Sunday, June 8, 2025

05 XForm tools in modeling menu of Unreal Engine 5 6


Project Setup

  • Started a new project called modeling practice.

  • Set up a new empty level and saved it under Maps > modeling_practice.

  • Added atmospheric lighting using Environment Light Mixer and organized it under an Atmosphere folder.

  • Enabled the Modeling Tools Editor Mode plugin.


๐Ÿ”น Coordinate System & Pivot Points

  • Explained world space (X, Y, Z) vs. pivot points in 3D models.

  • Created 3 arrows with pivot set to base, center, and top respectively.

  • Demonstrated how pivot position affects object placement and rotation.


๐Ÿ”น Transform Tool Modes

  1. Shared Gizmo (World Space)

    • Moves or rotates multiple objects together using a central gizmo.

  2. Shared Gizmo Local

    • Rotates or scales each object around its own pivot point.

  3. Multi Gizmo

    • Lets you move, rotate, or scale each object independently.

  4. Set Pivot Mode

    • Temporarily moves the pivot to a custom position during multi-object transforms.


๐Ÿ”น Snap Dragging

  • Enabled snap dragging to precisely align and snap objects to each other.

  • Can snap by pivot point or clicked point.


๐Ÿ”น Align Tool

  • Align objects based on:

    • Z-axis, X-axis, or Y-axis

    • First selected, Last selected, or Combined center

    • Alignment by bounding box or pivot point


๐Ÿ”น Merge Tool

  • Combined two arrows into a two-headed arrow using the Merge function.

  • Options include:

    • Output type: Static, Dynamic, or Volume

    • Keep/delete inputs

    • Save as named output mesh


๐Ÿ”น Instance vs Duplicate

  • Alt + Drag creates instances – editing one updates all.

  • XForm > Duplicate creates independent copy with custom name, type, and keep/delete options.


๐Ÿ”น Edit Pivot Point

  • Used Edit Pivot to reposition pivot after object creation (top, bottom, center, etc.).

  • Essential for correct rotation, snapping, and alignment.


๐Ÿ”น Bake Transform

  • Used to reset translation, rotation, and scale values to 0 and 1.

  • Ensures objects load with the correct default orientation and size.


๐Ÿ”น Arrow Set Creation

  • Created directional arrows: North, East, South, West.

  • Rotated and baked transforms so that each arrow maintains its direction even after transform reset.

  • Scaled all arrows to 0.1 and baked again to make 0.1 their default size.


๐Ÿ”น Convert & Cleanup

  • Converted static meshes (arrows) to dynamic meshes to remove from disk.

  • Deleted static versions from the content drawer without affecting level instances.


Conclusion

  • Completed all core functions under XForm (Transform & Convert):

    • Transform, Align, Merge, Duplicate, Edit Pivot, Bake Transform, Convert

  • Set up for next session:

    • Pattern, Split, Transfer, Harvest Instances, ISM Editor

Saturday, June 7, 2025

04 Bevel Cut Triselect tools in Unreal Engine 5 6 Modeling Solving Poly...


Reloading and Editing the Chair

  • After re-opening the project, the chair created as a static mesh lost polygon selection capability.
  • Solution:
    • Use PolyGroup Edit to continue editing with face/edge/vertex tools.
    • Recommendation: Use Dynamic Mesh for editable models across sessions.

๐Ÿ”น Rebuilding Chair Using Dynamic Mesh

  • Recreated the simple chair model with:
    • Seat: 50×50×10 cm
    • Legs: Extruded 4 legs using Insert Loop and Extrude
    • Armrests and backrest: Created using Push/Pull, Cut Tool, and Offset

๐Ÿ”น Advanced Edge Operations

  • Introduced Cut Tool to manually slice geometry across irregular faces.
  • Demonstrated Insert Loop combined with Move Edge Tool for precise height adjustments.

๐Ÿ”น Bevel Tool Explained

  • Created a test box to demonstrate bevel:
    • Bevel distance controls the roundness of an edge.
    • Subdivisions increase smoothness.
  • Applied bevel on chair legs and armrest edges to round sharp corners.

๐Ÿ”น Working with Edge Loops & Edge Rings

  • Used Edge Loop and Edge Ring options under PolyGroup Edit > Edge Mode.
  • Enabled easier mass-selection of edge loops and adjusted them for refinement.

๐Ÿ”น Push/Pull vs Delete

  • Used Push/Pull instead of delete to avoid normal and shading issues.
  • Cutouts and armrest gaps were created with Push/Pull for clean geometry.

๐Ÿ”น TriSelect Tool (Triangle Selection)

  • Enabled brush-based selection for triangles.
  • Demonstrated reducing chair height by selecting and moving triangle sets.

