Thursday, May 21, 2020

how to learn Unreal Engine Tutorial - Creating game smzeesoft.com

 . Great, let's create the project. It'll take a while to get created. Now that it's open up, Click on File and create anew level since we do not want this and create a default in your level now we'll have a nice and clean empty level. Select this and hit delete. Ok now that you have deleted this *floor*, we can create a room. There are many ways to create a room and the simplest way to create a room is to just place a box from the Geometry Tab and make it hollow.

 This will make space inside the box to make a room for your player. Another method is the use of static meshes which are included in the content and go to starter content in architecture you can see here that you have a wall that you can place here. The advantage of using BSP over static meshes is that all you have to do is create a box and then the room will automatically get created and the ball and the floor and the ceiling are automatically created however BSPbrushes sorry with static meshes you have to create in the individual floors as well as the ceiling as well as the walls or manually so after I've created this I have to duplicate it by pressing ctrl + W this will duplicate and I have to move it here to create the second wall and then ctrl W and then rotate it


 to create the floor and then ctrl W to create the ceiling. This is a time-consuming process. Another way is through using splines and blueprint that approach is actually much more advanced and I will not be covering it in this tutorial since we are we starting out our best bet is to use BSP brushes so, first of all, I'll create a box and resize it by pressing R on your keyboard there are three modes which you can shift between. First is by pressing W, where you can move the static mesh orthe selected object. Then if you press E you can go into rotation mode which will help you in rotating objects and then there is another mode called scaling which you can enter by pressing R which will allow you to scale the selected object in accordance with your desires now you can either scale individual XYand z-axis or you can just hover over this middlebox and then just increase its size like this will increase the size of the object on all axis to uniformly scale the object.

 Now let's put it into zero zero zero just to make the placement of the object inside the room much easier. everything is set to zero now we can. 2.25. A nice square room. Now the player is inside this box. However, we have not made this hollow so this is what's going to happen when you hit play. You're just going to start falling down or you're just gonna stay in one place you're going to stay in one however if you select this and then make it hollow, Now you will spawn inside a room. As you can see,

 Now all you have to do is press on this icon and hit this "Build lightning only" It will take a while to build lightning. Especially on larger projects. But since it's really small it'll generate it very quickly. So as you can see, now we have a completely dark room. Now let's make it a bit longer that's what she said. A bit wider. And now we have a nice-looking room. However, there's one problem, it's too dark! So let's light it up. First, let's add a point light right here and a spotlight as well for a realistic-looking light so if we only added a point light, I'm sorry if you only added a spotlight this is what the result would be like. This is not realistic at all. So that's why we add a point light to make them look a bit more realistic. So let's keep this and there is something that you can use other than spotlight and it's this red light. Basically Rect light, short for a rectangular light, is another form of the spotlight but it's in my opinion much better than it for emulating a realistic light. All you gotta do is rotate it90 degrees and it will do the work for you Let's move it to the centre.


 Zero zero zero and let's move it above. Again, set this to zero and we'll keep the Z where it is. It looks good. Now we can texture the wall. If you want to texture the wall, just go to start your content and in materials, you can select a wide range of assets. Oh sorry, *I meant* materials. Now you can use concrete or we can just use this basic wall which will look much nicer in my opinion. Basic Wall. Wall and this is for tiles alignment. If you *Press on "select" inside the Wall BSP* you can select all matching brush will select all of its sides, and now we can change the alignment to align surface planarly, to make this smaller like this. And as for the ceiling,


 Let's just put it like this.and alignment Surface Planar. And for the floor, I'm going to use this. It looks beautiful so I'm just going to use this so we have our basic room. Now it feels a bit empty although nice it feels empty and I don't really like these dark corners so in order to get rid of these corners all you really have to do this and this is some just make this area a lot brighter. Just set it to as much as you like. Make it movabust complement the light more. The orange-like plus a bluish light is actually a really good combination. Now that we have this setup, we can start adding our materials. Let's add this lamp. Move this lower.


 And move this to zero zero zero. Move this a bit above. and now we have, to put a bit lower yeah now it works. Now you have a very nice-looking lamp. Now we can add furniture. First of all, let's save this map (CTRL+S). Room. And hit save. now we can add a couch. align this here. Now we need to add a window however how do we add a window when all of this is closed? Well, it's really easy and another benefit of using BSP brushes just all of these are BSP now let's make a window This looks like a good position Only one window here. This is done via the BSP subtract tool okay. We can make it smaller and just put this here, put this here. We have a window you can disable snapping by pressing this button and then move it wherever you want. This is useful in areas where positioning is critical let's move it a bit back to the middle like this. Okay, this looks nice okay nice so one thing about a subtractive BSP brushes is that they don't only work on older BSP brushes that have been created before them. 



If it's too bright then, then set intensity to point three if you set it to point three and this will make the shadows much lighter in colour okay so we have the general room set up now we need to make a door as well we need top collision basically add sphere collision adds a sphere collision like this add a capsule collision adds a capsule to the collision like this or add box collision that is going to add a box collision that is aligned to the axis of the static mesh since it's a door and this is going to be a perfect collision for this door hit apply and this is just created a complex collision basically if you press your collisions and auto convex collision, this tab will open up and you can create complex collisions that are very accurate to the static mesh however I wouldn't really recommend it for doing about on a door. 


Same thing here. Orange. Hit okay. And it looks good, much better than before. and this I guess we can lower intensity. This would make it too dark. .2 is okay. You've gotta play around with these setting to know what's best for you and this does is add this rainbow effect to things we don't want to do it in excess a good thing good range or value I found 0.3 it's not too noticeable but it's there you can see it if you want to increase it just experiment with it and you'll see what fits for you. vignetteintensity like this to make the dark corners around the screen. Lens Flare, basically the round things, these things these are the Lens Flare. You can increase the intensity but the greater you increase it, it's going to start to also show up in what do you call it um in the reflections as well so I just don't increase it too much and the colour grading is used to grade what colours there should be used in the scene so 15,000 makes the scene much warmer,


 1000 makes the scene much colder or bluer. I usually set it to 5500but in this case we want a warm feeling so we're just going to go with 10,000global and this we can use it to saturate colours much more as you can see these colours are getting saturated much much more, for now, I'm just going to disable white balance shadows global contrast again this is something that you you're gonna have to play around with to g at here you can see that that area is brighter because that's where the light hits and black clip how dark these areas are white clip or how bright bright areas are I guess I'm not really seeing any difference I'm not sure about this one. So post-process material, ambient occlusion intensity this is ambient occlusion that adds fake shadow. Retracing this is something that I can not enable because I do not have RTX GPU. Motion blur something if you want to enable you can. Reflections type. You can change the type of reflection to screen space or raytracing. 


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