WEBVTT 1 00:00:04.925 --> 00:00:08.925 Realistic Common Level Design 1 2 00:00:23.775 --> 00:00:24.925 Hello 3 00:00:24.925 --> 00:00:28.725 I am Kwangwook Tak, and I will be in charge of Unreal Graphics lectures 4 00:00:28.725 --> 00:00:31.475 This Unreal Graphics course 5 00:00:31.475 --> 00:00:34.525 is designed to teach effective ways to use the Unreal Engine 6 00:00:34.525 --> 00:00:37.575 to showcase powerful real-time graphics 7 00:00:37.575 --> 00:00:39.775 We will explore level design for building spaces 8 00:00:39.775 --> 00:00:43.525 and sequencing techniques to capture these spaces as beautiful visuals 9 00:00:43.525 --> 00:00:47.025 The course will cover how to visualize and render high-quality graphics 10 00:00:47.025 --> 00:00:49.925 from Unreal Engine in real-time 11 00:00:50.475 --> 00:00:53.775 To start, we’ll first understand Unreal Engine as a visualization tool 12 00:00:53.775 --> 00:00:57.325 and learn the foundational work of level creation 13 00:00:57.325 --> 00:01:00.375 which is called whiteboxing 14 00:01:00.375 --> 00:01:04.375 Unreal Engine and Graphics 15 00:01:04.375 --> 00:01:06.425 In computer programming, the term "engine" refers to 16 00:01:06.425 --> 00:01:08.975 a program that performs essential and core functions 17 00:01:08.975 --> 00:01:11.226 for other programs 18 00:01:11.226 --> 00:01:15.176 or for specific internal purposes 19 00:01:15.176 --> 00:01:18.826 much like how an engine serves as 20 00:01:18.826 --> 00:01:21.376 the critical component of a car 21 00:01:21.376 --> 00:01:25.376 To simplify, you can think of it as a "program that creates programs" 22 00:01:25.376 --> 00:01:28.476 On a smaller scale, we use 23 00:01:28.476 --> 00:01:31.076 search engines daily to look things up 24 00:01:31.076 --> 00:01:35.876 In modern AI, inference engines are utilized 25 00:01:35.876 --> 00:01:39.076 for tasks such as machine learning development 26 00:01:39.076 --> 00:01:43.426 In graphics, the term "engine" is also widely used 27 00:01:43.426 --> 00:01:46.376 Rendering, the process of generating 3D spaces or 2D images 28 00:01:46.376 --> 00:01:49.326 into a single picture 29 00:01:49.326 --> 00:01:52.776 often relies on dedicated rendering engines 30 00:01:52.776 --> 00:01:55.426 Unreal Engine, in particular, has long been used 31 00:01:55.426 --> 00:01:58.226 in the gaming industry as a game engine 32 00:01:58.226 --> 00:02:01.876 Initially developed by Epic Games 33 00:02:01.876 --> 00:02:05.776 for the game Unreal Tournament 34 00:02:05.776 --> 00:02:08.526 Unreal Engine is a 3D physics engine 35 00:02:08.526 --> 00:02:10.526 Today, it leads the metaverse space 36 00:02:10.526 --> 00:02:12.376 with the game Fortnite 37 00:02:12.376 --> 00:02:16.576 Within the engine, technologies like graphics, physical collision 38 00:02:16.576 --> 00:02:20.576 sound, and networking operate together 39 00:02:20.576 --> 00:02:23.676 all computed in real time 40 00:02:23.676 --> 00:02:26.526 this is what happens 41 00:02:26.526 --> 00:02:29.376 Let’s delve deeper into Unreal Engine 42 00:02:29.376 --> 00:02:31.126 from a visualization perspective 43 00:02:31.126 --> 00:02:35.076 Let us first learn about Computer Graphics Pipelines 44 00:02:35.076 --> 00:02:36.676 The engine we use 45 00:02:36.676 --> 00:02:39.626 is based on 3D processes 46 00:02:39.626 --> 00:02:42.826 even for many current 2D games 47 00:02:42.826 --> 00:02:45.576 that utilize 3D engine-based workflows 48 00:02:45.576 --> 00:02:48.776 Let’s explain using the 3D production workflow as a reference 49 00:02:48.776 --> 00:02:50.976 How does a 3D object end up displayed on your screen 50 00:02:50.976 --> 00:02:53.576 and visible to the human eye 51 00:02:53.576 --> 00:02:57.076 We’ll use an illustration to guide us through the process 52 00:02:57.076 --> 00:03:00.876 Imagine an empty 3D space 53 00:03:00.876 --> 00:03:05.426 Within it, there are characters and backgrounds 54 00:03:05.426 --> 00:03:09.476 characters and backgrounds, all composed of 3D objects 55 00:03:09.476 --> 00:03:15.126 In the same space, effects like shimmering lights or explosions 56 00:03:15.126 --> 00:03:19.376 commonly referred to as "FX", exist 57 00:03:19.376 --> 00:03:22.526 The character objects also move 58 00:03:22.526 --> 00:03:26.076 performing actions like walking, running, or flying 59 00:03:26.076 --> 00:03:28.777 collectively known as animations 60 00:03:28.777 --> 00:03:31.227 For users to recognize 61 00:03:31.227 --> 00:03:33.427 or interact with these objects 62 00:03:33.427 --> 00:03:35.027 we need signposts 63 00:03:35.027 --> 00:03:38.677 or indicators where users can press a button 64 00:03:38.677 --> 00:03:41.877 For users to recognize this 65 00:03:41.877 --> 00:03:45.127 known as UI, is needed 66 00:03:45.527 --> 00:03:48.727 All these elements 67 00:03:48.727 --> 00:03:52.877 collectively form what we call level design 68 00:03:52.877 --> 00:03:54.677 Here, "level" refers to 69 00:03:54.677 --> 00:03:58.427 the highs and lows of terrain 70 00:03:58.427 --> 00:04:00.677 essentially the design of the space 71 00:04:00.677 --> 00:04:02.827 Once level design is complete 72 00:04:02.827 --> 00:04:06.027 a camera is required to capture everything in the level 73 00:04:06.027 --> 00:04:09.927 The camera takes everything visible in the level 74 00:04:09.927 --> 00:04:12.677 and projects it onto the screen 75 00:04:12.677 --> 00:04:16.177 The process of projecting it onto the screen is called rendering 76 00:04:16.177 --> 00:04:18.577 With this rendered image 77 00:04:18.577 --> 00:04:20.977 consecutively displaying them 78 00:04:20.977 --> 00:04:23.477 we perceive motion 79 00:04:23.477 --> 00:04:27.877 We typically see a rendered frame 80 00:04:27.877 --> 00:04:29.627 that a camera shot 30 to 60 shots per second 81 00:04:29.627 --> 00:04:32.427 Raw rendering outputs are rarely shown as-is 82 00:04:32.427 --> 00:04:35.127 They usually undergo a correction phase 83 00:04:35.127 --> 00:04:38.627 known as post-production or post-process 84 00:04:38.627 --> 00:04:40.427 We usually call it post production 85 00:04:40.427 --> 00:04:42.727 For instance, before you watch a movie 86 00:04:42.727 --> 00:04:44.927 when actors promote a movie in interviews 87 00:04:44.927 --> 00:04:47.827 they often mention that the filming is complete 88 00:04:47.827 --> 00:04:49.677 but post-production is ongoing 89 00:04:49.677 --> 00:04:51.577 You may have heard something like this 90 00:04:51.577 --> 00:04:56.477 This means effects, color grading, and filters are being applied 91 00:04:56.477 --> 00:04:58.527 in tools like Photoshop, After Effects, or Premiere 92 00:04:58.527 --> 00:05:00.377 to enhance the color 93 00:05:00.377 --> 00:05:03.677 and create various effects 94 00:05:03.677 --> 00:05:06.977 Whether the visuals are softened, darkened 95 00:05:06.977 --> 00:05:09.227 or adjusted for emotional impact of the movie 96 