually. So let's go into
the scale color. And this time,
we're going to I'm just going to make sure I
enable the scale Alpha, which will make sure that
the transition is going to be much nicer and smoother. Of course, with the ramp
up ramp up and down, so it will go and start off
in a really nice position. So to continue on, we're
now going to scale the RGB. But by default, it is
set to just 11, and one. We want to make sure
we have some control. In the same way we have
the Alpha controlled. So we're going to click
on this arrow over here, and we're going to search for a curve and from
vector to curve. And actually, before doing that, to make ourselves our
lives a little bit easier, we're going to get a control
out of this instead, and we'll be able to
basically make sure we have a control over a
single color value. So instead of just having to control all
of those free at once, we'll control a
linear load value. So if we just
search for a float, So we're going to get ourselves vector from float like so. This way, we'll be able to
just get a single value, which we increase it, we'll get a different
type of result like this. So that is quite nice. Of course, if we
don't want it to be just increasing it like so, and instead, we're going
to be using a float. So now from this single value, if we were to
search for a curve, so float from curve, if we were to apply it, and now if we were to get
ourselves ramped up down, we're going to get ourselves
some nice color based on the time that the
particle was pawned in. But of course, we're not going to get the same kind of result. The default value
is set as zero. So I'm thinking
about just getting both of the starting point, the key and the end point and getting those
values set as one. And now the middle point, the middle value that we have, this is going to be set
as something like five, maybe. Let's go
ahead and try that. Maybe it's a little
bit too much. Let's turn it down to two. And
maybe something like that. Let's go ahead and click Control and S to save it and see how it looks like within our world. I already looks pretty nice, but we don't have
much of a control over the color of our article. It is being applied
with the texture. So what we can actually do
is we can go to the texture itself and manipulate the color
from within here as well, actually by going to adjustments
and changing up to hue. So if we were to shift
that and set it up to something like 50,
maybe like that. 20. Yeah, by setting
it up to 20, we're going to get kind
of an orange result, which in turn will make our fire give us a sort of a
orangeype of a glow, which actually looks way nicer, maybe setting it to ten. It's just playing
around with the values and getting the right type
of color that we want. And because the fluid simulation that you had was a custom one, you'll basically be getting your own original texture map, and so you'll have to
make sure that you adjust the values in
a way that you want. So I think switching up to 210, getting this orange type of a look is going
to be much nicer. And actually, while I'm at it, might change the brightness
to be set to two. And if think. Actually, yeah, this will give us a
much nicer result. So let's go ahead and if we want to increase
the brightness, let's change that up 1-2, and that'll just kind of brighten up the entire
thing because not only does this brighten
up the entire texture. I also because we're
using an opacity from it, we're also going to get
a much nicer result from the overall opacity. So I think we can leave this as is and click control
and as to save it. Close down and then check
how our fire looks in here. So yeah, it looks
pretty nice already. We just got to make sure that we are aligning our
entire fire properly. And actually, this
might be a little bit too big for or fire
now to look at it. So let's go ahead and make
it quite a bit smaller. So we're going to go into our initialized
particle and set up this size to be way smaller. So we're going to set
it up to let's say 50 and maybe something like 80, so we'll get some size variation that is going to give
us some nice results. And of course, we're
going to bring this down quite a bit, like so. And actually, I don't
like the sphere at all now that I
think about it. Let's go ahead and
change this sphere to be a cylinder and have the same
radius as we had before, which was actually, let me
just control, which was seven. So the radius is going
to be seven as well. Obviously, the height
can be much smaller. So basically, we'll have some
depth to this entire fire, but it'll make sure
that it doesn't spawn in kind of a radius, and we'd have more control
over how it spawns. So I think that looks
quite nice already. But as you can see, we're having our velocity because
of the velocity, it's just spewing out
the fire too fast. So obviously, we need
to turn on the drag and that'll slow down the fire as it goes upwards a
little bit like so. And I think we can
change this to be 0.5. That'll give us a
much nicer result. Now, I don't want to
turn on the gravity, so I might as well just
select it and click Delete, because I don't think using gravity will help
in this situation. We're going to make sure that the fire is set up properly. Now, I'm thinking that maybe we should change up the velocity a little bit as it goes a
little bit too far out. So let's go ahead and
change this to be ten and 20 or even
five and 20, like so. This way, we'll have
more variation, and at the same time, it won't be just going out of control in regards to how
the fire is behaving. So I think that's going
to be much nicer overall. Now, we should
also probably make it be a little bit more controlled when
it just disappears. So the way we're going to
do it is we're going to get ourselves to control over the scale of the
entire particle. So we're going to add
a particle update and just scale over time. Scales bright size. Sales bright size.
This one over here. Let's go ahead and
add it and make sure we're setting it up
to be smooth ramped down. This way, it's just going to be going downwards,
but obviously, we don't want it to be going
down to all the way to zero, so I think we're going
to set it up to 0.7, and that is going to give us
much nicer results overall. So it already looks
pretty good, all in all. And in that regard, we might need to change the
first one as well, actually. We need to change the s value of 1.5 and see how this looks. And maybe that will look
a little bit better. Actually a little bit too much. By change the maximum value, we are obviously basically
applying it with the overall al that we
already set up previously, and that'll give us more larger
value than a default one. So that's actually going
to look quite nice. Now, finally, all that we're
to do is make sure that it pinches at the very top a little bit in regards
to these particles. So what we're going
to do is we're going to add a point attraction force. So let's go ahead and
click on a plus for particle update and search
for point attract force. This one over here, and we're going to set it up
just a minimum one. So it's going to be 0.5 like so. And then the attraction rate is. We can just set it as 50 since
it is a pretty small one. Anyway, it's going to
be affected regardless. Then the fall up we're
going to keep it as is, but for the attraction
position offset, we're going to change
that on the z value, so it'll be much higher
in regards to that. So I'm thinking about changing
it just to a value of ten, and that'll just make sure that at the very top
of this particle, it'll be just kind of attracting
it a little bit like so. Actually, we'll
change this strength just to see how it
is being affected. And as you can see, this is the location for the
point attraction force. And I'm thinking about
just having it just a little bit higher
actually set to 15. Tough this is the
location where it's going to get pinched in,
which is quite nice. Obviously, we don't want
it to be so strong, so changing it back to one
mi to the trick or 0.5, just like we did previously. Ago, we have ourselves
a nice fire that gets pinched up upwards
in this area like so. In order to make it
even more pinched up, we can always
increase the strength and have it be a little
bit more extreme. I think that would look
just as well as well. But I don't want
it to be the case. I just want to make sure I have a bit of a pinch
at the very top, and that'll just make
it look much nicer as a fire overall in regards to
the silhouette of its shape. So keeping it 0.5 is going to
give us nice shape overall. And I think all in all, we're pretty much
done with the fire, but we're not quite there in regards to the
visuals of the fire. So in the next lesson,
we're going to be adding some members in order to help and sell this
overall look for the fire. So thank you so much for watching, and I'll
see you in a bit.
