Unreal Engine 5 Level Design: Build a Gritty Urban Map | Design Boy | Skillshare

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Unreal Engine 5 Level Design: Build a Gritty Urban Map

teacher avatar Design Boy, 3D Designer

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Class Introduction

      0:42

    • 2.

      Modeling and Texturing Primer

      4:55

    • 3.

      Using a Scale Figure Reference

      5:04

    • 4.

      Modeling the 1st Building

      5:14

    • 5.

      Modeling the 2nd Building

      4:46

    • 6.

      Finishing the 2nd Building

      4:59

    • 7.

      Controlling the Flow of Player Movement

      5:07

    • 8.

      Controlling the Flow of Player Movement Pt. 2

      4:50

    • 9.

      Modeling the 3rd Building

      5:03

    • 10.

      Finishing the 3rd Building

      4:58

    • 11.

      Modeling a Vehicle Cover Object

      4:57

    • 12.

      Finishing the Level Blockout

      2:28

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About This Class

Master UE5 level design blockout in 1 hour: build a gritty urban rooftop slum with dense architecture and industrial clutter.

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Design Boy

3D Designer

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Level: All Levels

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Transcripts

1. Class Introduction: Hey, everyone. Welcome to my UE five level design blockout class. In this fast paced hands on session, you'll open Unreil Engine five and follow along as we block out a complete, gritty urban rooftop compound from scratch in just 1 hour. You'll learn pro techniques for shaping modular structures, multi level rooftops, industrial details like HVAC units and vehicles, plus verticality with stairs and walls to create playable spaces. By the end, you'll have your own finished blockout and reusable workflows for any three D game project. I've helped hundreds of students speed up their blockout. So if you're ready to build something cool, let's jump in. Hit play, and I'll see you in the first lesson. 2. Modeling and Texturing Primer: We've got a brand new seam or level open in Unreal Engine Vive. We're going to design a level from scratch, do a blockout pass and wing it. Think of what the spaces, what the goal is on the fly. Now, we're going to be using the built in modeling tools that are available up on this shelf here. If you press Shift five, you can shortcut it to opening it. What this does is create geometry that then gets saved into a file usually called underscore generated. It's going to live somewhere and that's how you get in game geometry that you can model on the fly without bringing anything in from blender. Something I wanted to note before we get started, and this is a change that's in all the newest unreal updates is that the geometry you create with the modeling tool won't have collision off the bat, so you can change that or fix it by opening up the modeling mode, press on this cogwheel and under new mesh settings, it'll usually have a checkbox next to simple and complex. Just click on Complex only and then you get your collision back. So if you make something like a box, you hit play and your character walks right through it, that would be Y. I just have the third person template so we can run around with a third person character. Like any blank canvas, the best way to start is just to put something, anything in it. We already have a box here. You create shapes from a selection of primitives next to the create tab, and when you want to manipulate it, you go to the model tab, click on polygroup Edit, click on a face and you can pull it, push it, change the shape. Presenter to accept. You'll notice that when we push and pull the faces and change the shape, the checker pattern texture gets stretched along with it. In order to keep a consistent scale in our blockout texture, I would go to level prototyping folder materials and drop in one of these gridded textures or materials. Then now when we push and pull, it doesn't affect the grid texture. Those are the basics. Let's just go ahead and place a bunch of primitives and see where this blockout session takes us. I'm going to build a taller structure here. Give it that MI underscore prototype grid top dark. There's these other ones. It's really up to you. I like the one that instead of this uniform grid all around, this one detects where the top of the geometry is and then applies a darker texture to it. That helps distinguish between what's a floor and what's a wall. I like using this last one here. 3. Using a Scale Figure Reference: I think maybe I'll add a bridge of some sort that connects these two blocks together. I just pressed shift one to go back to selection mode, and I'm pressing Control space to bring up the hidden project folder tab. But you can do that manually just by clicking on content drawer. So if I press play, I'm going to be spawn where this icon is. I don't have a way to get up there at the moment. Let me just drag this over here to test how this feels. Right away, the scale of this is way smaller than I was imagining as I was blocking it out. One thing you're going to want to do that's going to be very helpful in your blockout session, I'm going to go into the character folder, find the