00:05:09.227 --> 00:05:13.227 post-production elevates the movie’s focus and overall quality 97 00:05:13.227 --> 00:05:14.777 This is what we call 98 00:05:14.777 --> 00:05:17.227 the post production phase 99 00:05:17.227 --> 00:05:20.777 By following these steps, the final output is displayed on a monitor 100 00:05:20.777 --> 00:05:23.877 allowing us to experience the completed visuals 101 00:05:23.877 --> 00:05:26.127 If it's a game, you'll be looking at a monitor 102 00:05:26.127 --> 00:05:29.477 If it's a movie, you'll be watching it on a projection in a movie theater 103 00:05:29.477 --> 00:05:31.477 Most computer graphics 104 00:05:31.477 --> 00:05:33.177 goes through these steps 105 00:05:33.177 --> 00:05:36.077 You have a level design, a camera that takes pictures of the level design 106 00:05:36.077 --> 00:05:38.927 and a render shot from that camera 107 00:05:38.927 --> 00:05:41.577 and then a selection of images from those render shots 108 00:05:41.577 --> 00:05:44.177 that we see, which undergo post-production 109 00:05:44.177 --> 00:05:47.028 The 3D graphics are taken by the camera 110 00:05:47.028 --> 00:05:51.578 and render it on the screen, and at that stage, depending on the nature of the content 111 00:05:51.578 --> 00:05:55.378 it's either real-time rendering or non-real-time rendering 112 00:05:55.378 --> 00:05:58.928 Real-time rendering is literally drawing the image 113 00:05:58.928 --> 00:06:02.878 that the camera is drawing right there on the monitor 114 00:06:02.878 --> 00:06:05.628 Non-real-time rendering is the opposite 115 00:06:05.628 --> 00:06:08.778 Instead of showing you the image from the camera right away 116 00:06:08.778 --> 00:06:12.728 it is showing it later, regardless of time 117 00:06:12.728 --> 00:06:16.678 This is called non-real-time rendering 118 00:06:17.028 --> 00:06:20.428 Let's talk a little bit more about non-real-time rendering 119 00:06:20.428 --> 00:06:24.378 The typical non real-time content is 120 00:06:24.378 --> 00:06:28.228 movies, TV shows, commercials, things like that 121 00:06:28.228 --> 00:06:31.078 When we watch a movie, or when we watch a commercial 122 00:06:31.078 --> 00:06:35.328 we're just looking at the output from start to finish 123 00:06:35.328 --> 00:06:36.528 To be more specific 124 00:06:36.528 --> 00:06:41.278 we're seeing 30 or 60 pre-drawn images in a second 125 00:06:41.278 --> 00:06:43.628 one after the other 126 00:06:43.628 --> 00:06:46.728 If it's a movie, it's about two hours, if it's a drama, it's about an hour 127 00:06:46.728 --> 00:06:48.028 We watch it during this time 128 00:06:48.028 --> 00:06:50.328 So when we're rendering 129 00:06:50.328 --> 00:06:52.878 you don't have the time constraints 130 00:06:52.878 --> 00:06:55.278 so the characters move, effects go off, lights switch 131 00:06:55.278 --> 00:06:57.378 These things are set beforehand 132 00:06:57.378 --> 00:07:02.428 and are created on scene at a time with lots of effort 133 00:07:02.428 --> 00:07:06.578 There is no need for the shot to be short 134 00:07:06.578 --> 00:07:09.978 It could be a couple minutes, or it could take even an hour 135 00:07:09.978 --> 00:07:13.278 Also, to save time you can have the PC do multiple tasks 136 00:07:13.278 --> 00:07:16.328 such as having the rendering PC create one image 137 00:07:16.328 --> 00:07:19.478 at the same time 138 00:07:19.478 --> 00:07:21.228 by using making many computers 139 00:07:21.228 --> 00:07:22.478 So through this precise process 140 00:07:22.478 --> 00:07:25.778 video files, and image files are created 141 00:07:25.778 --> 00:07:28.278 The created images are later 142 00:07:28.278 --> 00:07:31.428 reconstructed through Premier or After Effect 143 00:07:31.428 --> 00:07:33.778 so we can simply enjoy the final video 144 00:07:33.778 --> 00:07:36.628 By taking time and using many PCs 145 00:07:36.628 --> 00:07:39.828 the reason for video or image rendering is simple 146 00:07:39.828 --> 00:07:42.078 It is to gain high-quality data 147 00:07:42.078 --> 00:07:45.778 For movies, videos or architecture rendering 148 00:07:45.778 --> 00:07:48.428 expressing the main character's sweat glans 149 00:07:48.428 --> 00:07:51.828 or expressing small particles such as smoke 150 00:07:51.828 --> 00:07:55.428 and the exact expression of certain textures reflecting light 151 00:07:55.428 --> 00:07:57.178 is extremely important 152 00:07:57.178 --> 00:08:00.078 Which is why it takes a long time 153 00:08:00.078 --> 00:08:02.978 to make sure the final content is of high quality 154 00:08:02.978 --> 00:08:05.729 and it should be of high quality 155 00:08:05.729 --> 00:08:10.279 and so non real-time rendering is used 156 00:08:10.279 --> 00:08:12.829 This is the characteristic of non-real-time rendering 157 00:08:13.629 --> 00:08:15.979 Real-time rendering, in general 158 00:08:15.979 --> 00:08:17.529 is the rendering method used 159 00:08:17.529 --> 00:08:19.679 for real-time content 160 00:08:19.679 --> 00:08:21.929 Real-time content refers to 161 00:08:21.929 --> 00:08:23.429 content that provides interactive services 162 00:08:23.429 --> 00:08:27.629 allowing interactions between the user 163 00:08:27.629 --> 00:08:29.729 and the computer 164 00:08:29.729 --> 00:08:32.479 Typically, games are a representative example 165 00:08:32.479 --> 00:08:35.129 For instance, in a game, if we want to move a character to the left 166 00:08:35.129 --> 00:08:37.979 or to the right 167 00:08:37.979 --> 00:08:40.279 we only need to input the key 168 00:08:40.279 --> 00:08:43.479 and the character moves accordingly 169 00:08:43.479 --> 00:08:45.779 We can command them to do so 170 00:08:45.779 --> 00:08:49.429 When the user's input changes the character's movement 171 00:08:49.429 --> 00:08:51.329 the environment of the level also changes 172 00:08:51.329 --> 00:08:54.429 and the scenes captured by the camera vary 173 00:08:54.429 --> 00:08:59.479 This process happens repeatedly every moment throughout the gameplay 174 00:08:59.479 --> 00:09:02.929 Moreover, there are physical interactions involved 175 00:09:02.929 --> 00:09:06.179 such as colliding with a wall or explosions causing objects to fly 176 00:09:06.179 --> 00:09:09.229 These physical interactions continuously occur 177 00:09:09.229 --> 00:09:11.929 along with various effects appearing dynamically 178 00:09:11.929 --> 00:09:15.979 In addition, lighting values keep changing in real-time 179 00:09:15.979 --> 00:09:18.179 So, it's not just about rendering static objects 180 00:09:18.179 --> 00:09:20.279 Instead, it's about continuously rendering 181 00:09:20.279 --> 00:09:23.029 unpredictable, dynamically changing information 182 00:09:23.029 --> 00:09:26.079 in real-time 183 00:09:26.079 --> 00:09:30.179 This is a key characteristic 184 00:09:30.179 --> 00:09:33.379 of real-time content 185 00:09:33.379 --> 00:09:37.579 Furthermore, games typically run on a