130. Adding Ember Particles to our Fire System: Welcome back, Ever on to
Blender Free T on Real engine five dungeon
Modula it Bash course. In the last lesson, we left
it off by getting some of that fire particle set up and working in a nice
way for our torches. But this time, we're also going to add a
little bit more of an extra touch by
getting a bit of an fire amber effect
to it as well. So let's go ahead
and get started. So within the particle system
that we previously created, let's go ahead and click
and add an emitter. And we're going to add a fountain just like
we did previously. Then right away, we're going to change up the
spawn rate because it's way too much for the ambers that we're going to have. We can go ahead and click on the spawn rate and
change this to ten. I think that's
going to be enough. We might as well keep it. And when we're
done with changing the overall scale and
seeing how they look, we might come back
to this later. So I think for now though, actually, let's go ahead
and change it to 15. I think that'll be
much better overall. So yeah, using it 15 is
going to work quite well. And actually, let's go ahead and turn off the gravity
force right away. We don't need this since ambers usually just go up
from the heat anyway, so we can go ahead and just select it and delete
it right away. And now all of our articles are going to be
flying up in the air. And then afterwards,
we can go onto our initialized
particle and just change the overall
shape of this article. Before that, though, let's go
ahead and change the color, make it look more
orange in like so. This is going to look
much nicer as a particle, actually, even more
orange like so. It's going to be more
fitting towards the flame. We're just going to
make sure that it does have that same type of a tint
as we have for our fire. Now, afterwards, we're
going to make sure that the shape that we're having is set up to be a little
bit different. And right now
initialized particle has a uniform sprite size set
as minimum and maximum. And we can actually
change that to be something like free and six. We can try out these values
and see how they look, and that might look quite nice. But actually, let's go ahead and change them up just to be a little bit smaller
to two and four. I think that's going
to be quite nice because when we're
working with small parts, we got to make sure
we have them set up nicely for close
ups as well as a certain shots that are
going to be from further away because when we have
our camera going outwards, like so, some of the particles are not going to be
quite as visible and they're actually
going to give us some different visual
results because of that. So we've got to make
sure that we don't go too small with the
particles in regards to that. And I'm thinking that once
we have it set to that size, we can all go back onto the
life minimum and maximum. And now we're going
to change this to be set as longer
because we've got to make sure that these
particles stay out for longer so they'd be at a dancing away from the fire
and slowly going upwards. So I'm thinking about using
a value something of a 4-6, that might give
us a good result. Obviously, this is flying
outwards too fast, so we're going to fix that
right away, actually. Let's go onto the velocity
and change those values up. We can go ahead and use a
value 100-200 and already, we're getting some really,
really nice results. This might be just
the right amount because when we're
going from the fire, we want them to make sure that
they have the right speed, and they actually speed
up at the very start. But what we need to do
after that, though, we got to make sure
that the overall speed slows down in the end, and we're going to achieve
that using the drag force. So let's go ahead and go into
it and set this up to one. Let's try using a value of one that might give
us the right type of a tempo that is actually
not too big of a value. Let's try a value of 0.8, and that might give
us a better result. And I think it is giving us
the right type of result. But we're not there quite
yet because we need to make some further adjustments
in regards to how the overall amber
is being moved. So what we're going to
do is we're going to click Plus symbol on
a particle update, and we're going to
search for noise. And then we're going to get
ourselves c noise force. So with this on
we'll be able to get some animated particles that move in more of a
randomized direction. So before changing the
noise frequency, though, I'd like us to increase the
strength so we could actually see how the curl
noise is behaving. So if we set this to 100, we can see the way it
is being affected. We're now going to probably decrease the amount of particles that are being spewed
out because right now we're just getting a
constant flow out of them, and I'm thinking about going
back to the spawn rate. And instead of just changing
up the spawn rate by itself, we're going to
randomize how many of them are being emitted, and we're going to make use of the spawn
probability for that. So by enabling this and
setting this up to be a value. We try using a 0.1, for example, that's a
little bit too little. Let's try 0.3. I think that's
going to be much better. We're getting some
random spawn rates, and that's just going to bring that fire a little
bit more to life. So that is going to be
much nicer as a result. So right now, we also need
to make some adjustments in regards to the
curl noise itself, we only affected the strength. We haven't played around
with the frequency. And by going back to the curl noise and just changing up the
frequency, we can say, if we wanted to
change it to 100, we'll be able to get a much
finer frequency out of it. And actually, if we were
to change it to 100, even, we can see the way
it's affecting the overall noise of
our particle system. Or if you even set it
to one, for example, which I'm not sure
if it's visible quite there before
set it to a ten. But basically, the
higher the value for the noise frequency, the more intense the frequency
will be and it'll turn, we'll get a sort of a jaggered motion if we increase
this to a higher value. But I think for the noise, we're going to change
this up to something like 50 or even I think
even less would work. So actually, we
can keep it as 50 and increase the
frequency to 40 like so. I think we'll be
changing the strength though to a little
bit higher value. And actually, we're going to lower the overall velocity
that's going upwards. Since I think that
is way too much in regards to the overall speed. So we're going to change
this to 5,120 like so. Now we're going to
check how this looks. I think it already looks much nicer in regards to how the
particles are behaving. But now we're going to go
into the color scale color and make some adjustments with regards to that
because right away, they're appearing
out of nowhere, seemingly out of thin air, just popping in, and we're
going to make sure we have some transition
in for that as well. So we're going to use
a pulse for that. And that way, they
just pulls out, they just appear kind
of a faster way from zero and then slowly,
slowly disappear. So that is going to give
us a much nicer result. I think we have too
many particles, though. So we're going to lower
the spawn rate for these particles from 15
to something like eight, and we're going to check
out how they look like now. So I think already they're
looking quite nice, but we have too much
of a curl noise. So we're going to go back
onto the curl noise force and change that up to B
set to 50 instead. And just check how they
look like or actually, it wasn't the strength
for the curl noise. It was the frequency amount. So I'm going to change the
noise frequency to 20. Because otherwise they were
just flying around too fast in regards to how they
changed their direction. But looking at it now, it might be just right. The color, though, I don't
quite like the color. I think they should be more red. So let's go back onto color and change that
up, or actually, instead of that, we're going
to use particle update in order to make some adjustments
to the color itself. So By going onto
the scale color, we're going to change the
color or even better if we were to change the color based on the speed
of the particle, I think that might give us a much nicer result
and would help us to make some of those ambers to pulsate whenever they
pick up the speed again. So that's going
to be much nicer. Let's go ahead and add
a particle update, and we're going to
search for velocity. So we're going to find ourselves be called
color velocity. Or actually, we should probably
just search for color, and we're going to
find ourselves. There we go. Color by speed. It's going to be called
scale color by speed. We got the name mixed
up a little bit. Now, what we're going to do
using this is we're going to be able to tell minimum
threshold and maximum threshold. Now, if we were to change
this real quick and having just the maximum
speed threshold set as 100. So basically, we'll be telling
this whenever it goes to 100 speed is going to give
us this type of color. And then by lowering
this down to, let's say, a 50,
something like that, because I know that the velocity that we're using is 50-120, We're going to get these sort of results where it starts off to speeds up the
entire kind of amber. And then when it slows down, it kind of disappears and
gives us a darker color. But because of the
curl noise force, whenever it picks up the
speed because of it, again, it'll just end up
flickering for a second and then disappearing
back into nothingness. So that is going to be
actually quite nice for us. And I'm thinking that minimum threshold should
probably be a lot less maybe something
like fury like so. Just tweaking the values, making sure that they're
set up properly. And right now,
we're going to get a lot better results, I think. Because of the drag force, it is going to be slowing
down quite substantially. So we've got to make sure we consider that when we're
working with these values. But basically, minimum
threshold and maximum threshold or how bright and how dark
the areas are going to be. And right now, we can even change the RGB scale minimum and maximum and because when we're reaching the value
the velocity to 30, we're scaling it down to zero, and when we're reaching it one, we're going to scale it two
all the way to a maximum. But instead of doing
that, what we can do, actually, for the maximum, I'm going to change it to five, it might, it might work
even better in that regard. But going back to this, we don't want them to be
completely invisible, so we're going to
change this value from zero to something like one, and that should give us some
really nice results overall. So it's going to give
us a default color, and then it'll
brighten it up and amplify it overall
out of a design. The Alpha values will also
control the opacity since it is an alpha scale minimum
and alpha scale maximum. But since we're working
with additives, just by increasing the scale of a color and multiplying that, it'll give us a real nice
overall look for the members. It really depends on how
close our character gets, but maybe it's a little
bit to too much. So we're going to actually
change the overall color. We're going to initialize particle o and just make
it a little bit more red. So I'm just adding a little
bit more of red tint, and I think all in all is
look quite nice. You go. And I will be changing
the size as well, set it to one and
this to two, like so, to control S, and we're going to get some small
ambers coming out of it. I think that's going
to be much ner. Yeah, that's pretty much it. Thank you so much for watching. And in the next lesson,
we're going to be applying the same particle system onto
our aber torches as well, as well as this massive fire
part that we have over here. So thank you so much for
watching, and I'll see in a bit.
131. Creating a Torch Blueprint: Welcome back everyone
to blend the two on real engine five dungeon
Modula it bash course. In the last lesson,
we left it off by getting some ambers
for the fire flame. And before actually applying this entire particle system
onto our other areas as well. What I'd like us to
do is I'd like us to create some light
flicker so to make it body storages to be
possible for them to light up our
entire environment. So let's go ahead and
get that started yet. We're going to close down
this window over here, and we already have a nice
particle set up for this one. We're just going to
create ourselves a blueprint that has
a nice light flicker, and then later, we're going to reapply all of our particles
on top of it as well. And actually, what
we can do is we can just create ourselves
a blueprint. So we're going to go to
content, go to assets, and we're going to
create ourselves a blueprint in this
area over here. Let's right click, create
a blueprint class. So similarly as we
did with the doors, we're going to create
ourselves an empty actor, and we're going to call it
this one a torch 01, like so. Then we're going to open it up. And I think instead of just starting off
with a light flicker, we might as well just get
ourselves the torch as well as the particle system and
then work our way with it and see how it turns out to be with all the assets
already placed together. So in order for us to do that, we're going to
just get ourselves the window placed on the side. We're going to locate
ourselves a torch. We're just going to
scroll all the way up. I think it's going to be it's actually not the
one that we want. We're going to start
off by getting the modula kit ornate
torch this one over here, we're going to just
straightway drag and drop it into our place like so. And actually, we're
going to grab it real quick and position
it in a way that it would have the very back of it placed to the
center of the world. So when we're going to be
placing this entire blueprint, it's just going to be
placing this entire acid, sticking the torch to the side. So if I were to click control
and as to save it, And now, if we were to just grab ourselves the blueprint
that we previously made, so this toorch over here and maybe even stick it to the side, we'll be able to see
what I mean by that, and I'll just nicely stick
to the side like so, so we can always just quickly place the torches
in any way we want. So of course, we don't have the fire particle set
on this just yet. So let's go ahead and grab the VFX particle system
that we had previously. Let's go onto content
and VFX folder. And the particle
system that we had previously was set up
somewhere over here. I think it was fire particle 01. Let's go ahead and grab it and then drop it into
our area like so. And now we're going
to reposition this entire particle
system like so. But let's just make sure that it is nicely set up for our torch. I think that's
going to be right. I be a little bit higher. And let's just make
sure that we have a nice position for
it just like that. So I think this is going
to be looking quite nice, maybe a little bit to the right, but all in all, it
is set up properly. So now we're happy with
this entire setup. We're now going to be
creating ourselves a light source for
this entire torch. So the way we're going
to do it is we're going to click Add
button on the top, and we're going to get
ourselves a point light. Now, with this point light,
we're just going to make sure that we have it set up
in the right location. And also, I'm thinking that Aten incian radius is going
to be a little bit too high. What I mean by
that is if we were to have our blueprint set up, I'm just going to go back onto the asset folder so we
could visualize how the blueprint looks like and actually just going to grab this entire torch and
place it over here. So what Atencia radius is, if I were to click G, so we could see it is this
entire area which is going to affect this entire
area of our scene. So even though the
light doesn't touch it, it is still going to try to
affect this entire area. And in turn, the
larger area we have, usually, the more
performance heavy it'll be. And I think by default, if we have too
many lights within overlapping tencha
radius with one another, it'll basically disable
some of the light sources, and this way, try to save some of the performance
within an engine. So, in turn, what we can
do to start it off is we can turn down the ten incha
radius to quite a bit, and I think we can just
start it off by getting this down to let's say
something like 500. I think this will
be quite right. And afterwards, we've
got to make sure that we change up the light
color because we don't want it to make
it look completely white since it is coming from
a light source of a fire. So I think something like
orange or more towards reddish, like so. Let's go
ahead and click. Then the next step is intensity. Intensity is going to be
controlled using a blueprint, which we're going to
set up in a second. But before doing
that, I'd like us to change the source radius because
if we have a look at it, we're getting some
hard shadows although our light is placed right
in the center of our torch. We're still getting
those shadows coming from the same torch. So what we need to do is
we've got to make sure that we kind of soften
up those torches, the shadows coming from it. So by using a source radius, we're able to kind of
get rid of that issue. So We've got to make sure we
increase it by quite a bit, and we can already
see that we're having this yellow
kind of a ball, which actually helps us to tell a par how big the
source radius is. So I think by changing
it to a value of 150, it'll be quite right, and we're going to get rid
of those hard edge shadows. Of course, this shadow is coming from a directional light, which we're going to be
fixing in the future, but all in all, if we
have a look at it, it already looks quite
nice as sort of a torch. We might even make it
even a bit more red, to be honest and set it up more to the
flamy kind of color. Now that we have it like
this, we're going to be setting up an event graph in which we're going to make this entire point light to
be flickering around. So we're going to be making
use out of event graph, and I think we're going
to leave that for our next lesson just so
we wouldn't have to rush. So thank you so much for
watching, and I'll see in a bit.