mesh of our character that we were just controlling and then drag and drop him into the scene. And this will serve as a scale reference for when we block things out. Already, let's bring up the modeling mode with Shift five and go to the modeling tab, polygroup Edit. I want to widen this platform so it doesn't feel so narrow and same goes for this bridge. I would also move this mini tower over and extend this bridge. Let's make it thicker too. Make it look more sturdy. Now let's try that again. Oops. Feels much better. Now let's see how it feels to walk underneath the bridge. I think maybe we could stand to raise this so that the feeling of walking underneath it feels better too without it colliding with the camera. Very much. Just slightly. I'm going to bring this platform up too. So Then this needs to be expanded as well. Let's go ahead and add some structures surrounding this first platform that will give players a way to reach the top. Maybe some kind of like a dock type of structure. 4. Modeling the 1st Building: So far we've only been using the box primitive, but there's a bunch of other options here. This would be a good opportunity to use the stairs primitive. Let's play with the sliders here to make it fit our purpose. We got one on each corner. And then we just need something to bring the player the rest of the way up. Instead of stairs, that could just be a stack of boxes. Or maybe it's some kind of machinery or HVAC or something that players can climb over. You can bring the players spawn objects back down to the ground. Check how the stairs feel, check if we can climb over those boxes and get to the top. We can. Go ahead and apply these textures. In fact, I might go with different one than the one that darkens the top because these are more props and they're not really solid structures like the rest of these masses are. Now we know we can get to the top. But still feels pretty narrow out, push this out this way. Then instead of having the player go directly forward to cross this bridge, maybe it will be more interesting expose offset to the side, so they have to maybe not go in such a straight line across the roof in the interest of breaking up the path even further, we could add another box here. Let's assume this is a rooftop HVAC equipment occupying this space in the middle. And, maybe I'll give it the gray all around material. Let's try cylinder this time. Just to give it a little more visual interest and also block line of sight. Give it the tiling grid material. We have an idea. This could be very far from what the final art would be, but it just gives you a little context clue of what that's supposed to be. 5. Modeling the 2nd Building: Let's adjust this building to accommodate to be able to catch that bridge. Up to this point, everything's outdoors, but be cool if this leads you inside this building. In order to do that, let's bring this rooftop down to the level of the bridge. So you have actually something to walk into. Then let's construct a wall around it to create a room push this in about a wall width. Copy paste, chan over. I want to show you something interesting. It's a quirk of how the modeling tool works and unreal. I have two copied and pasted items that are basically an instance of one another. Watch what happens if I change the height of this wall and press Enter. Notice the wall on the right updates two to stay the same as this wall. This is something you have to be mindful of because you might decide, I need another wall in the back here and copy and paste the wall, line it up here, and then you want to close this gap. You use polygroup edit and pull this wall out like that to fill the gap. But look what happens when you press Enter. You just updated all the other walls that this is a copy of. This is something that's going to take some getting used to but you have to keep track of which geometry is copied and which one is brand new knowing that now, we know that if we change this, it's going to change the other walls. In order to have this be its own thing, go to the form tab and press the duplicate button, hit Accept and now when I extend this to fill the gap and press except, it's not going to affect the other walls. Remember what I said earlier about how all these meshes get saved under a folder. Typically, underscore generated and each of these different shapes are saved somewhere and all of these reflect the saved geometry. They have their own own identity and their own location. If I save all, you'll see let's see. When we go back to generating? Somewhere here it is. Underscore generated in the DBOsFolder DBO stands for design blockout. This is where all our geometry lives. You might recognize some of these shapes like the cylinder one that we just made. This is where they all live. When we duplicated this back wall, it created another one of these files. That's how the modeling or the geometry the geometry data is stored. 