single computer 186 00:09:37.579 --> 00:09:42.379 This means that a single computer, or a smartphone 187 00:09:42.379 --> 00:09:46.479 or a console device like PlayStation or Xbox 188 00:09:46.479 --> 00:09:50.529 has to compute all of this instantaneous content 189 00:09:50.529 --> 00:09:52.279 Rendering such unpredictable content 190 00:09:52.279 --> 00:09:54.029 onto the screen every moment 191 00:09:54.029 --> 00:09:56.379 is what we call real-time rendering 192 00:09:56.379 --> 00:09:58.029 Real-time content involves 193 00:09:58.029 --> 00:10:01.179 a large number of computations simultaneously 194 00:10:01.179 --> 00:10:07.829 These include object modeling data, lighting, effects, UI 195 00:10:07.829 --> 00:10:11.329 as well as physics interactions, sound, and artificial intelligence 196 00:10:11.329 --> 00:10:13.379 All of these must be computed at once 197 00:10:13.379 --> 00:10:16.929 and rendered repeatedly 198 00:10:16.929 --> 00:10:18.379 at a rate of 30 frames per second 199 00:10:18.379 --> 00:10:21.429 This means the rendering time for a single frame 200 00:10:21.429 --> 00:10:23.580 needs to be around 0.001 seconds 201 00:10:23.580 --> 00:10:26.380 As a result, because there is so much to compute 202 00:10:26.380 --> 00:10:28.280 and the time is extremely short 203 00:10:28.280 --> 00:10:31.780 the graphical quality in the past was not particularly impressive 204 00:10:32.330 --> 00:10:35.130 Let's take a look at the game Tomb Raider as an example 205 00:10:35.130 --> 00:10:38.730 Tomb Raider began development in the 1990s 206 00:10:38.730 --> 00:10:40.780 and has evolved through its series 207 00:10:40.780 --> 00:10:43.630 continuing to be created to this day 208 00:10:43.630 --> 00:10:44.680 It has even been adapted into movies 209 00:10:44.680 --> 00:10:48.130 As you can see in the image 210 00:10:48.130 --> 00:10:52.680 the character on the far left represents the protagonist from the earliest version of Tomb Raider 211 00:10:52.680 --> 00:10:55.930 Due to the large computational requirements and the low performance of computers at the time 212 00:10:55.930 --> 00:10:58.330 the character appeared very angular and geometric 213 00:10:58.330 --> 00:11:01.980 giving a rather unnatural look 214 00:11:01.980 --> 00:11:05.080 However, as graphic technology improved 215 00:11:05.080 --> 00:11:08.030 and computer hardware advanced 216 00:11:08.030 --> 00:11:13.030 the character evolved into the image seen on the far right 217 00:11:13.030 --> 00:11:16.830 This image is already from 2017 218 00:11:16.830 --> 00:11:20.130 nearly 10 years old 219 00:11:20.130 --> 00:11:24.930 yet it appears nearly lifelike 220 00:11:24.930 --> 00:11:27.430 You can imagine how much further the graphics have developed since then 221 00:11:27.430 --> 00:11:30.380 As the visual representation capabilities of game engines improved 222 00:11:30.380 --> 00:11:32.780 with advancements in hardware 223 00:11:32.780 --> 00:11:35.230 and programming skills 224 00:11:35.230 --> 00:11:39.480 the graphical quality of games has progressed 225 00:11:39.480 --> 00:11:44.230 to the point of resembling live-action films 226 00:11:44.230 --> 00:11:50.930 among game engines, Unreal Engine, in particular, has focused on photo-realistic representation 227 00:11:50.930 --> 00:11:54.930 It is recognized as the engine capable of achieving 228 00:11:54.930 --> 00:11:57.230 the most lifelike graphics 229 00:11:57.230 --> 00:12:00.930 With this level of quality being achieved in real time 230 00:12:00.930 --> 00:12:02.730 using Unreal Engine 231 00:12:02.730 --> 00:12:06.180 other industries have taken notice 232 00:12:06.180 --> 00:12:11.130 In fields such as video production, industrial design, and architecture 233 00:12:11.130 --> 00:12:14.830 where rendering used to be done without time constraints 234 00:12:14.830 --> 00:12:17.280 real-time rendering is now 235 00:12:17.280 --> 00:12:19.480 being introduced 236 00:12:19.480 --> 00:12:21.130 This shift allows for on-the-spot adjustments 237 00:12:21.130 --> 00:12:24.530 transforming the overall production process 238 00:12:24.530 --> 00:12:26.480 As a result, this approach saves time 239 00:12:26.480 --> 00:12:29.880 resources, as well as money 240 00:12:29.880 --> 00:12:33.330 Recently, with the development of VR 241 00:12:33.330 --> 00:12:35.330 and AR devices 242 00:12:35.330 --> 00:12:37.830 as well as the rise of virtual spaces 243 00:12:37.830 --> 00:12:39.930 and mixed reality (MR) 244 00:12:39.930 --> 00:12:43.431 many of these new types of content are being produced 245 00:12:43.431 --> 00:12:47.281 and they frequently use real-time rendering 246 00:12:47.281 --> 00:12:49.831 in the present day 247 00:12:49.831 --> 00:12:53.881 Creating A White Boxing 248 00:12:53.881 --> 00:12:58.081 Now, let's move on to level design 249 00:12:58.081 --> 00:13:00.781 by creating 3D spaces to build an environment 250 00:13:01.631 --> 00:13:04.681 Level design usually begins 251 00:13:04.681 --> 00:13:07.531 with a workflow called "white boxing" 252 00:13:07.531 --> 00:13:09.731 In the early stages of project development 253 00:13:09.731 --> 00:13:12.381 prototyping is used 254 00:13:12.381 --> 00:13:14.381 to validate content 255 00:13:14.381 --> 00:13:17.831 and simple levels or terrains are often needed 256 00:13:17.831 --> 00:13:21.181 At this stage, to facilitate rapid validation and modification 257 00:13:21.181 --> 00:13:23.431 temporary data is used 258 00:13:23.431 --> 00:13:28.681 which is later replaced with finalized assets once all validations are complete 259 00:13:28.681 --> 00:13:30.831 This temporary data 260 00:13:30.831 --> 00:13:33.381 is typically represented as white basic boxes 261 00:13:33.381 --> 00:13:35.981 referred to as "white boxes" 262 00:13:35.981 --> 00:13:38.081 and the process of creating them is called 263 00:13:38.081 --> 00:13:40.381 "white boxing" 264 00:13:41.581 --> 00:13:44.181 Although these boxes are generally white, they don’t have to be 265 00:13:44.181 --> 00:13:47.031 In Unreal Engine, this process is sometimes referred to as "gray boxing" 266 00:13:47.031 --> 00:13:49.431 or "block out" 267 00:13:49.431 --> 00:13:51.981 The 3D modeling data used in an engine 268 00:13:51.981 --> 00:13:55.131 is collectively called "mesh" 269 00:13:55.131 --> 00:13:57.281 While meshes are often created 270 00:13:57.281 --> 00:14:00.131 using external tools like Blender, 3D MAX, or Maya 271 00:14:00.131 --> 00:14:03.731 the simple dummy meshes used in white boxing 272 00:14:03.731 --> 00:14:06.481 can be created directly within the engine 273 00:14:06.481 --> 00:14:09.481 Unreal Engine provides two features for this purpose 274 00:14:09.481 --> 00:14:12.681 the Modeling Tool and Geometry Brush 275 00:14:12.681 --> 00:14:14.231 these two are provided 276 00:14:14.231 --> 00:14:17.231 Geometry Brush is optimized 277 00:14:17.231 --> 00:14:18.631 