132. Setting up Light Flicker Effect: All and welcome back, Evon, to Blender Free T
on real engine five Dungeon Modula kit bash course. In the last lesson, we left
it off by creating ourselves a blueprint for the porch and setting up a
point light to it. And now we're going to make
use of this point light in order to create a light
flicker for the torch. So let's go ahead
and get started. We're going to make use of
the event beginning play. So whenever we're going to
hit play within our scene, it'll basically start up the entire process for
the light flicker. So we're going to drag our event play from
this over here, drag it outwards like so. And we're going to make
use of a timeline. So let's go ahead
and get ourselves a new time line like so we
don't need to rename it, we can give it as this, but
what we do need to make sure is that this entire
event is lopable. So the way we achieve this
is if we double click on it, we get ourselves this
time lines graph, and we just got to make sure
that this loop is enabled. And this way, it'll
just continue replaying the entire event over and over until we press
pause on our game. So now we can close
this down and with this set as loopable we're going to start
playing an event. The type of event
that we're going to play is from the update, we're going to create
a cells a sequence. Because we're going
to be playing multiple events at once. And the first event that we
want to make sure we play is going to be setting up the intensity for
the point light. So we're going to
drag this point light out onto our
blueprint like so. And then from the point light, we've got to make sure we tell it to be changing the intensity. So we're going to get ourselves
set intensity like so. So from the point lights, we're going to change
up the intensity, and then we're going to connect the sequencer to be applying the intensity
just like that. Then the new intensity that
we're going to be using is going to be actually a R value. So if we were to right
click and search for Rb, we're going to get
ourselves a lb, which we're then going to be attaching it to the new
intensity of like so. In order for us to adjust the
intensity for this l value, we're going to create
ourselves a float value. So all we're going to do is going into the
variables like so. Actually, I'm just going to make this entire window larger. We're going to go
onto the variables, and we're going to select
plus symbol over here, and we're going to
call this intensity. So this is what is going
to control our intensity, what is overall light flicker. And of course, we need
to change this from bullion to B set as a float. And with float, we're going to drag this outwards and then click on get intensity and
then set it up as a b value. Now, for the A value, we're actually going to drag out an intensity and get
ourselves set value. Or actually, this is
not the way to do it. We're going to drag it
from the point light, and we're going to get ourselves
in intensity from here. So set intensity. Sorry, that's not
set in density. We need to make sure
we get intensity instead of intensity. And we're going to get a light intensity as
a variable like so. Then we're going to
switch that up to A. And basically, we're connecting the intensity from
our point light, and then we're going
to be switching with our own custom value of intensity or more like they're going to be
applied with one number. So the way we're going to make use of this is now that we need to set up an intensity
value for our area. So we're going to
actually drag this out a little bit to the
side and set it up. So now we're going to
get ourselves from the second sequencer area
from the second executable. We're going to drag this out
and get ourselves a delay. We've got to make sure that it's not constantly just looping this entire thing and we
get some sort of a delay, and the duration for
it is actually going to be randomized just to
make it more organic. So we're going to right
click and search for random range random range. Or actually sorry,
random float range. So random float in range. We're going to get two
values out of it and between those floats between
those variables, we're going to get random
values out of that. So I'm thinking that we could have a really small
value out of those, so 0.08 and 0.13. So, such small values will give us a real nice result
whenever it's flickering, and then after this
amount of delay, we're going to change up
the float intensity values. So right now, we're
going to drag out the intensity and select set, and we're just going to set
it to the intensity of that. And now for the intensity value, we're also going
to randomize that, so we're going to
right click and get ourselves random
float in range. Like so and drag this
to the intensity. So we're basically telling that after a certain
randomized delay, we're going to change
up the intensity, which is then going
to be linked up to the alert value that is also added with the intensity that already has been applied
onto our point light. So This way, we're
going to get a kind of an organic yet randomized
result for the light flicker. And of course, we want to
change the value of those, and we're going to
change them to be quite extreme actually 1000-5
thousand like so. And now if you hit
Control S to save it, actually make sure
to compile it, then control and S to save it. Now minimize this entire result, and we're going to get
this sort of value. But of course, we need
to make sure that this is being applied
when we hit play. And actually, I
think I'm just going to get myself to the
player start where it was, going to locate it and just simply put it on the
side of the wall. So we're going to be able
to remove that in a bit. We're just going to make sure we kind of position it
to the side like so, and now once we hit play, we're going to be able to check how our light
flicker looks like. We can see that it's working, but what I realized
is that the LP is not being applied because we still have a value of zero. We've got to make sure that
we are setting this to 0.5. So basically, we're overlapping the original intensity that
we have on a point light, and we're just setting it up,
so it would actually work. So now that we have
it on like this, we compile it weekly
control S to save it. Now once we try it out, it's going to give us a nice light flicker.
Just like that. I'm not sure if it's
quite as visible. Maybe we should drag it
out to an area where it's actually a bit of darker place. I think if we just place
it over here on the side, we'll be able to see it in
a better kind of a view. I'm also just going
to get myself the character and just
make sure I spawn in in the right area next to
the torch, just like that. Now if we hit play, we'll be
able to see that this torch is being flickering just like
that. That is quite nice. We do need to probably lower
this down intensity wise. So let's go ahead and
quickly adjust that. So let's go into the torch and adjust the
intensity just a little bit. I think we can just switch
it up to 10003000 like so. I think the flickering intensity itself was quite all right. So now if you hit control and
as to check this out. Okay. Yeah, we're going to get
a much lower result, which is going to be
in turn much nicer. But because of the lowering
in maximum intensity, we're obviously
going to get much more of a flickering
differentiation. And so the flickering is not
going to be quite as nice. So I think we can also lower the minimum value
to be that as 500, and we're going to
get a nicer kind of variation between
those two flickering. So that is going to be
a much more kind of an obvious flickering for
our torch. All right. Now that we've
done the toorch as a blueprint with all
the light flicker. We're now going to be making
ourselves the over torches. With the same kind
of a blueprint. So thank you so much for
watching, and I'll see in a bit.