๐Ÿ”น Finalizing and Saving the Chair

  • Used XForm > Duplicate to copy the dynamic chair.
  • Used Convert to convert the duplicated dynamic mesh into static mesh.
  • Saved final mesh as SM_SimpleChairCompleted for reuse across levels/projects.

๐Ÿ”š Conclusion and What’s Next

  • Fully modeled a clean, reusable chair with detailed editing tools.
  • All tools in the Select tab explored.
  • Next session will cover:
    • XForm (Transform)
    • DForm (Deform)

 


Friday, June 6, 2025

03 Explore select menu options in modeling menu of unreal engine 56


Project Setup

  • Opened SartvicOffice.uproject and continued work in modeling_practice level.

  • Switched off visibility for other static meshes (like SM_Gate, SM_SiteArea) to focus on a new model.


๐Ÿ”น Creating a Simple Chair

  • Started with a 100x100x100 cm box, pivot placed at base.

  • Converted into a seat platform:

    • Resized to 50x50x10 cm.

    • Adjusted using face selection and snapping (10 cm increments).


๐Ÿ”น Modeling Chair Legs

  • Used Insert Loop to subdivide the seat into 5x5 grid (for 10 cm blocks).

  • Selected four corner faces and used Extrude to create chair legs with 50 cm height.


๐Ÿ”น Backrest Modeling

  • Selected six top faces and six side faces for the backrest support.

  • Used Offset to displace selected faces by 2 cm outward.

  • Push/Pull tool explored for vertical extrusion and geometry subtraction.

  • Used Extrude (preferred over Push/Pull when no subtraction is needed).


๐Ÿ”น Backrest Detailing

  • Created 6 loop cuts for further subdivisions.

  • Connected top bar to backrest using Push/Pull (40 cm height).

  • Added decorative crossbars using selective extrusion on mid-faces.


๐Ÿ”น Inset and Merge Face Operations

  • Merged 12 seat faces into a single face for cleaner modeling.

  • Used Inset to create a recessed area on the seat surface.

  • Pulled it down slightly using 1–2 cm snapping increments.


๐Ÿ”น Leg Detailing with Outside Inset

  • Applied Outside to extend the leg faces.

  • Pulled extended leg parts downward by 10 cm using Extrude.


๐Ÿ”น Important Notes

  • Static Meshes lose editability after saving and reopening.

    • Recommended to model using Dynamic Meshes until final export.

  • Saved final mesh as SM_SimpleChair.


๐Ÿ”น Next Session Preview

  • Remaining tools like:

    • Bevel

    • XForm (Transform)

    • DForm (Deform)

  • Will be covered in the next class.

Wednesday, June 4, 2025

02 Exploring Create Menu Options in Modeling mode of Unreal Engine 5.6


Unreal Engine 5.6 Official Release

  • 5.6 moved from preview to official release.

  • Must install with:

    • Starter Content

    • Templates

    • Engine Source

    • MetaHuman Core Data

  • Optional to skip debug symbols to save space.


๐Ÿ”น Continuing from Previous Session

  • Reopened modeling_practice level.

  • Ensured models are saved to My_Created_Models folder (updated project settings).


๐Ÿ”น Modeling Tools – “Create” Menu Exploration

๐Ÿงฑ Box

  • Can set width, depth, height in cm.

  • Subdivision affects mesh smoothness (more subdivisions = more polygons).

  • Wireframe view helps visualize subdivisions.

  • More subdivisions = smoother deformation but heavier GPU load.


Sphere

  • Static, Dynamic, or Volume types.

  • Subdivision types:

    • Box: Uniform mesh.

    • Latitude/Longitude: Poles form triads (less uniform).


๐Ÿฅซ Cylinder

  • Radius, height, radial slices (define circular smoothness), and height subdivisions.

  • Radial slice = number of circular segments.


๐Ÿงข Capsule

  • Cylinder with hemispherical ends.

  • Adjustable:

    • Radius

    • Cylinder length

    • Hemisphere slices

    • Cylinder subdivisions


๐Ÿ”บ Cone

  • Adjustable radius, height, and segment detail.

  • Used for simple pointed shapes.


๐Ÿฉ Torus

  • Donut-shaped geometry.

  • Control:

    • Major radius (overall size)

    • Minor radius (ring thickness)


➡️ Arrow

  • Customize shaft and head dimensions, radial segments, and slice count.


๐Ÿ“ Rectangle, Disc, and Polygon Shapes

  • Rectangles: Width, height, subdivisions.