for creating simple shapes 278 00:14:18.631 --> 00:14:22.581 while the Modeling Tool enables more advanced modeling 279 00:14:22.581 --> 00:14:25.881 comparable to what can be achieved 280 00:14:25.881 --> 00:14:28.131 in external tools like Blender or Maya 281 00:14:28.131 --> 00:14:31.181 However, because the Modeling Tool requires similar expertise 282 00:14:31.181 --> 00:14:33.231 to external tools 283 00:14:33.231 --> 00:14:34.781 for this level design session 284 00:14:34.781 --> 00:14:36.981 we will use the simpler Geometry Brush 285 00:14:36.981 --> 00:14:38.931 to create basic designs 286 00:14:38.931 --> 00:14:40.831 and create levels 287 00:14:40.831 --> 00:14:43.581 For this session on designing a level 288 00:14:43.581 --> 00:14:46.931 I’ve downloaded an apartment floor plan from the internet 289 00:14:46.931 --> 00:14:50.181 Using this 2D floor plan as a reference 290 00:14:50.181 --> 00:14:52.081 we’ll proceed to build a 3D space 291 00:14:52.481 --> 00:14:54.431 We’ll match the approximate dimensions 292 00:14:54.431 --> 00:14:56.581 based on the measurements in the floor plan 293 00:14:56.581 --> 00:14:58.581 so it’s a good idea to keep the floor plan 294 00:14:58.581 --> 00:15:01.682 displayed next to your monitor and refer to it periodically 295 00:15:01.682 --> 00:15:03.482 I’ll also display it on a separate monitor 296 00:15:03.482 --> 00:15:06.932 and check it as needed 297 00:15:06.932 --> 00:15:08.532 while progressing 298 00:15:08.532 --> 00:15:10.682 I’ve created a new project 299 00:15:10.682 --> 00:15:14.532 and set up a basic level 300 00:15:14.532 --> 00:15:18.482 We’ll use this to create the apartment 301 00:15:18.482 --> 00:15:20.882 Click the plus button at the top 302 00:15:20.882 --> 00:15:24.532 to open the Place Actors Panel 303 00:15:24.532 --> 00:15:28.532 making it easier to select and place actors 304 00:15:28.532 --> 00:15:30.732 For this project 305 00:15:30.732 --> 00:15:33.932 we'll use the Geometry Brush actor 306 00:15:33.932 --> 00:15:36.582 It's slightly different from 307 00:15:36.582 --> 00:15:42.532 the cube-shaped objects found under the Shapes category 308 00:15:42.532 --> 00:15:45.482 If you look at the Geometry section 309 00:15:45.482 --> 00:15:47.232 you'll notice there's also a box available there 310 00:15:47.232 --> 00:15:52.532 Dragging and dropping this box into the viewport 311 00:15:52.532 --> 00:15:57.382 you'll see it differs from the white cube on the left 312 00:15:57.382 --> 00:15:59.232 The white cube on the left is a Static Mesh, which is a fixed object that cannot be altered 313 00:15:59.232 --> 00:16:01.282 In the Details panel 314 00:16:01.282 --> 00:16:03.932 you’ll see an entry for Static Mesh 315 00:16:03.932 --> 00:16:10.332 indicating that this object is static 316 00:16:10.332 --> 00:16:12.632 and unmodified 317 00:16:12.632 --> 00:16:16.482 While you can adjust its size using transforms 318 00:16:16.482 --> 00:16:18.482 such as Scale 319 00:16:18.482 --> 00:16:24.382 It is not actually flattening or thickening the cube 320 00:16:24.382 --> 00:16:26.332 and changing it's shape 321 00:16:26.332 --> 00:16:30.132 flattening or elongating the cube through Scale 322 00:16:30.132 --> 00:16:36.032 only distorts its spatial dimensions visually 323 00:16:36.032 --> 00:16:39.332 making it look flat 324 00:16:39.332 --> 00:16:44.032 The Mesh does not alter 325 00:16:44.032 --> 00:16:48.732 it is a fixed shape as a cube 326 00:16:48.732 --> 00:16:52.482 So this cube cannot be changed 327 00:16:52.482 --> 00:16:56.932 In contrast, the Geometry Brush 328 00:16:56.932 --> 00:17:00.232 allows actual shape transformations 329 00:17:00.232 --> 00:17:03.232 When selected, you'll notice blue vertices and orange edges connected to form faces, which appear as checkered polygon 330 00:17:03.232 --> 00:17:09.032 The blue parts are called vertices and the orange are called edges 331 00:17:09.032 --> 00:17:10.632 The corners are called edges 332 00:17:10.632 --> 00:17:12.082 They are presented as lines 333 00:17:12.082 --> 00:17:16.932 These edges connected to form faces 334 00:17:16.932 --> 00:17:19.832 which appear as checkered polygons 335 00:17:19.832 --> 00:17:23.532 These faces represent the individual 336 00:17:23.532 --> 00:17:26.182 surfaces of the geometry, also known as polygons 337 00:17:26.182 --> 00:17:30.783 In the Details panel, Geometry Brushes 338 00:17:30.783 --> 00:17:34.533 do not display the term Static Mesh 339 00:17:34.533 --> 00:17:36.883 Instead, they are categorized under Geometry 340 00:17:36.883 --> 00:17:41.283 indicating that they are modifiable 341 00:17:41.283 --> 00:17:43.733 Similarly, because this is data within the space 342 00:17:43.733 --> 00:17:47.483 you can compress and distort the space 343 00:17:47.483 --> 00:17:51.633 to shrink or stretch it 344 00:17:51.633 --> 00:17:56.883 just like with the white cube 345 00:17:58.083 --> 00:17:59.583 While this is possible 346 00:17:59.583 --> 00:18:05.233 the object itself is not actually transformed, it is merely distorted within the space 347 00:18:05.233 --> 00:18:07.233 If you look below 348 00:18:07.233 --> 00:18:11.983 in the Geometry Settings, the X value is set to 200 349 00:18:11.983 --> 00:18:15.833 which means 200 units 350 00:18:15.833 --> 00:18:20.883 equivalent to 200 cm in real-world measurements 351 00:18:20.883 --> 00:18:25.483 This shows that the current length 352 00:18:25.483 --> 00:18:28.033 along the X-axis is 200 cm 353 00:18:28.033 --> 00:18:31.783 If you reduce the X value by 100 units 354 00:18:31.783 --> 00:18:37.083 by 100 cm and input 100 355 00:18:37.083 --> 00:18:41.933 you'll see the red X-axis shorten accordingly 356 00:18:41.933 --> 00:18:46.383 At this point, if you set the X value 357 00:18:47.633 --> 00:18:52.283 back to 200 and scale the X-axis 358 00:18:52.283 --> 00:18:56.283 to 0.5 359 00:18:56.283 --> 00:18:59.283 you'll notice that the internal checkered pattern gets distorted 360 00:18:59.283 --> 00:19:03.733 making it appear flattened 361 00:19:03.733 --> 00:19:09.083 However, when you set the X value in Brush Settings to 100 362 00:19:09.083 --> 00:19:12.083 there is no distortion 363 00:19:12.083 --> 00:19:14.633 The internal squares remain undistorted 364 00:19:14.633 --> 00:19:18.433 In this undistorted state 365 00:19:18.433 --> 00:19:20.133 the shape is properly resized 366 00:19:20.133 --> 00:19:22.333 to 100 cm 367 00:19:22.333 --> 00:19:25.733 reflecting an actual transformation of the data 368 00:19:25.733 --> 00:19:28.133 So, using the Geometry Brush 369 00:19:28.133 --> 00:19:31.533 and adjusting the Brush Settings for X, Y, and Z 370 00:19:31.533 --> 00:19:34.783 you can create properly transformed shapes 371 00:19:35.683 --> 00:19:39.484 This results in a truly transformed shape 372 00:19:39.484 --> 00:19:43.284 rather than one distorted 373 00:19:43.284 --> 00:19:46.234 by spatial compression 