133. Setting up Torch Blueprint Variations: Welcome back here, on
to Blender free to Unreal Engine five dungeon
Modula it bash course. In the last lesson,
we left it off by getting ourselves some
light flicker and setting up a nice
blueprint to be used as a torch with all
the necessary effects. And this lesson, we're going
to actually get ourselves over torches to be set up
in basically the same way. So the way we're going to do
it is actually quite simple. We're going to get
ourselves the torch. We're going to firstly get
a duplicate out of it. So let's hit Control C, Control V to make a duplicate. And now we're going to go
into the storch like so. Open up the viewport and
locate ourselves this asset. And now, actually, instead of just deleting it right away, what we're going to do
is we're going to locate the upper torch within
our asset content folder, and we're going to just simply drag and drop it into
the viewport like so, and we're just going to
actually reposition it, just make sure that
it's going to be placed right in the same area
as the previous one was. So this way, we want
to have to move the point light and
the fire particles, so we have both of them
in the same place. Now that we have them like so, we can go ahead and select our previous torch
and hit delete. And this way, we're
basically going to be replacing our previous torch
with this new one over here. So that is going
to be quite nice. Let's go ahead and
click Control and S to save it up and hit close. And now we can just bring this torch onto our
wall just like that. That is quite nice. And now, if we were to delete the previous one and
see how this one looks, actually, just prostatic mesh that is not the one
that we wanted to use. We're just going to get
this one over here. Bring it up like so, and
see how this looks like. I go to drag it out on the wall, click play and see how the intensity going to look like as well as
the flame itself. I think that looks quite nice. We can now move on by creating a larger variation
of that torch. And actually, I'm just
going to lower the camera a little bit because it
was a little bit too fast. Now it's much better. Let's
go ahead and find ourselves to fireplace that
we had previously. So Modula it brasier let's drag it out into
the world like so. Now in order for us to
make use out of it, we are going to have to change up the particle system
that we had previously. Let's go into the VFX. Let's make a duplicate
out of the fire particles one that
we had previously. And with the duplicate, we're just going to rename
this actually be said as 02, fire particle 02 like this. Now we're going to actually drag this into our fireplace like so. And as you can
see, it is way too small to be used
within this area. So what we're going to do
is we're going to open up this fire particle
area or the details, and we're now going to firstly change up
the shape location. We're going to make
sure that it is set to a cylinder with a radius of, let's say, we can try
500, see how this looks. Or I think, yes, I think we're actually
just changing the members, but that is also right. We're going to change
that in a second. I was worried for a second
because I noticed that we're using a different
shape primitive, and we just forgot to
use the right one, and that is why we always got to make sure we rename
the fire particles. When we're using
multiple emitters. Right now, I'm just going to go ahead and do that right away. Amber change the
name to members. And the first one is going to
be fire particles like so. Now we have proper naming. We're going to make sure that we don't have them mixed up, and now I'm just going to
extend them a little bit and see what it looks
like in the actual level. So let's go ahead and
change the shape. We already have a cylinder. We're going to change the radius and change it to 25.
Let's see how this looks. We wanted to make it
as wide as possible, but we don't want it to touch
the edges of the corners of our sides for the holes. So let's go ahead and just
make sure that we have it set it up properly at the very
center of this like so. And now let's play
around with the shape. And I think 25 is
going to be too big. 22 might be just right. We wanted to get it
just big enough, but not too big as it would
overlap with the sides. I think that's going
to be quite nice. Let's go ahead and increase the pawn rate because this
is going to be not enough. Let's make it set to 50. And right away, we're going
to get some nice results. We might even want to change the overall ties
for them as well. Let's increase the
initialized particle and set this up to be larger. So from 50, we're
going to set it up to 8,100 and let's see
how this looks, and already it is looking
much nicer as a fire. We might want to increase the spawn rate even more though. So let's go back
to the spawn rate and increase even to 100. Let's see how this looks, and already it is
looking quite nice. So all that we're left
to do is we need to change the amber spawn
location as well. So let's go into the ambers and initialize amber or
actually shape location. We're going to
change this up to be 8-16, which is doubling this up. I think that's going to
be more than enough. And I think we're
going to get some nice results out of it. And even the spawn rate, we can change this up
to be doubled as well, so 16 but the spawn rate
might be quite good. And yeah, quite like the
way this turned out to be. So we've already fixed up
the i particle system, which already looks quite nice. Let's go ahead and click
Control S to save it. Let's close down this. Article
system editor like so. And now we're also needing to adjust a light
flicker as well. So let's go ahead and actually, what we're going to do is
we're going to go onto the blueprint that
we had previously for the one of the torches, and we're just going to well, firstly, let's locate it. Let's going to open it
up, double ticking on it, and we're just going to
copy this entire blueprint, so we're going to
have to remake it. So we're going to make
a copy out of it. Let's go ahead and click
control and see to Copy it. Then we can close down
this entire blueprint and just make a new one so it'll
be easier to set it up. Let's create an empty actor, like so, call it torch. Large. And we're
going to open it up. Now we're going to set up the fireplace that
we had previously. Actually, it might be
just easier if you grab this entire fireplace
and click on this button over here to browse
within a counter browser. That'll automatically or
it should automatically, we'll automatically
just select this asset. Now we're going to
place it in our world, and actually for the
particle system, we're going to do
the same thing. I'm going to click G
to make sure I see it. Click on the browse to. Like so it's going
to select it within a quanta browser and just drag and drop it into
the section like so. Of course, we've got
to make sure that we have selected and
just drag it upwards, so to be placed right
on top of our asset. And I think that's going
to look quite nice. I go to make sure
it sits just right. Maybe on higher actually, that's going to look
quite nice. Okay. Now we have it set it up. We're now going to
add a point light. So let's go ahead and do that and we can keep this
point light as is. Now we're going to
the event graph. Expand this, and
we're going to paste our entire blueprint
onto this event graph. And also, let's make
sure that we connect the event begin play to
the play of the timeline. Make sure that it
also has a loop which it should have if it has
been copied properly. But we also need to make sure that our intensity float value is set up properly because we copied it from a
different blueprint. Our variable for the intensity is non existent at the moment, so we got to click
on the intensity and create a variable
out of it like so. Once we have it done like so, Everything is going
to be fixed properly, and then we can compile
it and even test it out, and it's going to
have a mark which indicates that it
is let up properly. Now have we done it like so, we obviously need to make some adjustments for
this entire fireplace. I'm actually just going to
drag it the entire place for the blueprint just so we can have more control
over what we're doing. And we're going to
go to the assets, go all the way down
until we find torch large and just drag it
into our world like so. Now we're going to be
able to control it. I'm actually going to delete the other light source like so. And now, Of course, we didn't set up the
point light properly, so we're going to go back into the viewport and
set it up properly. So we're going to just
simply make sure we firstly track this
upwards like so, so it'll be sitting right above our fireplace and now we're going to make sure that it is set up with the
right color as well. So kind of reddish
orange like so. Okay. The color of
fire, any type we do. And I think this
looks quite nice. We just got to
make sure now that our ten inch radius as well as the source radius
is set up properly. So I think let's start off
with the source radius. We're going to increase
this value until we get some blurry results for
the shadows, like so. And let's go ahead and
keep increasing, actually. I think I want it to be Yeah. Something like this, 250
trick because I want to have some soft shadows going on the ground or the
base of this area. But I just don't want to have any hard shadows
in this area. So using a source
radius of 250 is going to do that trick and help us out to get the results. So then we also, we should probably definitely
decrease the atten radius. It is way too big at the moment. I think setting up 250, just like we did
previously not 5,500. Sorry. Setting up to 500
is going to do the trick. And now going back to the point
light to the event graph, we're going to change the
intensity that we had previously because
this intensity was set up for the torch light. We now want to make
sure we are setting it up for this larger area, which obviously should get a much party intensity results
due to its share size. So we're also going
to be adjusting that. I'm not sure if we should
just double that or not. Let's go ahead and
set it to 6,000. And for this one, we can set it up to be
something like 1,000. We can try 2000 and then
clicking control to save it, make sure we compile it as well. Let's go ahead and click play and see how
this looks like. So maybe just maybe,
the variation. The difference $1000-6
thousand is just too big. So we got to lower
the difference and actually increase the
minimum value to $3,000. Let's try using a
$3,000 for a value. And let's see how this looks. And yes, this is definitely
looking better because we're getting a constant fire
out of this asset, we obviously don't want to just constantly be flickering and want to have a more
consistent kind of a light flicker out of it. That just wouldn't
be too much in the difference between
those light intensities. So I think that's going
to be quite nice. Let's go ahead and
close this down, click control and as to save it, and we can now
delete both of these and actually all
of these as well. So now we've pretty
much done it. We got ourselves a
light source from this, as well as these
as light sources. And actually, now
that I'm seeing it, we don't have a proper I'm not sure why it went
inside of the wall. Let me just try
placing it over here. So it seems to be placing
properly on the wall. Anyways, we now have ourselves a nice light source set up
from all of our light torches, and we can use them in order to populate our level
and set them up with the proper source light
because I'm quite tired to be honest with this
directional light, and we're just going to
be able to turn down the intensity after we're done with setting up all
of our light sources. Yeah, we're going to start
doing that in the next lesson. Thank you so much for watching,
and I'll see in a bin.
