Saturday, June 28, 2025

05 Unreal Engine for Architects Building the Staircase


Session 5 Summary: Modeling the Stilt Floor Staircase in Unreal Engine 5.6


๐Ÿ”„ Project Setup

  • Continued from apartment_set4.zip.

  • Opened apartment_4_lift_and_stairs and saved as apartment_5_stairs_completed.


๐Ÿ“ Adjusting Ceilings and Pillars for Stair Clearance

  • Increased stair width around the lift to 100 cm by modifying ceiling meshes using polygroup edit.

  • Adjusted pillar positions (pillar_6, pillar_9, pillar_10) to align with the new ceiling layout.


๐Ÿงฎ Staircase Dimensions and Calculation

  • Total height from stilt to ground floor: 240 cm, minus 30 cm slab = 210 cm climb height.

  • Divided into 3 flights of 5 steps each.

  • Each step: 14 cm height × 26 cm depth.

  • Stair width: 100 cm.


๐Ÿชœ Creating Stair Flights

  • Created first flight using Stair tool (Dynamic Mesh) with:

    • Type: Floating

    • Steps: 5

    • Height: 14 cm

    • Depth: 26 cm

  • Positioned and aligned using Transform tools.


๐Ÿงฑ Adding Parapet Walls

  • Used Insert Edge Loop + Push/Pull tools to extrude parapet wall to 90 cm (3 ft) height.

  • Straightened parapet walls by aligning vertices using polygroup edit.


๐Ÿ“‹ Stacking and Arranging Stair Flights

  • Duplicated stair flights using XForm Pattern along Z-axis (3 levels).

  • Rotated and placed them to wrap around the lift shaft in a U-shape.

  • Ensured alignment and step continuity across all levels.


๐Ÿ”ง Fixing Gaps and Finishing Geometry

  • Used Push/Pull and vertex alignment to:

    • Extend platforms

    • Connect parapets

    • Remove unwanted gaps

    • Ensure visual continuity across steps

  • Merged all stair segments using Boolean Union.


๐Ÿงพ Finalization

  • Named the final mesh as sm_stilt_stairs.

  • Converted dynamic mesh to static mesh using XForm > Convert.

  • Applied UV unwrap (polygroup-based).

  • Assigned material: ML_Pillar_Concrete.


End Result

  • Fully functional, structurally accurate staircase built around the lift shaft for the stilt floor.

  • Proper geometry, material, alignment, and parapet detailing in place.

  • Ready for upper floor stairs in the next session

Thursday, June 26, 2025

04 Unreal for Construction Build the Elevator Area


Session 4 Summary: Modeling the Lift in Unreal Engine 5.6


๐Ÿ”„ Project Setup

  • Continued from previous session using apartment_set3.zip.

  • Opened the apartment_set3_ceilings level and saved as apartment_04_lift_and_stairs.


๐Ÿงฑ Lift Shaft Modeling (Stilt Floor)

  • Created outer lift shaft: 1.3m × 1.3m × 2.4m (for ground floor).

  • Created inner hollow space: 1.2m × 1.2m × 2.3m.

  • Used Boolean (A − B) to create lift walls with thickness.

  • Named mesh: lift_area.


๐Ÿšช Lift Door Opening

  • Created door cutout: 90cm (W) × 210cm (H).

  • Aligned and used Boolean difference to cut out door space.

  • Rotated and aligned lift to proper entry side of the apartment.


๐Ÿงฑ Lift Shaft Base Cut in Site Mesh

  • Created small box (128cm × 128cm) to cut hole in sm_site_area using Boolean difference.

  • Updated site mesh with new boolean cutout for lift foundation alignment.


⬆️ Stacking Lift Shafts Across Floors

  • Used XForm Pattern tool to duplicate lift shaft up to all floors (Z-axis).

  • Adjusted heights for floor variations:

    • Ground floor: 2.4m

    • All other floors: 3m

  • Renamed as:

    • lift_area_1 (2.4m)

    • lift_area_2, lift_area_3 (3m mid)

    • lift_area_4 (3m top)


๐Ÿ•ณ️ Lift Movement Path (Vertical Shaft Cuts)

  • Created smaller box (110cm × 110cm) to simulate lift's vertical path.

  • Used Boolean (A − B) to cut top and bottom holes in each lift mesh for continuity.

  • Ensured complete lift shaft openness through all floors.


๐Ÿงพ Static Mesh Conversion & Naming

  • Converted all lift areas to static meshes:

    • sm_lift_area_2.4m

    • sm_lift_area_3m

    • sm_lift_area_3m_top

  • Removed redundant intermediate mesh (sm_lift_area_3).

  • Optimized by sharing the same mesh for mid-floors (2 & 3).


๐ŸŽจ UV Mapping & Material Application

  • Applied UV Unwrap (Polygroup-based) on all static meshes.

  • Applied consistent material: ML_Pillar_Concrete for visual realism.


End Result

  • Fully functional and optimized lift shaft with:

    • Internal walls

    • Openings per floor

    • Door cuts and base cut in floor mesh

  • Ready for staircase modeling in next session.