374 00:19:46.234 --> 00:19:50.084 Therefore, we will use the Geometry Brush for our work 375 00:19:50.084 --> 00:19:51.734 First, let’s delete all the objects we’ve placed 376 00:19:52.284 --> 00:19:55.634 including the Floor object 377 00:19:55.634 --> 00:19:58.734 which is also a Static Mesh 378 00:19:58.734 --> 00:20:00.284 Since it is a Static Mesh 379 00:20:00.284 --> 00:20:03.184 we don’t need it and will remove it 380 00:20:03.934 --> 00:20:05.584 Let’s start by creating the floor 381 00:20:05.584 --> 00:20:07.334 Looking at the apartment floor plan 382 00:20:07.334 --> 00:20:09.834 you can see the horizontal and vertical dimensions 383 00:20:09.834 --> 00:20:11.884 The width is 13,200 384 00:20:11.884 --> 00:20:15.084 and the height is 4,500 385 00:20:15.084 --> 00:20:19.284 Floor plans are generally measured in millimeters 386 00:20:19.284 --> 00:20:21.434 As mentioned earlier, in Unreal Engine 387 00:20:21.434 --> 00:20:25.084 1 unit equals 1 cm 388 00:20:25.084 --> 00:20:29.234 So, instead of 13,200 389 00:20:29.234 --> 00:20:33.284 you can use 1,320 when building it in Unreal 390 00:20:33.284 --> 00:20:36.084 Keep this rule in mind 391 00:20:36.084 --> 00:20:38.484 as we start creating the floor 392 00:20:38.484 --> 00:20:44.134 Let’s start by creating a floor with dimensions of 1320 x 450 393 00:20:44.884 --> 00:20:47.834 Drag and drop the Box from the Geometry section 394 00:20:47.834 --> 00:20:50.134 of the Place Actors panel 395 00:20:50.134 --> 00:20:53.584 Place it at the origin for proper alignment 396 00:20:53.584 --> 00:20:58.734 In the Brush Settings for X, Y, and Z 397 00:20:58.734 --> 00:21:02.084 let’s orient the gizmo so that 398 00:21:02.084 --> 00:21:06.434 the red X-axis points forward 399 00:21:06.434 --> 00:21:08.934 The green Y-axis should point to the right 400 00:21:08.934 --> 00:21:12.834 and the blue Z-axis should point upward 401 00:21:12.834 --> 00:21:16.284 In Unreal Engine, the red arrow is designated as Forward 402 00:21:16.284 --> 00:21:19.934 the green arrow (Y-axis) as Right 403 00:21:19.934 --> 00:21:25.634 and the blue arrow (Z-axis) as Up 404 00:21:25.634 --> 00:21:27.584 By setting the gizmo this way 405 00:21:27.584 --> 00:21:31.134 you’ll have the correct orientation 406 00:21:31.134 --> 00:21:32.584 From this state 407 00:21:32.584 --> 00:21:37.584 we will extend the Y-axis to 1,320 408 00:21:37.584 --> 00:21:43.634 and the X-axis to 450 409 00:21:43.634 --> 00:21:50.384 First, set the Y-axis to 1,320 410 00:21:50.384 --> 00:21:56.935 and the X-axis to 450 411 00:21:56.935 --> 00:22:01.485 he floor looks too thick, so let’s thin it out 412 00:22:01.485 --> 00:22:07.035 Set the Z-axis to 10 cm 413 00:22:08.485 --> 00:22:11.535 Rename this actor to Ground 414 00:22:11.535 --> 00:22:15.135 and the floor is complete 415 00:22:15.135 --> 00:22:19.885 Now, let’s proceed from left to right, starting with the hallway and the bedroom 416 00:22:19.885 --> 00:22:25.285 We’ll ignore elements like the sink in the entrance area 417 00:22:25.285 --> 00:22:27.935 We’ll also skip the utility rooms 418 00:22:27.935 --> 00:22:32.885 and focus on the bedroom, bathroom, master bedroom, and up to the balcony 419 00:22:32.885 --> 00:22:34.485 Let’s exclude the balcony here 420 00:22:34.485 --> 00:22:37.935 and proceed systematically 421 00:22:37.935 --> 00:22:41.885 from the left 422 00:22:41.885 --> 00:22:45.285 Let’s start by creating the wall on the left 423 00:22:48.635 --> 00:22:54.835 As before, we’ll use a box to create it 424 00:22:54.835 --> 00:23:01.135 The size is similar, so set the X-axis to 450 425 00:23:05.535 --> 00:23:08.535 Just like the floor 426 00:23:08.535 --> 00:23:10.785 set the wall thickness to 10 cm 427 00:23:10.785 --> 00:23:14.935 Set the Y-axis to 10 428 00:23:14.935 --> 00:23:19.335 Based on an average human height 429 00:23:19.335 --> 00:23:22.485 of 1.5 to 2 meters 430 00:23:22.485 --> 00:23:26.385 let’s set the height to approximately 2 meters 431 00:23:26.385 --> 00:23:29.885 Set the Z-axis to 200 432 00:23:29.885 --> 00:23:32.035 Place it in position 433 00:23:32.035 --> 00:23:36.485 Snapping is active, so it should snap into place 434 00:23:36.485 --> 00:23:40.785 but you can see it doesn’t align properly 435 00:23:40.785 --> 00:23:44.335 In such cases, adjust the grid size 436 00:23:44.335 --> 00:23:47.735 from the grid icon at the top 437 00:23:47.735 --> 00:23:52.585 Currently, it is set to move in increments of 10 units 438 00:23:52.585 --> 00:23:56.335 Reduce it to 5 units 439 00:23:56.335 --> 00:23:57.985 so the movement is more precise 440 00:23:57.985 --> 00:24:04.535 With finer increments 441 00:24:04.535 --> 00:24:09.735 snapping becomes more accurate, that looks good now 442 00:24:09.735 --> 00:24:14.736 here is a hallway in the center, and its width is 150 units 443 00:24:14.736 --> 00:24:17.186 Now, we’ll move this by the specified amount 444 00:24:17.186 --> 00:24:20.236 First, let’s assign a name to this wall 445 00:24:20.236 --> 00:24:28.836 Name the wall Hallway01 446 00:24:29.336 --> 00:24:33.286 Copy Hallway01 and use it to create the wall 447 00:24:33.286 --> 00:24:37.736 where the right-side bedroom begins 448 00:24:37.736 --> 00:24:39.736 To copy an object 449 00:24:39.736 --> 00:24:44.886 you can use Ctrl + C and Ctrl + V 450 00:24:44.886 --> 00:24:51.086 Alternatively, you can duplicate it using Ctrl + D 451 00:24:51.086 --> 00:24:54.336 Holding the Alt key while moving an object 452 00:24:54.336 --> 00:24:57.836 creates a duplicate that moves along with it 453 00:24:57.836 --> 00:25:02.086 It’s convenient, isn’t it? Let’s use this method for moving the object 454 00:25:04.336 --> 00:25:07.536 By default, the duplicated object gets a 2 appended to its name 455 00:25:07.536 --> 00:25:11.886 but let’s rename it to 01 and 02 for consistency 456 00:25:11.886 --> 00:25:14.536 Currently, the gap between the two objects is 1,500 457 00:25:14.536 --> 00:25:18.486 so I’m not sure if it moved exactly 150 units 458 00:25:18.486 --> 00:25:22.786 We need to check the position value of Hallway01 459 00:25:22.786 --> 00:25:25.586 Since we’re looking at the Y-axis 460 00:25:25.586 --> 00:25:29.036 it’s currently set to -655 461 00:25:29.036 --> 00:25:32.236 Moving it 150 units to the right will suffice 462 00:25:32.236 --> 00:25:42.686 Thus, Hallway02 will be at -505 463 00:25:44.136 --> 00:25:50.286 The space will now be expanded by that amount 464 00:25:50.286 --> 00:25:52.286 Shall we move on to the bedroom? 