134. Placing Light Sources Within our Dungeon: Welcome back, Ever on
to Blender free Tn Real engine five Dungeon
Modula it Bash course. In the last lesson, we got
ourselves some nice porches set up within a blueprint
class as a light source. And now we're going to be
able to make use out of them and actually light up
our entire environment. So before doing that, let's go ahead and just go onto our directional
light source. So let's search for
directional source. And we're actually
going to lower overall opacity for it and actually even lower
the light color. So right now it's set is completely white and we don't
want this to be the case. So actually, I'm
thinking about getting it closer to an
orange look like. So that's just going to make the entire scene
look nicer overall. And the intensity for it, we can just lower it down
to four or even two, and I think that's going
to make it much nicer. Maybe the overall saturation
was a little bit too much, but it is, so I'm just
going to bring that up. And now that we have
ourselves some light that doesn't exactly bleach
out the entire scene. We're now going to
be able to work with some light sources and actually bring them onto your level. Let's go ahead and get started and actually set them up in a way that will properly
light up or scene. I'm thinking about just
starting off by getting the first storge on the side
of this wall over here. It's going to be a nice acid. But let's go ahead
and just rotate it 180 degrees like so, or make sure it is set sit
in properly into scene. And that's going to be fine and place it on the
wall just like that. In regards to the height,
when we're placing it, we can always play
and see how it's going to look like
next to our character, and we can probably keep it in a way that it's going
to be just above our eye level in regards to where our
camera is being placed. And we don't have to
worry about the head, how the character is
interacting with it. It does have a collider,
but that's pretty nice. But we've got to to make sure that whenever we're
working around, we see the light source, and it's not being too high, so whenever we're
just running around, it's just going to
be there to give a nicer atmosphere to
our overall scene. So once we have it done like so, we can also add some torches to this corridor as
well. In this one. I think we can use our more decorative torches
just to set up a nicer scene. I think we can keep it
as is and we can make a duplicate and holding old
just drag it out like so, and just by doing it like this. We can make some nice
duplicate the torches. So we can now hit play and see how they how they
light up our corridor. And it looks quite nice. But we might want to, we're definitely going to
tweak some of the values for the color of this overall
environment where now we're going to keep it
and make sure we're setting up all of our
light torches properly. So I think we can also do a couple of them
over here as well. We're we're going to use
decorative torches as well. Just make sure that
they're set up properly. Yeah, we're going to
lower this down by quite a bit. Like so. Maybe even put it to the side. And yeah, I think this is
going to look quite nice. We're going to set them
up just like this, and maybe even have
one more torch to the side of
this area as well. Let's go ahead and
grab one torch. Put it on the side like so. It all depends on your
personal preference to be honest when lighting
this scene up. But in regards to how we're
setting up our torches, I prefer to keep some sort of a symmetry during
the placement of the torches and make sure
that it kind of adds up the overall
aesthetic of a room. So right now, I have two
torches on the side, and then on the other side, we have a door and a torch, and that kind of just
make sure that it balances out the overall
design for that room. And on this area, for example, we have a couple of torches on the side and on the other side, we have a door and path that
leads to this side as well. And I'm thinking
about maybe leaving this area as is or
even just bringing a, we're just going to
keep a large porch over here and just have it at the very end of this quarter. I think it'll definitely
bring this to life. Now we're going to
move to the side. I'm just going to click
G to make sure I hide the walls and that
uses the collision, just so we wouldn't be able
to jump off the level. Now, for this area,
we can probably get away with just getting
one torch on the side. I think I'm, I'm going to use a decorative torch
just to make it look nicer, rotating it 90 degrees, placing it on the wall, and having it at the
center of this room. Now on the end, because we're
having a staircase, we might even consider about
having both of these ends. You'd be using a larger Light source. So
these two over here, if we place them up like so, I think it's going to give
us a real nice result. You might want to consider rotating this one a
little bit like so, it would be able to fit
in nicely to this side. And actually, since we have
an ornament on this side, we might even consider rotating it to this
end as well, the one. It would have a nice symmetry, and now both of these ornaments
are going to face us. So that's going
to be quite nice. Now moving on to this section, we can have a torch on
the side over here. I'm thinking about just
using a simple one or since we are using those
decorative bricks, we should probably continue by using these torches as well. We might just place one
over here, like so, and just hide it behind this
wall over here and even lower it down like so
since I don't want to over use the torches
in this kind of a room. As I think it would be just
a little bit too much. So I'm just going to place this one over
here behind the wall. And actually, I'm going to use this one and place
it over here as well, so we could light
up the staircase a little bit in this regard. And actually, it's going
to look quite nice. Now, for these areas over here, we might want to
consider about using more light sources because it is quite a dark source,
quite a dark area. So to start off, I'm
just going to bring an entire large asset like so or a large torch and just actually
rotate it away. I don't want to decoration, the decoration that we had
on this side to be visible. So we're going to keep it as is. And actually, I think we definitely need a bit
of an extra light source, so I'm just going to
bring an extra torch and just place it on the
side of the wall like so. With this wall, though,
we got to consider how the rocks are being
placed in because the surface of it is just much harder to get this
torch to be sticked on, we got to consider the crevices basically between
them and if it's not going to be just hovering
over our entire section. But actually, looking at it, it doesn't look too bad. We might want to bring
it back a little bit, but Okay does look quite nice. But actually, I'm
just going to bring this down to our wall
on the back as well. So this way, we're getting an additional light source,
but at the same time, it's not going to just have multiple porches visible
through this area. So I think that's going
to be quite nice. This one is going to be quite low since the ceiling
is quite low as well. Or we might consider to just
removing it completely. I think this torch
will be all right, although I do see that the
flames are hitting the end, so maybe we might even
want to lower this down even more or just actually, let's just go ahead and
delete this entirely, and I'm thinking
about just putting another torch over here as well, just at the very corner like so. I think that's going to
be a much nicer result or even Let's delete it and just keep it as
a one light source. I think there is
plenty in this area. Just light up the
entire section. So now we're happy with this. Let's go ahead and move on. And for these areas, we're going to use smaller
non decorative torches. So let's go ahead and
drag them out like so. Then kind of position them 180 degrees just
to rotate them around. Move them to the back like so. And make sure we stick
them to the wall. And that is what I meant by having rougher sources
when I tried placing a torch over here because we're basically not even
touching this area over here. So we got to make
sure we are having it stuck to this sort of a rock. The metal piece that
is in the middle is always more or less going
to be touching the rock. But the one that's underneath it is actually
quite short and it is a bit harder to get it
stuck to the side of the wall. So Keeping that in mind while placing this is somewhat
of a good idea. And now I want to
make sure we have the same light source
on the end as well. Let's go ahead and
position it accordingly. Put it to the center
of the pillar, and let's see if it actually connects and
actually it is just high enough for it to be
avoiding this crevice over here. That is quite nice. And I'll quite like
the way it turned out. I think usually if it
was in another spot, it would have been too high
for an torch to be placed. But because we're having
basically two floors in this area and a pretty tall
wall on this section as well, I think having our
torches to be placed in such a height is going
to look quite right. So now going to
this smaller area because we're having
such a small corridor, I'm thinking that, yeah, I was thinking about the initial
idea that we're going to place some of those torches in the sides of the
pillars over here. But now, looking
at this corridor, because it's so narrow, even if the character is able to
walk through the side of it, it would still visually look not quite as
right because it would be just too close to
the upper end of the wall. So Yeah, it's not going
to look quite as nice. We're going to instead just have a single torch placed over here, and I think that is going
to be enough in regards to overall placement of the torches and just placing it
at the very side, like so, making sure it's at
the center just like that. And I think we're
not going to have any of the torches over
here in the vault. So let's move on with
this area as well. Going to have non decorative
torch because it's such a rocky area. I think it's going to fit nicely with the overall
design. Like so. And I think having just one torch is not
going to be enough, so let's go ahead and
grab copy out of it, make sure we have
the same elevation as we did put the side, as we did with the first torch, and then we're just going
to put it to the side. I'm just rotating
it nine degrees just to have some more
variation within this room. As well as to make sure
that it just looks nicely as the overall aesthetic of this room would look better
if we have it over here, because we're already have
a door on the other side, and then on this corner,
we have a door here. And if we're having
a torch on this end, just to balance out the
overall kind of aesthetic, we're going to have a
torch over here as well. So that is my
reasoning for why we place it in this
direction in this area. And now I'm thinking that we should probably have something in this place,
something like here. But it might be a
little bit too much in regards to how close
it is to the door. We might need to
test it out and have a playthrough and see
if it actually works. And for this area, because it's such an open area, even though it uses
such rocky surfaces. I think I'm actually
going to use some decorative
torches and just make sure we place it in a way that will kind
of break apart the room, but at the same time, it
wouldn't just look chaotic. So because this wall
is such a large wall, we're going to have two
torches here for sure. This wall is actually it
up quite nicely already. I don't think I want
to touch it over here. So instead, I'll just
place a torch over here. So whenever we're
running down the stairs, we'll see kind of a light source and how the room is positioned
and where to go through. So that is going
to be quite nice. Let's go ahead and
hit play now and see our entire lit up area. So we're going to have
some light sources over here. Then we're moving up. We're going to have a
light source over here, a couple of slide sources here, opening this door, going to have some light coming from
these areas as well. And all in all, I think I
think it looks quite right. So just making sure that this
doesn't look too narrow. Yeah, I definitely would have
looked quite bad oval wise. And now the file bit, I just got to make
sure that I'm able to fit through the
side of this door, and yes, it'll be okay. Even visually while
looking at this, Although the frame
covers up the torch, we're still having a
nice light source, and it just doesn't
get too much in eye. And if we go downwards, we have some nice loy torches
as well in this direction. So yeah, I think we're going
to be done for this bit. And now, in the next lesson, we're actually going to be
sorting out light sources. But actually, before doing
that, in the next lesson, we're going to
sort out all these rock areas because I ended up forgetting placing
them in our level and covering up
somebody's walls. We can even see this
plate over here, and that's not going
to look nice visually. So yeah, thank you so much for watching, and I'll
see it in a bit.
