I, as a learner of worlds creation out of box “Geo 2.0” like is a godsend to me without fuzzing with external 3rd-party addons. EPIC, my greatest thanks.
thread has served its positive purpose.
I, as a learner of worlds creation out of box “Geo 2.0” like is a godsend to me without fuzzing with external 3rd-party addons. EPIC, my greatest thanks.
thread has served its positive purpose.
Epic have obviously been working on for ages and haven’t rushed it out
I’ve just made an impressions vid of the new tools, should be up tonight, upload speed permitting
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: What what where?? dont give me heart attack… is it true???
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I have to say overall looks like the Cryengine tools but probably missing things but are too complete.
THE PROBLEM: are not focus for 2D edit as should be, the idea of BSP is a fast workflow in 2D and don’t even need select the faces just drag and scale etc, so right now is not usable at all. Plus since is in dev drop crashes.
Resume: Lots of tools and that but aim to the 3D viewport edit, should aim 2D viewport and way faster workflow with a proper control of sizes.
I just expect Epic Games just listen us now to improve tools.
You can download here: https://github.com/EpicGames/UnrealEngine/tree/dev-geometry
For the record, as many have guessed, these are not complete tools. is an experimental, very early access look at some of the initial features of new geometry editing tools. It is highly likely to have significant changes over time and the UI will certainly be completely different. We wanted to get a to see it though so you get an idea of where we are at with it.
Thanks for hooking us up !
Here’s my first impressions vid thing if anyone wants to see what’s up
https://.com/watch?v=aMkl9pfMmn4
Some interesting progress here: https://twitter.com/ozmant/status/840729262911025152
I hope it will become a plugin for Marketplace!
6 years later in 2020, what happened to whole effort for better geometry tools? Did it just die out?
BSP still has great utility for block outs and earlier stages of development, especially for planning modular assets, so I’m somewhat shocked at how almost no progress in geometry building has been made since, and users have to rely on 3rd party content like SuperGrid:
https://.com/watch?v=ZZZewdBsf3Y
The common thread of Hammeur/hammer, supergrid, probuilder, etc. is that they’re very conducive at snapping geometry flush to the grid.
Meanwhile, is Unreal’s own tutorial struggling just to get a wall to align properly (~6:40):
https://.com/watch?v=57MxoF4sy84
@ If you read (or anyone else in the same boat), I was curious what your workflow is like nowadays for block outs.
@JiggyWatt
The new “geometry tools” are about mesh modeling and sculpting. It’s not about upgrading BSP meant for making box-like levels.
Hopefully, new tools would make it easy and efficient to edit blockouts and BSP gonna be finally removed from the engine
[=“MothDoctor, post:303, topic:17866”]
@JiggyWatt
The new “geometry tools” are about mesh modeling and sculpting. It’s not about upgrading BSP meant for making box-like levels.
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I don’t think I’ve ever seen tools used for mesh modeling and sculpting. Geo tools/bsp (as far as I know) have always been used for “box-like levels” to get a sense of proportions and composition. I feel silly citing documentation but BSP’s usefulness is pretty obvious for prototyping:
https://i.imgur.com/5wwzZyX.png
I still really like UE4’s geometry editing. Vertex snapping, non-destructive booleans, the pen/lathe are all fantastic features.
For a tool as popular as UE4 though, I just think some users, particularly level designers, world builders, and 3d artists would benefit from a bit more options or slight quality-of-life improvements in the geometry creation:
If I’m wrong on any of these, any corrections would be appreciated. For all I know, maybe I’m just bad at UE4 and there’s correct/better techniques I’m unwary of.
@JiggyWatt
Yeah, kind of tool is crazy useful for LD
It’s just that BSP tech in the ancient thing, i.e. if you’d make stairs every face would have to material assigned separately - tedious to work and generating a lot of draw calls probably… Improving BSP seems to be a “quick fix”, but it could much better to replace it with a new generation of tools.
The better direction for the future could be either:
Sure, again I don’t care if it’s bsp or mesh if ultimately quicker cleaner geometry creation is achieved.
I don’t care so much for the “ancient” argument though to not use BSP. It’s purely about functionality; if it works, it works. If it works quicker, then that’s what I’ll use.
Drawcalls/performance is a non-issue for BSP nowadays (especially since it’s purely for blocking out primitive shapes in primitive scenes and not for the final product).
Do static meshes have these capabilities? Because if so, I’d drop BSP in a heart beat:
It’s really useful when you dont need to constantly swap into a modeling program + export out a new FBX for every idea you want to test.