(VIDEO) UE4's Geometry Mode is inadequate when compared with that of Quake 1

Its basically mesh editing that is shown in the video. Not really much boolean CSG going on there…
On that level, a 3d package is surely more powerfull than what is shown in the video.

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but I use Blender. There is no incentive for me to learn another package
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If you know blender, you will find Modo very easy to learn.

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As for industry (working for a game dev company) - you might end up in a company that doesn’t use MODO and doesn’t allow you to use your software. With UE4 having proper CSG tools put on the same board. Passing CSG based level between departments and companies is seamless, while anything modeled requires source assets and both parties having same modeling software and same skills.
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Well, that argument is flawed.
For example, I know offhand 3 companies that would not let you use blender for example.
Also, in the industry, it is not a problem to work with source assets. Thats why FBX is so well used.
Especially to be seamless between companies. There are tons of software packages out there for 3d asset creation.
They would all be useless for UE custom CSG geometry.
Usually levels are not “passed around”; not in the more matured workflows.
Lastly, not needs to have the same modelling skill because not everybody is doing the same job on the model.
Besides, wouldnt everybody then need the same “csg skill” level?

[=;600984]
Its basically mesh editing that is shown in the video. Not really much boolean CSG going on there…
On that level, a 3d package is surely more powerfull than what is shown in the video.

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Is basically about have a plug and play level edit, that you can press play if you don’t like something back to the editor and edit something auto UV and collisions generation and press play another time and test the level :slight_smile: and a control about the sizes and vertex locations.

Just found thread, and as people said before, unreal brush editor sucks, and while I used hammer, it took way more time to do an level compared to make it from a 3D program.

Also, another problem is dealing with detailed enviroment, to make detailed walls and etc would take way much more time in brush editors than in an 3D program, that’s why I think gave up on them and decided to use only for prototyping levels.

Not sure about the Radiant from BO3, but if solves these problems, then it will be a nice for unreal, one of the advantages in the brush editors were the pre made UVs, so you could already apply the texture on it.

[=Pavomba;613175]

Also, another problem is dealing with detailed enviroment, to make detailed walls and etc would take way much more time in brush editors than in an 3D program, that’s why I think gave up on them and decided to use only for prototyping levels.
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If you are skilled 3D artist, sure, it might not take whole a lot of time to model nice detailed mesh. However, taking into account sculpting/baking/texturing, it will take more time to get level done (from idea to final implementation) and requires specific highly developed skill.

With brush based level design you don’t need to know any modeling. Texturing is blazing fast as you don’t need any unwrapping/baking/painting to do. You can utilize tiling textures is many ways and reuse them on the go, while with 3D models you have to back to 3D app and re-UV map you mesh.

Brush based level design doesn’t work for all games of course, but it works for many many games, especially for indies as they don’t have whole a lot of resources and time to go after highly detailed meshes.

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With brush based level design you don’t need to know any modeling.
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If that is your opinion, then I wouldnt call it “modeling”.

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to make detailed walls and etc would take way much more time in brush editors than in an 3D program
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Indeed. And you are stuck with the default unwrapping for textures.

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Texturing is blazing fast as you don’t need any unwrapping/baking/painting to do
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And thats where the performance goes out of the window.

Im currently making a turorial on how to do fast level prototyping without brushes.
Ill post the link when its online :slight_smile:

[=;613192]
If you are skilled 3D artist, sure, it might not take whole a lot of time to model nice detailed mesh. However, taking into account sculpting/baking/texturing, it will take more time to get level done (from idea to final implementation) and requires specific highly developed skill.

With brush based level design you don’t need to know any modeling. Texturing is blazing fast as you don’t need any unwrapping/baking/painting to do. You can utilize tiling textures is many ways and reuse them on the go, while with 3D models you have to back to 3D app and re-UV map you mesh.