135. Placing Rock Asset Decorations: Hello, and welcome back everyone to Blender Free T
on real engine by dungeon Modula it bash course. In the last lesson, we ended up getting some of the
light sources set up got the level to just
brighten up our entire scene. And in this lesson, we're actually going to
continue on working with this area by decorating it a little bit using
the rocks that we have. So let's go ahead and
get them into our scene. We can just go ahead and grab
all three of them like so, and just make a duplicate out
of it and just bring it to the side so we could use
them whenever you want. So I think we can start off by just covering up
this entire area. When we're having our
view placed like this, we just don't have a nice enough of a view to
the side of this wall. I think we could
just cover this up. So let's go ahead
and grab one of the rocks and simply put
it on the side like so. And even if it's too
big, it is totally fine, we can either make it smaller completely or we can just
squish it down like so, and that is going to work as a rock decoration
to the side. Let's just make sure
it doesn't look like it's going to the
side of the wall like so. I think that's going
to be all right. We can now make a duplicate. And in order to make sure that it doesn't look
like a simple copy, we're going to rotate
this rock 90 degrees to the side and just bring
it to the edge like so. This way, we're
able to have some nice variation out of it. And I'm thinking that
maybe we should, we're going to have another
rock in the middle over here, but I don't quite like
this type of rock. So I'm thinking about
grabbing another type over here and just actually
making it smaller liking R, making it smaller
and bringing it to the side in the middle. Let's go ahead and
put it nicely. It wouldn't be visible that they're just clipping
with one another. And I think that's
going to be right. We can just rotate it a
little bit to the side. So just to get a bit more of
a nice silhouette out of it, and all in all, is going
to look quite nice. And also, let's make sure that the rocks don't
end up covering up the slides of your level without them having
to be overlapping. So I think we can just
grab all of them at once and just simply slide it a little bit more
to the side, like so. Let's have a look to see how
they look like on this edge. And I'm going to, I'm just going to
bring it in, like so. And just make sure
that it doesn't get affected by this
wall completely. I think that's going
to be quite all right. All in all, it's
going to look okay. We're just using it to break apart this edge and all in all, I think that
achieves the purpose for what we're trying to do. Now we're going to get
ourselves a rock over here as well just so we could
hide this kind of a tile, and we're going to do so by just bringing a single rock
downwards like so. It's going to look quite nice. I'm going to make
sure that the wall is now being affected as
well as the side as well. Osit is being affected. I'm just going to think I'm just going to squish this
entire rock like so, that's going to look quite nice. I'm going to make a duplicate
out of it while holding, going to just rotate
the rock to the side, so it wouldn't look like it's just a copy and bring
this up, like so, make it even larger, so we wouldn't look like it's being placed on a
shorter, smaller rocks. I think that's
going to look okay. Yeah, this is definitely
going to look quite nice. We just got to make sure
that we don't have any of those rocks overlapping
with one another. The end, we have to make sure that none of the rocks
are visible as the tiles. So all in all, I think this
is going to look quite nice. And also, we could probably get some rocks
on this end as well. So let's go ahead and do that. Just to break apart the entire
silhoutte for this level. And when we're walking up, we don't want to see
just an empty wall while all of these acids
are kind of floating. I think that's not
going to look as nice. So let's go ahead and
use these rocks to kind of hide away some edge. Let's bring it to
the side like so. Put it on the side of our wall, and all in all, it is
going to look quite nice. Of course, we should probably get an number
duplicate out of it. This time, I'm just going
to use this variation, bring it to the side like so, and make this one a little
bit shorter just so it could follow along in regards to how it spirals
up the staircase. So this way, it kind
of follows along the overall silhouette
of this level design and brings your eye towards entrance of
this area over here. So that's going
to be quite nice. Now, the upper end that
I'd like us to use it is. Yeah, I think we should probably use it over here as well, because otherwise, it is, yeah, it's looking quite empty
when you're walking upwards. So we're going to
actually grab both of these rocks and make
a duplicate out of it and just stick the same kind of pattern to the side
over here as well. I think it's just going
to look quite nice. Because the duplicate
is so far away, we're not going to see
much of a difference. We're not going to see it as the same kind of a
duplicate for this as well. So just making it a little bit smaller and sticking
it up like so. And that is going to
make it look quite nice. We can even click
play and see how this will affect overall
design of a level. And I think all in all, it does look nicer. So yeah, we're pretty
much done with the rocks. We're pretty much
done with the level. All we got to do
is fix up some of the lighting that we
have for the scene. And then, of course, we've
got to make sure that we hide all of those
assets as well, which actually we
can do that right away before finishing
off this lesson. So let's do that, actually. Let's go ahead and click
off from the outliner. And I think the easiest
way we can do it is by selecting all of our assets and just getting it onto
a different folder. So right now, we have
ourselves a kid bash folder, which we use to create
our entire level. And in order for us to get
ourselves this entire level, to be within a different scene. What we're going to
do is we're going to open up ourselves a viewport, and we're going to get ourselves onto the
top view like so. Then with this entire
viewport covering our level, we're just going to drag
ourselves the selection using the left mass button across
the entire playable field. And we're going to simply create a new folder
within a outliner. So by doing this, we're able
to get ourselves all of our level to be in
a simple folder, and that is not going
to be covering up or overlapping with the assets
that we had previously. So now if we were
to just go out of the view into the
perspective view, we're going to have
our entire level placed in a single folder. And also, just add the selection
for lava done as well. So we might as well just
keep it as one folder. With that in as well. So we even have a sky and everything, so
that's quite nice. I think that's quite all right. Now, the rest of the
items that we had previously should be placed
within our previous folder. So if we hit those and actually some of those
are not placed there, and that is because we have some of them
set as blueprints. So I can see that we are having some of the
items placed outside. So I'm just going to
grab all of these in and just drag and drop
it into the folder, and that'll automatically
place all of those assets in. Okay. But even if we hide those assets within
this outliner like so, and then play by default, we should still be
able to see them, and that is because we're
not hiding them in properly. So the easiest way to hide
them would be to get all of them selected
and probably just make sure we have the
visibility for them all. In order to hide
everything away, we're going to grab this
entire folder by default. You can't just simply
click on a folder, and it won't select
everything at once. So what we're going to do
is we're going to grab one of the first assets like so, with the entire
folder opened up. Then we're going to
scroll all the way down until we get to the last
item of that folder, we're going to hold shift, select all of these assets. And now we're actually
going to use detail stab, and let's just make sure that it is set up from
general to all. Then within the render tab, we're going to get ourselves
the actor hidden in game, and we're going to make
sure we have the selected. So now we're going to hit play, we're going to have
everything selected. And for me, it hides everything away because I was
within the game view. So if I were to click G to make sure I'm outside
of that game view, I can see all of our assets. But even so when
we hit play now, there's going to
be an empty space that we can just
gaze into the sky. So that's quite nice. And yeah, that's going to be it
in the next lesson, we're just going to
fix up some lighting, and we're going to
be pretty much done. So thank you so
much for watching, and I'll see in a bit.
136. Setting up Lighting for our UE5 Scene: Alone, welcome back
everyone to blend the free Tone real engine five dungeon Modula kit bash course. In the last lesson, we left it off by completing
our entire level. And this time, we're actually
going to continue on making some final tweaks and setting up the lighting
for our scene. Now, we already covered
some of the basics to set up the basic lighting
for our entire environment, so could work with a nicer
type of atmosphere for scene. So right now, what we're
going to do is actually, we're going to go
back and cover up those areas in a
little bit more depth. So to start off, we have
ourselves a lighting folder. And by now, what you should have is you should
have only four items, directional light,
exponential hide fog, skylight and Wally
metric clouds. One thing that we'll
also be needing is something called
post process effect. So let's go ahead and
add that right away, and then we're going to be
tweaking with those values. So an upper left corner, let's go ahead and quickly add this post process effect by clicking on its
button over here, then searching for
post process effect. We're going to find ourselves
post process volume underneath the visual effects. We can just simply
drag and drop it, and this will give us a
nice box to work with. Now, what this box
will do, basically, it'll affect our entire post process effects
within or seen. But that's going to be only within this box over here since We right now haven't
specified to do otherwise. So as you can see,
we have a box, we could make it smaller in order to make a
different effect, but anything outside
of this box will basically not be affected by
this post process effect. So what you need
to do is actually, we need to make sure we're using this in order to affect
our entire scene. So in order for us to do that, within our detail stab for
the post process volume, we're going to search for
something called infinite. And we're going to get ourselves
infinite extent bound. So by taking this on,
we'll just make sure that this post process
volume effect is going to be applied
throughout the entire scene. So right now, if we were to
make some changes to it, we'll be able to get ourselves
some interesting results. And the first thing
that I'd like us to touch is something
called exposure. So within the post
process volume underneath the lens tab, we're going to get
ourselves an exposure tab. And what this will do
is basically if we were to enable the
main setting for it, which is an exposure component, by using this, we'll
now be able to control how bright or how dark