  • Disc: Change radial slice to convert to triangle, square, hexagon, etc.


๐Ÿชœ Stairs

  • Types: Linear, Floating, Curved, Spiral.

  • Adjustable step count, dimensions, curve radius, and angle.


๐Ÿงฑ Cube Grid Tool

  • Used to build structures like gates by snapping 3D blocks.

  • Press E to extrude up, Q to inset or carve, Z to enable vertex edit.

  • Shift+E moves extrusions without connecting.


๐Ÿ“ Extrude Polygon Tool

  • Modes: Freehand, Circle, Square, Rectangle, Rounded Rectangle, Ring.

  • Create 2D shape → Extrude into 3D geometry.

  • Example: custom building base, ring shapes.


๐Ÿ›ค️ Extrude Path Tool

  • Draw 2D paths and extrude into 3D forms (like beams, trims).


๐ŸŒ€ Revolve Path Tool

  • Draw shape and revolve around an axis.

  • Create vases, pillars, cylindrical decorative elements.


๐ŸŽข Draw Spline + Mesh/Revolve

  • Draw spline in 2D.

  • Use Revolve Spline for radial extrusion (lofting).

  • Use Mesh Spline to convert closed splines into mesh geometry.


๐Ÿ”š Conclusion

  • All Create tools in the Modeling Mode explored.

  • Next session will cover:

    • Transform (XForm)

    • Deform (DForm) tools to modify created shapes.

Tuesday, June 3, 2025

01 Modeling Basics: Triads and Polygroups in Unreal Engine 5 6


Introduction to Asset Creation in Unreal Engine

  • Transition from using pre-built assets to creating custom assets within Unreal Engine using modeling tools.

๐Ÿ”น Basics of 3D Modeling

  • Vertex: A point in 3D space.
  • Edge: A line connecting two vertices.
  • Face: A surface formed by three or more edges.
    • Triad: Face with 3 vertices (triangle).
    • Quad: Face with 4 vertices (rectangle).
    • N-gon: Face with more than 4 vertices.

๐Ÿ”น 3D Modeling in Unreal Engine

  • Unreal Engine uses real-time rendering, unlike offline rendering in software like Blender or Maya.
  • All models are internally converted to triangles (triads) in Unreal for performance.

๐Ÿ”น Project Setup

  • Download assets: houseplan_images.zip and SathvikOffice.zip.
  • Set up a new Unreal Engine project and level named modeling_practice.
  • Save new models to a folder called "my_created_models" for persistent use across levels.

๐Ÿ”น Enabling Modeling Tools

  • Enable plugins:
    • Modeling Tools Editor Mode
    • Static Mesh Editor Modeling Mode
  • Restart Unreal Engine after enabling.

๐Ÿ”น Using the Modeling Interface

  • Access Modeling Mode via Shift + 5.
  • Categories include Create, Transform, Deform, Model, UVs, Bake, etc.

๐Ÿ”น Primitive Modeling: Box Example

  • Options:
    • Static Mesh: Saved to disk, reusable.
    • Volume: Invisible mesh used for triggers or physics.
    • Dynamic Mesh: Exists only in current level, temporary.

๐Ÿ”น Understanding Units

  • Default Unreal units are in centimeters (1 meter = 100 cm, 1 foot = 30.48 cm).
  • Use Google or calculator to convert real-world sizes.

๐Ÿ”น Creating Site Area

  • Use box primitive with dimensions 12.19m x 18.28m (converted to cm).
  • Adjust thickness (e.g., 1 ft = 30.48 cm).
  • Save and rename mesh with Unreal naming convention: SM_SiteArea.

๐Ÿ”น Vertex, Edge, Face Selection Modes

  • Use icons to edit models at vertex, edge, or face level.
  • Wireframe and polygroup mode help visualize and group geometry more intuitively.

๐Ÿ”น Conclusion

  • This session covered the basics of 3D modeling using Unreal’s built-in tools.
  • Upcoming sessions will explore the full "Create" menu in depth and begin constructing the building step-by-step.

 


Saturday, May 31, 2025

21 D03_H03_04 Adding Bloom, Flare and Fog with realistic imperfections u...


Session 21 Summary – Final Touches, Post Process, Fog & Rendering


๐Ÿ”ง Project Setup

  • Downloaded and extracted camera settings - add files for imperfection render.zip

  • Replaced required .uasset, .umap, and sequence files in the appropriate Unreal project folders.

  • Set Module_7 as the default Editor & Game Map for startup.


๐ŸŽฅ Sequence Adjustments

  • Fixed focus issues manually on the CU_Tray camera using manual focus distance and keyframes.