6. Finishing the 2nd Building: So you're probably just going to have to go through a bunch of times where you change something, it updates another geometry that you didn't want it to update. But that problem is going to become less and less as the better you're mindful of this cork so let's take a moment to take control of our character again and just test out what we have so far. This is good. I like how this cover or line of sight blocker is human height. So if there's a firefight here, you can duck behind this and get a sense of safety and cover. Go across. This is a decent sized room. I think the ceiling height is good too. Generally, when you're building or designing for a third person game, you want to push the ceiling a little higher than it normally be if you're trying to be strictly realistic scale. Now that that feels good, let's go ahead and close off this second story room with the remaining walls. I want this front wall to be different from all the other walls. I don't want it to update anything else. I'm going to go back to X form and duplicate press Enter. Then I can make all the changes I want without worrying about it affecting anything else. Same thing. Once again, this wall has to be its own unique length. Finally, let's start with a new shape for this and put a top put the roof back on this building. Need something here as well. Supply our materials. You know what? We probably don't want the width of the doorway to be the exact same width as the bridge, let's narrow the doorway by adjusting our walls. Okay. I'm going to push that into so we don't have Z fighting. Z fighting is just when two pieces of geometry that are occupying the same space or surface are in conflict, so you have weird texture artifacts. The shape and size of that doorway looks much better. Let's move our reference character over to see how he fits. That looks good to me. Let's just throw in a light in here because it is super dark. Let's just throw in a basic point light. The middle of the room. 7. Controlling the Flow of Player Movement: Let's test it. Up to the dock, up these boxes around this Each fat machine and into the room. Yeah, the ceiling height of this room is working real well with our third person character. The doorway feels nice, feels right. Again, it's much larger than it would be for real life or even for a first person character, but it works well with the third person controller. And we can continue on with our blockout. Now, we have this cool moment underneath the bridge. Let's have you start in a place where you get to actually walk underneath it and I'll have this character point this way. Let's see how that feels. Let's say I start the level over here, come around this corner, go under the bridge, and then climb up here. As far as the flow of player movement, I think we can have our players spawn somewhere over here and guide them to walk under this bridge and turn right over here to climb up top. In order to encourage that, let's add in a bunch of walls. This is serves as the perimeter of the level. I want to stretch this out to filter this gap, but I want these two walls to remain the same length. I'm going to duplicate it so they can maintain their different lengths. Stretch this out another wall on this side. I do want to close this off, but I thought it'd be interesting if maybe you can see this area before you can reach. It's looking like this environment is turning into an industrial urban location. Maybe some of a chain link fence that you can see through. And 8. Controlling the Flow of Player Movement Pt. 2: He. In fact, there's a lot of space over here. Maybe we can guide the player to come to this area, see this section first before making their way under this bridge. We can do that just by blocking the bridge a bit. Maybe they're starting somewhere there. Okay. It could be some structure right there. Although it's very semi as this one, I don't want another two L shaped fences right next to each other. It's a little odd. We could do with more solid structure. That's also a bit taller Let's play this level for a get a feel for how all these walls and new blocks feel like. They're definitely accomplishing the goal of directing us in a certain way so that we experience the space in a particular order. And I think this box could actually be some kind of security outpost or a security checkpoint with somebody inside letting people pass through. You open up the modeling tool window and hollow this out so that there's maybe even allow the player to go inside of it. Now, this wall, I need to push it back, but I know it's a copy of another wall. In order for that change to not affect the original copies, I duplicated it. Same here. Duplicate this, it except, and then make the adjustments. Just like this second floor room, using this as the foundation, and I'll add individual walls. Actually, to get a better sense of the scale, I'm going to copy our mannequin, place the inside and see how that looks right away, I can tell that the wall is too short, so let me pull it up at the top. 9. Modeling the 3rd Building: Also keeping in mind that if we want the players to coincide, then the ceiling has to be extra tall compared to how it might be in real life. Already, we increase the height of the walls, but I'm pretty sure we also need to expand this box horizontally. I want to take four and pull it out. Probably need to at least double the size. And you just witnessed that thing I warned you about where making one change to a copied object could make unwanted changes to the other instances. Let's go ahead and grab this and duplicate it. Push this back in and hit play to see how it might feel freak got inside. Okay. That's fine. Let's copy that