our entire scene is. So that is going to
be quite nice in regards to how we're
setting up our lighting. And for now, we're just going to keep it as a default one. I'm just going to
reset it back to one. Since we probably
should start getting some lighting for the
scene soil at first. And we also just letting you know that
underneath the exposure, not only that this setting is being used to control
the overall exposure. If we scroll down within
exposure settings, we also have something called the minimum brightness
and minimum darkness. We also have something called minimum brightness
and max brightness. And what these two settings
do is basically they try to simulate the way your eye
adjust to the darker areas. So when we saw our camera getting in darker areas
and our entire area, just changing up the lighting, I might as well
just go underneath our area over here just
to show what I mean. So when we go into this area, you can see the overall
camera brighten up, and that is because
the minimum brightness and the maximum brightness is controlling how it's
being adjusted whenever your camera is within
darker or brighter areas. Usually, what I'd like to do in order to keep the same exposure, and make sure I have
more consistent lighting throughout the scene is if I were to get both
minimum brightness and maximum brightness
set to one, we'd be able to get more consistent exposure
in our scene. However, this time, though, because we're having
some of the areas where we actually have
some darker bits, Like, for example, this area over here underneath
the staircase, we're going to want to make sure we keep this on in order to have ourselves more control over the overall lighting
of our scene. So we're going to come
back to that in a bit, though, to start off. We're actually
just going to move this post process volume into the lighting
folder like so, to make sure it sticks
to the overall lighting. Group. And then the
next time we're going to be using this is going to be everything
in one spot. So before making any of the post process
volume effect changes, we're going to be covering the lighting adjustments first. So let's go ahead and do that. What we need to do first is understand how lighting
works with an unreal engine. So we have direction
light and skylight. And both of these give you the overall kind of lighting
that we have in the scene. If I were to just simply delete the skylight and actually
show you what I mean, it's a little bit hard to see, but we get some darker areas in some of the less lit places. So if I have this delete, You can see how the
volume disappears, and we basically want to make use either this
in order to get the overall kind of lighting or the scene set up properly. So by default, the skylight should be
using real time capture, which will mean that it's taking all of the data
from the lighting of our sky box and puts it
in our ambient lighting. And actually, the easiest way
to check how the skylight looks is if we were to simply
grab ourselves a shape, And select ourselves a sphere and drag it into
the world like so. We'll be able to then make use
of this and set this up as a reflective material
in order to see how the skylight is affecting the overall light for the scene. So now if I were to just simply change this material
from the basic shape, I think we have it chrome Yes, we're going to use a
chrome material like so. If we were to just
simply apply this, we're going to see
the exact kind of skylight effect that it
gives us to our world. Because right now it's
being fully repective, we're going to see a blurry
image of our entire scene. Now, if you were to
delete the skylight, we're going to see
that it turns black. And obviously, that is
because the reflections from the skylight is
being deleted as well. This overall lighting
of the sky is what is being used to give us a
nice atmospheric light. What I'd like to do first is I actually like to hiding away the direction light
and just setting up the overall skylight to be
in a nicer kind of light. But of course, the skylight
that we're going to be controlling only
needs a few tweaks. So let's just go ahead
and sort them out. And the main control that we
have when we have it set up, as real time capture is
mainly the intensity scale. If we were to set this to
our original value of one, we're going to see the original
kind of result that we're getting out of our
skylight reflection. And that already
looks pretty nice, but we've got to sort
out some values first. And just by looking
at these values, I can already see that
we're going to have to adjust some values in order
to set it up properly. And actually, just by increasing
it to a value of 1.5, I think it'll be just
right because we only want to have some soft
shadows on our end. But at the same time,
we want to make sure we don't wash
out our entire scene. By setting it to a value
that's way too high, would allow us to just have an entire scene and in
a washed out color. Keep in mind that this skylight is not being used right
now with direction light. So right now it being so bright, would mean that this is the darkest area of where the shadows are
going to be applied. Of course, we have some
additional light sources like torches and whatnot, and even then we can already see how our entire
scene is being affected by it in regards to how dark shadows are
going to be on the side. So we don't want this to happen. We want to make sure that the intensity scale is set
to a reasonable value. And just by having
it set to original, we can already see
the difference in our lighting for the torches. And I think so that we can use just 1.5 of a value like so, and that is going
to give us kind of a softer result to the overall
lighting for the torches. And just for the
shadows overall. So we can keep this is now
we can go ahead and get some overall control for the
direction lighting as well. Keep in mind that our light
is also being affected by the emissiveness of
this lava as well. So when we look at
the entire lava for long enough and then try
to go onto our scene, we can see that our entire
scene turns quite dark, and that is because
the emissiveness of overall lava is quite bright, which is quite nice
actually overall. But the exposure,
the minimum and the maximum values for those are going to be
jumping in between. And so when we're
working with this, we've got to just make sure that angle that we're looking at this for the scene is just not
straight up into the lava. Otherwise, we're
not going to grasp the pool of lighting that
we're having within our scene. So I think we just sort out our camera to be
just looking over the entire level leg so and then continue on with the process
or setting up the lighting. So the next step is that we have ourselves
direction lighting, and this is just kind
of light source for same way you'd have a
light source from the sun. And we're just going to cover this entire level using
our directional lighting and just set it up in a
way that would give us overall kind of nicer shadows
and depth to the scene. Of course, this is an
inside building type of a dngon or the sort underground kind of a
dngon that we have. But because of the
approach we're taking, we're having no roofs to it, and that allows us to get some nice overall
lighting for the scene. So to start it off, we
can just set this up as a one lux and just
see how it goes. We also have control on how the lighting is set up in
regards to its rotation, if I were to click
F, I could see where the light is located
within the scene. And because this
lighting is set as sun. So I think if we were
to search for sun. Yeah, it is ticked on
as atmosphere sun. What we can do is we
can use control and L in order to rotate
our sun easily. So instead of just clicking and just having our sun
rotated like so, What we can do is just we can have a more intuitive way
by holding control and L and just kind of rotating our entire sun using
our mouse wheel. Moving our entire mouse like so. It is a little bit
finicky, though, so keep in mind that it's
very hard to control, but by going up and
down with my mouse, I'm able to control the height of the sun and going
left and right, I'll be able to control the
rotation of the sun as well. So I'm thinking about
having something like this. Where the sun is positioned
from this area over here, and it'll give us some
nice shadows on the side. And I think we can now delete the chrome sphere that we had. So since we're going to be
right with the overall design. We're not going to be going too much in depth with
the skylight because the overall reflections of this entire scene
are set as minimal, and we only need to care about the overall
atmospheric look. The main reflection
that we're going to get is probably out of
this water over here, and even so that already
is looking pretty nice. So we don't even need to
worry about that ever. Now, going back to lighting, we're going to set
it up a little bit differently as well. I think we can change it
up the lighting color since if we go down
onto the detail style, poor lighting, we'll have
a bunch of settings that we are able to control
the lighting as well. And the nicest way personally that I find to control
the intensity of the lighting that set up as the sun is going to
be the temperature. By using the temperature by
increasing and increasing, we're going to be able to get ourselves some nice results, making the overall
kind of light source look hotter or older. By increasing the temperature, we're going to get
some much warmer kind of colors out of our scene, and by increasing this color, we're going to get
much bluer results, which now looking at it might be quite
nice actually because the Buting that you'd use can be made to create a sort of a night
scene for our dungeon. So just by already increasing
the temperature to max and setting this overall
value to a high number. We're going to get some really
cold results, and in turn, we're going to have scene look like it's in the
middle of a night. So it might actually be
nice in regards to this. Since we are having
a starry sky, it actually is going to
look quite nice for us. And we're going
to have ourselves intensity set to one as well. That'll just make sure that
the overall brightness coming from this direction
light is set quite low. By default, I think it's
set to ten or actually, it used to be set to 12, and that would give us
some nice overall shadows. And of course, because
of the exposure, the way it behaves
with the exposure. We're going to get ourselves
some different results. So I'm going to set it back to one and just going
to get this type of color out of my lighting and also not
only the temperature, but we can also use
the light color in order to change the way
our lighting behaves. So if I were to turn off use temperature like
so for a second, we can also just use
this in order to get ourselves a different tint
coming from the light source. So that is quite nice. And we can just manually set up ourselves a kind of a blue
tint the way we want it to be. But personally, for now, I think we're going to stick with the overall temperature. So keeping the
light color set as white and setting the
temperature to a max, I think it's going to give
us nice overall results. So going back to the exposure, we're now going to go and set up ourselves a post process
volume properly, but we're going to leave
this for our next lesson just so we could
take some time and cover this entire aspect. So thank you so
much for watching, and I'll see you
in the next one.