Brush based level design doesn’t work for all games of course, but it works for many many games, especially for indies as they don’t have whole a lot of resources and time to go after highly detailed meshes.
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Indeed, it’s way faster to apply textures, but at least for my case, it took way more time to create an level in hammer/jackhammer than model it on Maya, even with the UV hassle it would end being faster, but if an brush editor for unreal have those problems fixed, and including easy polygon control, extrude and splines, it would surely be amazing.

[=Pavomba;613251]
Indeed, it’s way faster to apply textures, but at least for my case, it took way more time to create an level in hammer/jackhammer than model it on Maya, even with the UV hassle it would end being faster, but if an brush editor for unreal have those problems fixed, and including easy polygon control, extrude and splines, it would surely be amazing.
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Is not just auto UV, but auto collisions, lightmaps, and the change to edit in map without export and import at any point, hammer is slower workflow than radiant by the way.

[=;613270]
Is not just auto UV, but auto collisions, lightmaps, and the change to edit in map without export and import at any point, hammer is slower workflow than radiant by the way.
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That would be top notch if uv editing could be done so much less dependence on external 3d software(depending what you create}. Currently i try to uv unwrap with blender but ue4 final bake still has “weird” baked light spots on wrong locations(used different uv unwrap modes).
Trello someone got any info how is progress?

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That would be top notch if uv editing could be done so much less dependence on external 3d software(depending what you create}. Currently i try to uv unwrap with blender but ue4 final bake still has “weird” baked light spots on wrong locations(used different uv unwrap modes).
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The thing is that an optimal unwrap for texturing and lightmap is depending on the use case of the mesh. Neither the engine nor a 3d modelling app can guess how the model will be used.
That is why manual unwrapping beats any automated tool anytime.

[=;613270]
Is not just auto UV, but auto collisions, lightmaps, and the change to edit in map without export and import at any point, hammer is slower workflow than radiant by the way.
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It got archived last month, that means that its on hold or abandoned.

That’s sad, having something like Black Radiant would save the time of having to deal with UV, Lightmaps and etc…

Im interested in knowing, is the CSG/BSP part of the engine and editor exposed in C++? Whats stopping someone from just overhauling the current system?

[=;641778]
Im interested in knowing, is the CSG/BSP part of the engine and editor exposed in C++? Whats stopping someone from just overhauling the current system?
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Who will do that for free with a engine that is not open source licensed?

That is probably a better question :stuck_out_tongue:

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Who will do that for free with a engine that is not open source licensed?
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It’s doesn’t have to be free. I’d gladly pay for a plugin.

[=;642564]
It’s doesn’t have to be free. I’d gladly pay for a plugin.
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Probuilder is coming to ue4, if they ever get their **** together

[=;642562]
Who will do that for free with a engine that is not open source licensed?

That is probably a better question :stuck_out_tongue:
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Never said it had to be done for free, unless you mean by editing the engine and not being able to sell it. Im sure there are a few people in the community who would do it for free to improve the engine.

[=jojo8026;642627]
Probuilder is coming to ue4, if they ever get their **** together
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Even if they will, I will be concerned about support on their side. Wouldn’t want to wait for bug fixes as long as we’ve been waiting the release of the plugin itself.

[=;642652]
Even if they will, I will be concerned about support on their side. Wouldn’t want to wait for bug fixes as long as we’ve been waiting the release of the plugin itself.
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Their lack of communication on the plugins development in community has me very worried.

They’ve got a proven track record of solid support on the Unity side. Impatience and entitlement isn’t gonna speed things along, making tools takes time.

Yes but not informing the community of how progress is going, really makes people not trust you or your product, The proof is in the puddin as people say and so far i see no proof

Yes third party plugins arent the best solution but they are the only solution right now if epic is going to take 5-10 years to properly integrate proper geometry editing, i would love a future where there is a version of UE4 where all level design can be done in the engine, and you dont need a $1000 software like or maya or a masters degree in Math and Programming and years of 3D modeling training, We only live so long on earth after all