465 00:25:52.286 --> 00:25:53.686 Since the bedroom has walls 466 00:25:53.686 --> 00:25:57.336 let’s add one here 467 00:25:57.336 --> 00:26:00.736 It’s the same process: adjust the X and Y axes 468 00:26:00.736 --> 00:26:04.586 according to the dimensions on the floor plan 469 00:26:04.586 --> 00:26:08.636 Set the thickness on the X-axis to 10 470 00:26:08.636 --> 00:26:14.586 For the width on the Y-axis, set it to 270 471 00:26:14.586 --> 00:26:20.486 Move it into position, and it should fit 472 00:26:20.486 --> 00:26:22.136 Let’s rename it 473 00:26:22.136 --> 00:26:27.936 Let's name it SmallRoom 474 00:26:27.936 --> 00:26:31.486 Use a naming convention like SmallRoom01 475 00:26:31.486 --> 00:26:35.187 Let’s create the wall here as well 476 00:26:35.187 --> 00:26:37.887 For this wall 477 00:26:37.887 --> 00:26:39.987 it would be efficient to duplicate the Hallway2 wall 478 00:26:39.987 --> 00:26:44.937 Hold the Alt key and duplicate the wall 479 00:26:44.937 --> 00:26:47.887 Then, simply adjust the length along the X-axis 480 00:26:47.887 --> 00:26:50.387 Since the floor plan does not specify the length 481 00:26:50.387 --> 00:26:53.437 we’ll assign an approximate value 482 00:26:53.437 --> 00:26:56.837 Let’s set it to 250 instead of 450 483 00:26:56.837 --> 00:26:59.937 Place it in position like this 484 00:26:59.937 --> 00:27:07.787 Name this actor SmallRoom02 485 00:27:09.937 --> 00:27:15.087 For the inner part of the bedroom 486 00:27:15.087 --> 00:27:18.787 duplicating the SmallRoom01 actor 487 00:27:20.737 --> 00:27:25.037 will solve it quickly, snap it into place precisely 488 00:27:25.037 --> 00:27:31.787 Rename it SmallRoom03, easy, right? 489 00:27:34.187 --> 00:27:39.887 Let’s create the kitchen 490 00:27:39.887 --> 00:27:43.037 The kitchen wall spans 2,200 units, so let’s build it 491 00:27:43.037 --> 00:27:44.937 Duplicate the wall and adjust its position 492 00:27:44.937 --> 00:27:50.187 by 220 units along the Y-axis 493 00:27:50.187 --> 00:27:53.537 Name it Kitchen 494 00:27:53.537 --> 00:27:58.437 specifically Kitchen01 495 00:27:58.437 --> 00:28:02.887 Place it to block the appropriate section 496 00:28:03.787 --> 00:28:06.737 Shall we extend this part as well? 497 00:28:06.737 --> 00:28:10.387 The length will be determined by the WashRoom above it 498 00:28:10.387 --> 00:28:13.937 so let’s construct the bathroom first 499 00:28:13.937 --> 00:28:16.037 Shall we build the bathroom before proceeding? 500 00:28:16.037 --> 00:28:20.837 Duplicate the existing wall 501 00:28:20.837 --> 00:28:25.187 and name it WashRoom 502 00:28:28.537 --> 00:28:33.837 This wall is 200 units long, which is relatively short 503 00:28:33.837 --> 00:28:35.337 Let’s set it to this length 504 00:28:35.337 --> 00:28:40.137 Next, let’s create the vertical wall for the WashRoom 505 00:28:40.137 --> 00:28:43.337 Drag and drop to position it appropriately 506 00:28:45.137 --> 00:28:50.587 Since the X-axis length isn’t specified 507 00:28:50.587 --> 00:28:55.088 we’ll approximate it as well 508 00:28:55.088 --> 00:28:58.888 Let’s set the X-axis length to around 150 509 00:28:58.888 --> 00:29:02.038 Actually, let’s make it 180 and set the wall thickness 510 00:29:02.988 --> 00:29:09.888 along the Y-axis to 10 units 511 00:29:09.888 --> 00:29:11.888 Adjust it accordingly 512 00:29:11.888 --> 00:29:21.688 Next, extend it slightly to align with this end 513 00:29:21.688 --> 00:29:24.938 If it’s confusing, move it slightly out of the way 514 00:29:25.788 --> 00:29:30.938 snap it into place, and then bring it back That should align correctly 515 00:29:35.638 --> 00:29:47.388 Rename this one WashRoom02 for consistency 516 00:29:47.388 --> 00:29:51.238 Since there is a wall here 517 00:29:51.238 --> 00:29:54.638 Copy Washroom01 and bring it here 518 00:29:54.638 --> 00:29:59.338 This makes it quick and easy 519 00:30:01.738 --> 00:30:07.288 Let’s create it and name it WashRoom03 520 00:30:09.438 --> 00:30:13.138 To connect the wall as one continuous piece 521 00:30:13.138 --> 00:30:17.088 duplicate the wall from the hallway on the left 522 00:30:17.088 --> 00:30:20.488 and position it here 523 00:30:20.488 --> 00:30:23.588 Problem solved—simple, isn’t it? 524 00:30:24.688 --> 00:30:29.438 Now, this will determine the length here Let’s create it 525 00:30:29.438 --> 00:30:31.688 Drag in a box 526 00:30:33.988 --> 00:30:40.738 and set the X-axis thickness to 10 units 527 00:30:40.738 --> 00:30:44.388 Move it into position and set the height to 2 meters 528 00:30:44.388 --> 00:30:50.438 Based on calculations, the Y-axis should be approximately 670 units 529 00:30:50.438 --> 00:30:54.738 Let’s try 670 530 00:30:55.838 --> 00:30:59.238 It doesn’t align perfectly 531 00:30:59.238 --> 00:31:02.188 It seems the central wall 532 00:31:02.188 --> 00:31:05.488 is causing slight misalignment 533 00:31:06.838 --> 00:31:13.289 690 doesn’t align perfectly either 534 00:31:13.289 --> 00:31:22.839 Let’s try 700, perfect fit 535 00:31:23.689 --> 00:31:28.339 It seems this wall is positioned in the center 536 00:31:29.739 --> 00:31:33.989 Done, then shall we move on to the bedroom? 537 00:31:33.989 --> 00:31:38.989 For the bedroom, drag and drop a box into the scene 538 00:31:39.839 --> 00:31:45.239 The X-axis represents the wall thickness, so set it to 10 units 539 00:31:45.239 --> 00:31:50.139 The Y-axis for the master bedroom is 330 units 540 00:31:52.289 --> 00:31:56.589 Move and reposition the object 541 00:31:59.689 --> 00:32:01.989 Let’s rename it as well 542 00:32:01.989 --> 00:32:08.739 Since this is the master bedroom, name it BigRoom01 543 00:32:08.739 --> 00:32:13.439 It seems the name for the object below hasn’t been assigned yet 544 00:32:13.439 --> 00:32:15.789 This one is part of the kitchen, right? 545 00:32:15.789 --> 00:32:28.539 Let’s name it Kitchen02 546 00:32:31.539 --> 00:32:33.789 This isn’t part of the hallway 547 00:32:33.789 --> 00:32:38.139 let’s include it as part of the master bedroom 548 00:32:40.439 --> 00:32:52.139 Name it BigRoom02 to match the naming convention of 01 and 02 549 00:32:54.789 --> 00:32:57.389 Duplicate BigRoom02 550 00:32:57.389 --> 00:33:02.939 using the Alt key 551 00:33:02.939 --> 00:33:06.039 Snap it into position to complete the right wall 552 00:33:06.039 --> 00:33:10.989 Similarly, duplicate BigRoom01 553 00:33:10.989 --> 00:33:12.689 and position it 554 00:33:12.689 --> 00:33:16.289 to close the bottom wall 555 00:33:16.289 --> 00:33:25.089 It would be good to rename them for clarity, such as 04 and 03 556 00:33:25.089 --> 00:33:27.890 Lastly, we have the balcony to create 557 00:33:27.890 --> 00:33:31.890 Let’s work on the balcony 558 00:33:31.890 --> 00:33:34.940 Drag in a box and use it to create the upper wall for the balcony 559 00:33:34.940 --> 00:33:40.290 Set the X-axis thickness to 10 units 560 00:33:40.290 --> 00:33:47.890 The horizontal length is 1,500, so set the Y-axis to 150 units 561 00:33:54.940 --> 00:33:58.140 Adjusting it like this should align well enough, right? 