wall to the front, copy this as well. All of a sudden, we need to push this wall out. You see how important it is to always keep scale in mind and having a scale figure like this goes a long way in keeping track of the scale of your level. Probably you need to push this wall out as well. I think for a checkpoint like this, typically it's not for just people walking by. You'd have a it's more typical of a vehicle checkpoint. I think this will make this path wide enough for cars to pass through. Basically one at a time and maybe over here is a little parking area. I think this wall could stand to use for height short. This pillar that's holding the end of the fence needs to go up as well. Now, we just boxed in our mannequin here. Let's create an opening. There needs to be at least a doorway over here. Copy this, pull it forward. Duplicate. P out. I want to duplicate this. Then we're going to create the top of the doorway. Like so. I forgot to duplicate it. Let me fix that now. Pull down, push back out. Oh, this can start to get a little annoying. You lose track of which ones are copies, which ones are duplicates. But we're on top of it now. 10. Finishing the 3rd Building: Probably going to need an opening here as well. I think this is going to be there's going to have to be a window here. Duplicate. Push in, copy paste duplicate again so that I can pull this it play. All right. Now it's starting to feel like a checkpoint box room. We'll just copy and paste the floor to use as the ceiling. And do we need a light in there? Maybe not. Let's go ahead and replace the textures. I'm hitting a control space every time I want to bring up the content drawer. Let's do the same with fence. I'm going to push the end up to the wall. Get rid of that one, turn this into a duplicate. Also turn this into duplicate. You can trim this length. We need to resolve this outer wall here, close up this gap. Before I change this, I probably going to want to duplicate this as well. Pull this up. Let's apply the grid textures to the outer walls to the inner fence. Duplicate this pull this to the end maybe raise the height on this too. Everything's covering up, looking nice. 11. Modeling a Vehicle Cover Object: Let's hit Play again. Let's imagine this is the start of the level. You just entered this compound or facility. I walk past the security checkpoint. You can go inside. Maybe there's some items you can pick up, go around the space is fairly open. We talked about how it could be a parking lot. Go around under this bridge. Go up these stairs, climb up these boxes, go around this object and into the second floor room. This space is feeling pretty empty. Let's go ahead and put some objects in there. If this were a third person shooter, probably want to have a combat encounter here in this space I'm going to quickly model something that approximates a vehicle. And let me pull this guy out of that security room. Next to the vehicle, so I know that it's the correct scale. And when you hit the polygroup edit, so far all we've been doing is pushing and pulling faces. But you'll see that there's actually a lot of other options. The operation that I want to look for is actually insert edge loop. I'll choose an edge. That I want to, you don't have to choose an edge. Just click the Insert Edge loop and then you'll have this preview line that shows up where you can add edges. I added two and then I want to extrude that face. You can probably see where I'm going with this. That is the top of the car. Then let's pull in some edges to make the vehicle a little bit more aerodynamic. I would not spend too much time on trying to make this pretty. We're just trying to approximate a vehicle so we know what the context is for this space. I think that's pretty decent. You can tell us a car. Okay. Then let's add a prototype texture. Let's add a couple of these. Maybe two in a row like that. I'll push this forward so it's more believable that a car can pull in here and have enough room to maneuver to go into a parking slot, push this guy back. Now if we turn this into a combat encounter area, then there's some pieces of cover. 12. Finishing the Level Blockout: I think we could stand to add something here as well. Maybe this is one of those mini cargo container just occupying the space here, slap on that material. Let's have a go with our third person character and see how that feels. And it could even be sneaking encounter, there's a couple of guards on a patrol route in this area, you could duck behind these cars, wiggle your way through around like this, hide behind this cargo container, and then proceed undetected. As far as the scale and the placement and the density of cover there down in that initial area, it's feeling pretty good. You end up in this room That was a really quick blockout of, I guess, a modern urban industrial setting for a small a linear single player level. There's all kinds of ways you can expand on this. You could add a doorway here that is initially locked. And then once you come around to the second floor, maybe there's a stairway in this corner that leads you down to the first floor, and then you can emerge through this locked door from the other side and open it to end up at the starting area, which could be really cool way to loop back around and make use of the entire space.