137. Color Grading Using Post Process Volume: Welcome back, everyone
to Blender free ten real engine five dngon
Modula Kit Bash course. In the last lesson, we
left it off by setting ourselves some of the basic
lighting, and this time, we're going to
continue our lighting setup and actually use post process volume in order to get better results
coming out of our light. So right now, we already have a nice cara site that we have from the direction line as well as the post
process volume, and by simply kicking in play, we're able to see what
we're getting out of it. And the main concern that
I have actually right now is how it's going to look
underneath the staircase. So if I were to just simply drag my character in that area, click play, and just want to see how this would look like. And by simply standing
in this area, our exposure is going
to be readjusted. So the way we're going
to be controlling this entire thing is going to be using post process volume. I'm actually just going to
close down this level group. And go back to the
post process volume, the one that we had previously. And now we're just going
to play around mainly with the minimum brightness
and maximum brightness. If were to adjust the minimum brightness and the
maximum brightness, we'll be able to
adjust exposure the same way we'd be using
this value over here. So by lowering the exposure, what you're getting
is much tight darker overall
atmosphere out of usne, by increasing this, you'd be getting a much brighter results. So by setting this
back to a one, it should be getting
default ones, but because we're also applying minimum brightness
and maximum brightness, we're going to get completely
different results. So by standing in this area over here in the darkest area, if I were to change the minimum brightness
and set this to one, we're going to get instantly a black type of color. But
if we were to go back, It actually takes some time to readjust overall
kind of lighting, and that is because speed up and speed down needs to
be adjusted as well. So if we were to just increase this to something like 100, for example, we can
see the type of different results that
we're going to get. So setting it back to one, it's not going to give us
any different results, but setting it back to 0.03, it'll basically give us an almost instantaneous type
of exposure adjustments. So it's sometimes
nice to use speed up and down in order
to have more control over the overall exposure
when we're making sure that the minimum and maximum
brightness is being set up. So right now, I think we're
going to increase the overall kind of
minimum brightness to a bit of a higher value, and I think that's going to
give us much darker areas, and the overall kind
of theme is going to fit much nicer to this place. So I think minimum brightness, we can leave it as 0.1, and in general, just give us some nicer dark
areas to work with. And then a maximum brightness
is going to be something when exposure is being set up when you're
in a brighter area. For example, right
now, because I'm looking at this level here, if I were to change
it, actually, because we have a speed
up set to really high, it's not going to be
quite as obvious, but if I were to just set
them back down like so, And actually, if I were
to set them back to zero, it'll be even easier to see. So right now by looking at this overall lighting
for so long, because the lava
is set as a mistve and is being treated as
a light source in a way. If we were to just simply
look back into our scene, we can see that entire
scene looks very dark. And the reason for it is
because we adjusted our exposure based on the
maximum brightness. So in order for us to fix that, I think we can just switch up the maximum brightness
just by a little bit. So instead of setting it to
eight, we can set it to six, and of course, the
speed up and down has to be changed up
as well for that. And I'm thinking now that by changing this to
these kind of values, we're going to look back into the lab for a bit to
change the exposure, of our maximum brightness, then set the speed
up and down back to a minimal amount and see how the overall
lighting looks like. So six is going to give
us this kind of result, thinking that maybe
yeah let's go back to the speed up and
change that up as well. And if we were to just simply get the maximum
brightness set as one and set the speed up to almost zero value,
we'll be able to see what kind of lighting
we're going to get after looking into the lava
for a long amount of time. So that is going to be
the type of result. And I'm thinking if that's
going to be a right. We're going to be getting
darker result, I think. So just going to reset
the speed up like so, and get it set to,
let's say, four. Let's try setting it up to four. And it'll adjust
exposure overall, which in turn also darkens
the overall lava lots. It tries to lower down the exposure in order to color correct itself to the
overall brightness. So I think if we were to set
this to this kind of value, set it as four, and now
check the overall level, I think that's going
to be a right. So maximum brightness set
us four is going to give us the bare minimum kind of brightness out of
our entire scene, and I don't think that's
going to be too dark. So right now, we're going
to set the speed up and down back to the default
one, so by default, it's going to give us
this sort of lighting, but after looking into lava, it's going to darken
it up just enough so we could see it into
our scene anyway. So by clicking
play, for example, if we have ourselves, let's just open this
door, if we have ourselves standing right above The holes, we're going to look
into them pro long enough. And then if we were to just
simply walk around the level, it's going to have that
color adjustment effect applied with the exposure,
which is quite nice. So now going back onto the process post
process volume volume, we have a lot of settings
to play around with. And one of the
settings, for example, that we could use is something
called bloom effect, and that'll just
make sure it takes some of the lighting to
be looking brighter. So for example, if I were to enable the intensity
for it, and by default, the method is going
to be set a standard, but other ones are used for
more of a sparkly effect. So we're going to keep
this a standard actually. And anyway, by increasing
the intensity, we're going to see the type
of result we're going to get. So if I click G, just to make
sure I'm in a game view, we can see the intensity
effect for the scene, and by increasing it
simply like so we're going to be washing out all of our colors within
our environment. So we've got to make sure
we don't overdo that. So actually, by going back and set this up
to let's say one, something minimal like
this and Actually, before going ahead and
setting it up properly, we're going to increase
overall intensity and make use out of threshold. So what threshold does
is it makes sure that only the brightest areas are
using the bloom intensity. And if we were to use the threshold and
increase this value, we're just going to
basically be telling that the darker areas don't
need any type of a bloom. So that kind of
fixes the problem of having our level
to be washed out. So we're going to make sure
we adjust it in the way that only the bloom would be
affecting on the torches, as well as the lava itself. So I think setting
thethreshold as four. I think that's going to be
giving us good results. And now by having a
minimal kind of effect, we're going to apply
that bloom effect onto all the brighter areas by
simply making it look brighter, but at the same time,
we're not going to be washing out our
entire environment. So that's going
to be quite nice. We can set this a
value one pin five. I think that's going to
look great for our scene. Now, I think that already
looks quite nice. Let's go ahead and
just make sure we go through all
the settings first. And we do have a lot of
settings that we often see within either one of the
editing softwares or cameras, and we have color gradings in image effects, lens
players, and whatnot. And what we actually want
to use is mainly we want to make sure we adjust the global settings for
the post process effect. If we were to open this up
underneath the calibrating. That's where the most
controls are going to be done in order to get
better results out of the post process volume. So I think I'm just
going to set up my camera in an
area we're going to see multiple of A level areas. So I can see the darkest bits. I can see the
brightest bits and I can just see places
with some elevation. I think that's going
to be a nice start. Now, we have saturation, and this is just as it says
has control over saturation. If we were to just
simply open the stab up and enable the saturation
used in the stick, the controls that we
have is basically a massive circle that kind of overlays the color
on the saturation, but we also have an
intensity control, and that is what
is going to cause our intensity or the
saturation to be controlled. So if you say this 20, we're going to get ourselves
a black and white, and if he s two, we're going
to get super bright results. So that is quite
nice in order to get ourselves some nicer control
over the overall scene. So I think by setting this up just a little bit to
something like 1.1, We're going to get much sharper colors out of our environment, and in turn, it's going to give us a certain stylized look. Now, we can also play around with the
saturation in circle, but honestly, I wouldn't
recommend touching it. And personally, when I'm
working with the saturation, I just leave this
at the very center. So I just make sure that
this is only being applied with I'm just going to set
it back to zero, like so. Yeah, I'm just making
sure that I'm only using the intensity in
regards to saturation. Now, when I do, need to use a circle is going to
be for the contrast. So let's go ahead
and open this up. Contrast circle is
what's going to control the kind of at the overall
tint of our environment. And by switching this around, we're actually not going
to see too many changes because the intensity is
not set to quite as high. I think we can set this up
to a value of two and then kind of control how the tint is going to be put this contrast. So by having it set to a
value of something like let's say we can get ourselves
a more brownish tint, I'd say that's going
to look quite nice. Something like again, it's always playing
around the values, making sure that we're
setting it up as a maximum value so we could
get more intense results, and in turn, we can have more control over
our entire scene. So just setting it up. Yeah, I think I'm going to set it up closer to a blue tint. In turn, it's going to give us a real nice kind of a tint. I think that's going
to be quite nice. Yeah. If we set it to a maxim, we can see the kind of
results that we're getting out of it. And actually, Yeah, we're definitely going
to get with this sort of result and then lower down
by a little bit like so. And then the maximum
intensity that we used is going to be
lower down as well. So by default, it's
going to be one, and if we were to
change it to 1.5, we're going to get a
much sharper result. Now, in order to
complement this contrast, we're going to make
use added gamma and Gamma is also being applied
as color correction. And basically, all
of these values kind of affect one another. So when we're adjusting
each one of those, we've got to make sure we tweak all those values one time and
kind of make sure we have a nice plan and
then go back to one another and just make sure we
get a nice overall result. But opening up the gamma, we're going to do
the same thing and just set this up to a maximum and just get some control
over the entire gamma. So what I personally like to do is often when I'm finished
with the contrast, I like to get myself the gamma to be going
the opposite way. So this way, it kind
of make sure that it complements the overall
contrast color correction and gets us some nice
results in order to sharpen the overall
color of our texture. So by setting it up
to this, actually, if we were to we can try lowering this down and
see how this would look like. And this would give us
some nicer results. I'm thinking maybe that we
could actually just even lower this down to
something 0.8 0.9. Yeah, setting it up to 0.8. It's going to give us
some nice results. Let's go ahead and
hit play and see how this would look like
within our scene. Of course, the color
correction has to be adjusted with the exposure. And then once we're done, we're going to get this results. So I think that is already
looking quite nice. We're just going to make
sure that the lighting from our torches is
quite nice as well. Maybe the exposure is
a little bit too much. In regards to the contrast, I think right now the
overall color is too much. So I'm actually going to
lower this down to 1.2, and that is going to give us much nicer results to the overall fire
and colors as well. So, yeah, I think
I'm going to keep it as this I quite like
the overall result. There are a lot of settings
to play around with, and all of them are non destructive in
regards to the level. We can always just make
a duplicate out of post process volume as well and have one of them disabled, and that can already show you the type of
results that we're getting. So by hiding it away, we can already see the type of
difference we're getting out of it and Just by
doing a couple of tweaks, we can see the type of
results that we're getting. There are a lot of more
settings to play around with. So I encourage you to do that, especially with the
color correction, and it's just going
to be a nice way of you experimenting
with your scene. And that brings everyone
to the end of the course, and what journey it has been. If you made it this far, then I think you'll
agree it was worth it. We went right through
the very basics of blender creating and texturing
all of our module parts, then the journey continues
with our real engine, which, to be fair, was more like a course within a course. And now here we find
ourselves at this point. You should know
now how to create your very own dungeon parts and set them up
to be game ready. I really hope you
enjoyed the course, but more importantly, had an amazing layering
process along the way. Thank you so much for
taking the course, and please leave us a review whether that be a good or bad. All the feedback is
really valuable to us, and it helps us make our
future courses better. Don't forget we have another
20 courses in our library, so check these out as well
if you enjoyed this one. Once again, thanks for
taking the course, and I'll see in the next one.