562 00:33:58.140 --> 00:33:59.640 Let’s rename it 563 00:33:59.640 --> 00:34:03.540 Select the renamed actor and duplicate it 564 00:34:03.540 --> 00:34:08.790 Hold the Alt key to duplicate it 565 00:34:08.790 --> 00:34:13.690 Place it this way, and it marks the bottom area 566 00:34:13.690 --> 00:34:16.890 Name it Balcony02 567 00:34:16.890 --> 00:34:21.140 Now we just need to align the outer edges 568 00:34:21.140 --> 00:34:27.440 Copy one of the master bedroom walls to fill in the gap 569 00:34:27.440 --> 00:34:28.790 Just rename it after positioning it 570 00:34:28.790 --> 00:34:36.740 Name it Balcony03, and that should do it 571 00:34:36.740 --> 00:34:40.090 After building this 572 00:34:40.090 --> 00:34:44.140 I noticed a small gap at the bottom 573 00:34:44.140 --> 00:34:47.340 caused by minor errors during the process 574 00:34:47.340 --> 00:34:49.290 To address this gap 575 00:34:49.290 --> 00:34:51.890 select the Ground Actor 576 00:34:51.890 --> 00:34:53.690 It seems to be a bug 577 00:34:53.690 --> 00:34:57.940 Closing the Surface Properties causes it to appear below 578 00:34:57.940 --> 00:35:03.790 You could adjust the XYZ values in Brush Settings 579 00:35:03.790 --> 00:35:06.290 but the calculations can be too complex 580 00:35:06.290 --> 00:35:08.090 How much should you input 581 00:35:08.090 --> 00:35:10.490 to extend the Y-axis just enough to fix it? 582 00:35:10.490 --> 00:35:12.290 It might get a bit confusing 583 00:35:12.290 --> 00:35:14.390 Fortunately, with Geometry 584 00:35:14.390 --> 00:35:16.940 you can input values directly 585 00:35:16.940 --> 00:35:21.040 or manually adjust the shape 586 00:35:21.040 --> 00:35:25.090 using specific tools 587 00:35:25.090 --> 00:35:27.040 How do you do this? Select the object you want to modify 588 00:35:27.040 --> 00:35:30.190 Change the Selection Mode 589 00:35:30.190 --> 00:35:33.440 on the left to Brush Editing Mode 590 00:35:33.440 --> 00:35:36.340 Brush Editing Mode is 591 00:35:36.340 --> 00:35:39.090 a mode designed specifically 592 00:35:39.090 --> 00:35:40.790 to edit Geometry Brushes 593 00:35:40.790 --> 00:35:44.590 You’re now in the editing workspace 594 00:35:44.590 --> 00:35:48.290 for the selected Geometry Brush Actor 595 00:35:48.290 --> 00:35:52.341 On the left, you’ll see several options 596 00:35:52.341 --> 00:35:54.841 These options are part of 597 00:35:54.841 --> 00:35:57.641 the Brush Editing panel 598 00:35:57.641 --> 00:36:00.791 Use these options to modify the actor’s shape 599 00:36:00.791 --> 00:36:03.291 You’ll notice the appearance changes slightly 600 00:36:03.291 --> 00:36:05.291 The selected actor turns blue 601 00:36:05.291 --> 00:36:09.391 You can see edges referred to as vertices 602 00:36:09.391 --> 00:36:11.941 lines called edges 603 00:36:11.941 --> 00:36:15.641 and surfaces known as faces or polygons 604 00:36:15.641 --> 00:36:17.691 You can select them individually in this manner 605 00:36:17.691 --> 00:36:20.341 Depending on your selection 606 00:36:20.341 --> 00:36:22.341 the menu options will activate 607 00:36:22.341 --> 00:36:27.341 Simply put, if you just want to extend this face to a certain point 608 00:36:27.341 --> 00:36:28.591 that’s exactly what you can do here 609 00:36:28.591 --> 00:36:32.141 Select the face you want 610 00:36:32.141 --> 00:36:35.441 and move it to adjust 611 00:36:35.441 --> 00:36:39.941 This allows you to move the face independently 612 00:36:39.941 --> 00:36:42.141 resulting in a stretched 613 00:36:42.141 --> 00:36:45.191 or elongated shape 614 00:36:45.191 --> 00:36:48.291 There are features like Extrude, Split 615 00:36:48.291 --> 00:36:49.741 and many others available 616 00:36:49.741 --> 00:36:53.491 Using these features effectively will require some practice 617 00:36:53.491 --> 00:36:57.491 Practicing the creation of complex shapes is typically done 618 00:36:57.491 --> 00:36:59.491 in external tools like 619 00:36:59.491 --> 00:37:01.241 Blender, 3D MAX, or MAYA 620 00:37:01.241 --> 00:37:05.041 So, there’s no need to master such techniques here 621 00:37:05.041 --> 00:37:08.291 What we want is to perform simple tasks 622 00:37:08.291 --> 00:37:10.891 like moving faces 623 00:37:10.891 --> 00:37:12.641 or slightly adjusting vertices 624 00:37:12.641 --> 00:37:14.941 Just basic operations 625 00:37:14.941 --> 00:37:18.041 But it’s good for you to know these basics 626 00:37:18.041 --> 00:37:19.141 We’ll conclude with a simple process 627 00:37:19.141 --> 00:37:22.441 of selecting and moving faces 628 00:37:22.441 --> 00:37:27.791 Change the mode back from Brush Editing Mode 629 00:37:28.841 --> 00:37:31.691 to Selection Mode to exit the editing workspace 630 00:37:31.691 --> 00:37:34.141 The geometry reverts to its original appearance and to it's grey color 631 00:37:34.141 --> 00:37:38.941 Now, you can see the gap has been filled properly 632 00:37:38.941 --> 00:37:42.041 Finally, let’s create some openings 633 00:37:42.041 --> 00:37:46.841 The Geometry Brush allows you to create holes in a mesh 634 00:37:46.841 --> 00:37:48.891 Using this feature 635 00:37:48.891 --> 00:37:55.641 we’ll create the front door, room doors, and balcony doors 636 00:37:55.991 --> 00:37:57.991 Let’s start with the front door 637 00:37:57.991 --> 00:37:59.891 To create the front door 638 00:37:59.891 --> 00:38:03.741 first, bring in a box 639 00:38:03.741 --> 00:38:09.442 Adjust the size of the box to match the desired dimensions for the hole 640 00:38:10.092 --> 00:38:15.342 Think of this box as a tool for creating the hole 641 00:38:15.342 --> 00:38:19.442 Set the X-axis width to 90 units 642 00:38:19.442 --> 00:38:21.092 enough for a person to pass through 643 00:38:21.092 --> 00:38:24.042 The height should be slightly less than 2 meters 644 00:38:24.042 --> 00:38:26.542 Let’s set it to 180 units 645 00:38:26.542 --> 00:38:29.042 Adjust it accordingly 646 00:38:29.042 --> 00:38:33.142 The thickness should be just enough to pierce the wall 647 00:38:33.142 --> 00:38:36.842 Let’s reduce it from 2 meters to 50 units 648 00:38:36.842 --> 00:38:42.392 After creating a thin box 649 00:38:42.392 --> 00:38:46.592 position it where the hole should be made 650 00:38:49.242 --> 00:38:51.342 Once it’s positioned 651 00:38:51.342 --> 00:38:54.742 we’ll modify the Geometry Brush setting 652 00:38:54.742 --> 00:38:59.442 Scroll down in the Details Panel 653 00:39:01.142 --> 00:39:04.242 to find the Brush Type section 654 00:39:04.242 --> 00:39:05.792 It’s currently set to Additive 655 00:39:05.792 --> 00:39:09.842 Change it to Subtractive 656 00:39:09.842 --> 00:39:12.142 This makes the box transparent 657 00:39:12.142 --> 00:39:15.292 and creates a hole in the overlapping object 658 00:39:15.292 --> 00:39:17.692 making it appear as if it’s pierced 659 00:39:17.692 --> 00:39:21.442 Now the front door opening is complete 660 00:39:22.142 --> 00:39:25.292 Moving the box will adjust 661 00:39:25.292 --> 00:39:27.692 the hole’s position accordingly 662 00:39:27.692 --> 00:39:30.692 So, place it 663 00:39:30.692 --> 00:39:33.392 in your desired location 664 00:39:33.392 --> 00:39:37.342 Using the same method, place another box here 665 00:39:37.342 --> 00:39:41.442 and set its Brush Type to Subtractive 666 00:39:42.242 --> 00:39:45.242 I’ll duplicate the box 667 00:39:45.242 --> 00:39:51.192 rotate the duplicate by 90 degrees, and move it 668 00:39:54.642 --> 00:39:58.842 This quickly creates a door for the small room 669 00:39:59.892 --> 00:40:01.742 Duplicate it again 670 00:40:04.592 --> 00:40:09.892 to create the bathroom door 671 00:40:09.892 --> 00:40:11.792 Shall we do the same for the bedroom? 