  • Rearranged shots in the Sequencer for better narrative flow:

    • Started with crane shot → panning → trolley → closeups → zoom out.


๐ŸŽ›️ Post Process Enhancements

  • Added a Post Process Volume (PPV) to the level:

    • Set Infinite Extent (Unbound) for global effect

    • Adjusted Exposure settings manually for all cameras

    • Enabled Lumen lighting for realistic GI and reflections


๐Ÿ’ก Cinematic Effects Added

  • Bloom: Enhanced glow of bright lights

  • Lens Flare: Added subtle lens reflections for realism

  • Bokeh Size: Simulated real camera blur

  • Vignette: (optional) darkened edges of the frame

  • Image Sharpening: Enhanced overall crispness


๐ŸŽจ Color Grading (In-Engine)

  • Applied custom LUT created in DaVinci Resolve

  • Enabled LUT in Post Process > Misc > Color Grading Look

  • Manually controlled Shadow, Midtone, Highlight saturation to refine image directly inside Unreal


๐ŸŒซ️ Fog & Lighting Volumetrics

  • Added Exponential Height Fog to simulate atmospheric depth

  • Enabled Volumetric Fog and set proper scattering colors

  • Controlled Fog Density and spotlight Volumetric Scattering Intensity to get cinematic light shafts


๐ŸŽž️ Final Rendering Process

  • Two rendering options discussed: Movie Render Queue and Movie Capture

  • Enabled Movie Render Queue via Plugins

  • Configured:

    • Apple ProRes 422 Codec

    • Resolution: 1920x1080, Framerate: 24 fps

    • Saved render as a reusable Preset

  • Fixed missing object bindings in some shots before final rendering


Session Outcome

  • Completed final cinematic render with:

    • Shot sequencing

    • Color grading

    • Post effects

    • Volumetric fog

    • Full resolution output via Movie Render Queue


๐Ÿ Wrap-up

Completed a full one-shot cinematic short film using only Unreal Engine’s native camera, lighting, and post tools — marking the conclusion of the introductory 21-session Unreal Filmmaking series.

Next chapter: Modeling and asset creation in Unreal Engine

Friday, May 30, 2025

20 D04_H03_03 Adding HDRI Backdrop Light and Color Grading using LUTs in...


Session 20 Summary – Color Grading & LUTs in Unreal Engine

๐Ÿ”น Understanding Gamma & Color Science

  • Linear RGB: How camera sensors capture light — brightness is directly proportional to light intensity.

  • sRGB: How human vision perceives light — more sensitive to shadows and midtones.

  • Gamma Curve: Used to convert linear RGB to sRGB for realistic display on screens.

  • 18% Gray Concept: Human eye perceives mid-gray at ~18% intensity, not 50%.


๐ŸŽจ Creating a D-Log Look in Unreal

  • D-Log: A flat, low-contrast image format used for capturing max color detail (like in RAW photography).

  • In Unreal:

    • Use Post Process Volume > Film settings.

    • Set Toe and Shoulder values to 0 to simulate a D-Log image.


๐Ÿ–ผ️ HDRI Backdrop for Environment Lighting

  • HDRI images used to simulate realistic environments (like city streets or forests).

  • HDRI adds ambient light and reflections to the 3D scene, mimicking real-world locations.


๐Ÿงช Color Grading Workflow with DaVinci Resolve

  1. Export High-Resolution Screenshot from Unreal (via console or capture tools).

  2. Open DaVinci Resolve, import:

    • Unreal scene screenshot

    • LUT reference image (RGB 16x1)

  3. Apply color corrections using:

    • Curves (Toe, Slope, Shoulder)

    • Temperature, Tint, RGB channel tweaks

  4. Transfer the color grade to the reference LUT image.


๐Ÿ“ Generating and Importing the LUT

  • Export the graded LUT image (PNG) from DaVinci.

  • Import into Unreal Engine under a LUTs folder.

  • Set Texture properties:

    • Mip Maps: Disable

    • Texture Group: Set to Color Lookup Table

  • Save and close.


๐ŸŽฅ Applying LUT in Unreal Engine

  • In Post Process Volume, go to:

    • Misc > Color Grading LUT

    • Select the imported LUT texture.

  • Repeat for all cameras (Rig1, Rig2, etc.).

  • Ensure Toe and Shoulder are set to 0 for consistent D-Log base.


Key Outcomes of the Session

  • Understood the theory of Gamma, Linear RGB, and sRGB.

  • Applied D-Log look to Unreal shots using Film settings.

  • Color graded in DaVinci Resolve using LUTs and curves.

  • Imported custom .PNG LUT into Unreal and applied across all cameras