672 00:40:11.792 --> 00:40:15.442 Duplicate it again and rotate it for the bedroom door 673 00:40:15.442 --> 00:40:24.793 Rotate it like this to create the entrance to the bedroom 674 00:40:24.793 --> 00:40:27.743 Place it appropriately 675 00:40:27.743 --> 00:40:35.593 Duplicate it again and extend it slightly 676 00:40:35.593 --> 00:40:41.393 setting the X-axis to about 400 units 677 00:40:41.393 --> 00:40:46.643 This creates a large opening 678 00:40:46.643 --> 00:40:49.693 It’s too big, so let’s reduce it to 350 units 679 00:40:50.343 --> 00:40:54.543 This creates a large window 680 00:40:54.543 --> 00:41:00.193 connecting the master bedroom and the balcony 681 00:41:00.193 --> 00:41:04.643 Move it similarly 682 00:41:04.643 --> 00:41:08.893 and it creates the opening for the veranda 683 00:41:08.893 --> 00:41:12.543 The veranda might have a small threshold, so let’s move it slightly upward 684 00:41:12.543 --> 00:41:14.843 Reduce the height slightly 685 00:41:14.843 --> 00:41:18.093 to about 150 units 686 00:41:23.493 --> 00:41:29.093 for a more interesting shape 687 00:41:29.093 --> 00:41:32.393 While the apartment floor plan doesn’t show this 688 00:41:32.393 --> 00:41:36.743 you can use the same technique to create windows 689 00:41:36.743 --> 00:41:40.043 Select this object and duplicate it 690 00:41:40.043 --> 00:41:41.943 Duplicate it backward 691 00:41:45.493 --> 00:41:47.643 and adjust its size 692 00:41:48.543 --> 00:41:53.143 Reduce the height significantly, perhaps to about 100 units 693 00:41:53.143 --> 00:41:58.243 Adjust the Y-axis to about 100 units 694 00:41:58.243 --> 00:42:04.493 Or make it a bit wider, say 150 units 695 00:42:06.243 --> 00:42:10.393 I mistakenly thought I was adjusting the Y-axis 696 00:42:10.393 --> 00:42:12.843 but it turns out I increased the X-axis 697 00:42:12.843 --> 00:42:16.243 This happened because I rotated 698 00:42:16.243 --> 00:42:18.543 the Brush Actor that was originally 699 00:42:18.543 --> 00:42:20.843 created for the front door 700 00:42:20.843 --> 00:42:23.943 As a result 701 00:42:23.943 --> 00:42:29.293 the reference axis of the object has shifted 702 00:42:29.293 --> 00:42:31.693 At the top 703 00:42:31.693 --> 00:42:34.243 change the gizmo orientation to Local 704 00:42:34.243 --> 00:42:36.893 Switch it from World to Local 705 00:42:36.893 --> 00:42:39.343 and you’ll see the rotated orientation of the object 706 00:42:39.343 --> 00:42:44.544 The object’s X-axis and Y-axis directions have rotated 707 00:42:44.544 --> 00:42:47.594 causing them to misalign 708 00:42:47.594 --> 00:42:50.794 Since the Brush Settings align 709 00:42:50.794 --> 00:42:54.644 with the Local orientation 710 00:42:54.644 --> 00:42:57.694 increasing the Y-axis by 150 extends the object 711 00:42:57.694 --> 00:43:02.494 in this specific direction 712 00:43:02.494 --> 00:43:03.894 To correct this 713 00:43:03.894 --> 00:43:07.244 change the top setting from World to Local 714 00:43:07.244 --> 00:43:09.944 to ensure the X, Y, Z axes are represented accurately 715 00:43:09.944 --> 00:43:13.144 Instead of setting Y to 150 716 00:43:13.144 --> 00:43:15.394 it should be X = 150 717 00:43:16.794 --> 00:43:23.494 Adjust it this way to create the window 718 00:43:24.594 --> 00:43:27.094 Let’s add a window to the master bedroom as well 719 00:43:27.094 --> 00:43:29.894 Duplicate the object 720 00:43:29.894 --> 00:43:32.594 and position it in the master bedroom 721 00:43:32.994 --> 00:43:34.894 Shall we make the master bedroom window larger? 722 00:43:34.894 --> 00:43:37.694 Let’s set X to about 200 for a bold look 723 00:43:37.694 --> 00:43:43.694 Place a large window like this 724 00:43:44.494 --> 00:43:46.944 Now we have a completed apartment 725 00:43:46.944 --> 00:43:51.144 with appropriately placed windows 726 00:43:51.144 --> 00:43:54.194 That completes the work so far Let’s save it first 727 00:43:54.194 --> 00:43:57.644 We don’t want to lose progress, so save it before moving on 728 00:43:57.644 --> 00:44:02.444 Click Save Current Level As from the File menu 729 00:44:02.444 --> 00:44:05.694 and save it within the Content Folder 730 00:44:05.694 --> 00:44:08.594 of the project 731 00:44:08.594 --> 00:44:11.094 Create a new folder by clicking New Folder 732 00:44:11.094 --> 00:44:15.744 and name it Level 733 00:44:15.744 --> 00:44:18.944 Create the folder named Level 734 00:44:18.944 --> 00:44:20.344 and assign a name to the file 735 00:44:20.344 --> 00:44:26.044 Since we’re building an apartment, name it Apartment 736 00:44:26.044 --> 00:44:28.894 Click Save, and this will store the file 737 00:44:28.894 --> 00:44:31.944 within the Content Folder of the project 738 00:44:31.944 --> 00:44:36.044 The file is now saved as a Level Asset 739 00:44:36.044 --> 00:44:39.494 inside the Level Folder 740 00:44:39.494 --> 00:44:45.044 Ensure that the level asset is always saved 741 00:44:45.044 --> 00:44:46.694 within the project folder 742 00:44:46.694 --> 00:44:50.344 Let’s summarize what we learned in this session 743 00:44:50.644 --> 00:44:51.294 Unreal engine and graphic 744 00:44:51.294 --> 00:44:51.894 Basic Elements of a Graphics Engine 745 00:44:51.894 --> 00:44:52.544 Animation: Various movements of characters and objects 746 00:44:52.544 --> 00:44:53.144 UI: Displays information and movements of objects for user recognition 747 00:44:53.144 --> 00:44:53.794 Level: Spatial design including terrain elevations Rendering: The process of drawing what the camera captures onto the screen 748 00:44:53.794 --> 00:44:54.394 Postproduction: Editing and refining rendered shots 749 00:44:54.394 --> 00:44:54.994 Rendering Real-time rendering: A method where the camera instantly draws images on the monitor 750 00:44:54.994 --> 00:44:55.594 Non-real-time rendering: A method where the camera pre-renders images regardless of time and displays them later 751 00:44:55.594 --> 00:44:56.394 White Boxing 752 00:44:56.394 --> 00:44:57.244 White Boxing Tools 753 00:44:57.244 --> 00:44:58.094 White Box: Temporary data created for quick validation and revisions during the early stages of content creation 754 00:44:58.094 --> 00:44:58.894 Place Actors Panel: A menu for conveniently selecting and using actors 755 00:44:58.894 --> 00:44:59.744 Geometry: The process of modifying the actual data of an object to change its shape and freely edit it 756 00:44:59.744 --> 00:45:00.595 Brush Editing Mode: A mode for editing Geometry Brush Actors