Monday, June 23, 2025

03 Unreal for Architects Build Pillars and Ceilings


๐Ÿ—️ Session 3 Summary: Creating Pillars and Ceilings in Unreal Engine 5.6


๐Ÿ”„ Project Setup

  • Continued from previous session using apartment_set2.zip.

  • Saved a new working level as apartment_02_with_pillars.


๐Ÿงฑ Pillar Creation and Placement

  • Pillar dimensions: 1ft × 2ft, height: 12.15m (converted to cm).

  • Created as a dynamic mesh, then converted to a static mesh named SM_Pillar.

  • Positioned 18 pillars as per stilt floor plan using:

    • Manual placement for the first pillar.

    • XForm Pattern Tool to duplicate and space additional pillars.

    • Accurate placement via axis calculations (e.g., moved by 3.8m, 5.96m, 1.47m).

  • Used align tools to align and position rows of pillars.

  • Named pillars systematically (e.g., SM_Pillar_1 to SM_Pillar_18).


๐ŸŽจ Material Application to Pillars

  • Downloaded "Smooth Precast Concrete" material from FAB plugin.

  • Applied material to the base mesh so all instances reflect it.

  • Reset overridden instance materials for consistency.


๐Ÿงฑ Ceiling Construction (Floor Slabs)

  • Calculated ceiling size: width 10.19m, depth 14.61m, height 15.24cm.

  • Subtracted area for staircase and lift (3.8m × 3m) using Boolean Difference.

  • Renamed assets as SM_Ceiling, SM_SiteArea.

  • Aligned ceiling height to match architectural levels:

    • Ground Floor at 2.4m

    • First Floor at 5.4m

    • Second Floor at 8.4m

    • Third Floor at 11.4m


๐Ÿงฉ Final Adjustments

  • Repositioned pillars to avoid intersecting with staircase/lift space.

  • Converted ceiling mesh to static mesh and applied concrete material.

  • Ensured alignment and material consistency.


End Result

  • Completed all 18 pillars and 4 floor slabs for ground to third floor.

  • Scene now includes site, compound, gate, pillars, and ceiling/floor slabs.

  • Saved progress in apartment_03_ceiling level.


๐Ÿš€ Next Session:

Begin modeling the staircase and lift area using the remaining structural details.

Friday, June 20, 2025

02 Design the Compound Wall Architecture in Unreal Engine 5 6


Session 2 Summary: Building the Compound Wall and Gate in Unreal Engine 5.6

  • ๐Ÿ”„ Project Setup
    • Continued from previous session using apartment_set1 project.
    • Opened apartment_01 level from /Content/Maps.
  • ๐Ÿงฑ Compound Pillar Creation
    • Pillar dimensions: 1.5ft × 1.5ft × 6ft (converted to cm).
    • Used prebuilt asset from FAB's wall_bundle → duplicated and named sm_compound_pillar.
    • Scaled, moved, and edited using polygroup edit to fit exact measurements.
    • Placed:
      • 4 Front Pillars (using Pattern tool)
      • 4 Back Pillars (duplicated from front)
      • 4 Left Pillars and 4 Right Pillars (placed using X-axis pattern & align tool)
      • Renamed each pillar for organization.
  • ๐Ÿšช Gate Installation
    • Gate dimensions: 12ft (W) × 0.5ft (D) × 6ft (H).
    • Used fence_metal_a_tall_a asset → duplicated as sm_main_gate.
    • Edited dimensions using polygroup edit to match gate placeholder box.
    • Aligned and positioned perfectly between front pillars.
  • ๐Ÿงฑ Compound Wall Setup
    • Wall dimensions: 12ft (W) × 1ft (D) × 4.5ft (H).
    • Used pillar-less wall from wall_bundle → duplicated as sm_compound_wall.
    • Adjusted height using polygroup edit to match design.
    • Duplicated and positioned for:
      • Front (2 walls)
      • Right (5 walls)
      • Left (5 walls)
      • Back (3 walls)
    • Named each wall segment (e.g., compound_wall_right_2, etc.)
    • Used boolean union for combining front walls.
  • ✂️ Site Area Cleanup
    • Edited sm_site_area mesh using polygroup editing to fit within walls.
    • Removed excess area under gate using a boolean subtraction (A–B) with a box mesh.

End Result

  • Fully constructed and aligned compound with pillars, gate, and walls around the site.
  • All elements are cleanly named, positioned, and optimized.
  • Ready for the next step: Building the actual apartment structure.

 


Thursday, June 19, 2025

01 Get Free Materials from Polyhaven and Fab to build Site Area


Summary: Converting 2D Plan into 3D Walkthrough in Unreal Engine 5.6 – Session 1

  • Introduction & Objective

    • Kickstarted a new series on converting a 2D structural apartment plan into a 3D walkthrough for virtual film production.

  • ๐Ÿ“ Site Setup

    • Used a 40ft × 60ft site (12.19m × 18.28m) as per the given plan.

    • Resources like houseplan_images.zip and apartment_set_01.zip were imported.

  • ๐Ÿงฑ Project Initialization

    • Created a new Unreal Engine 5.6 project named apartment_set.

    • Set up environment lighting using the Environment Light Mixer (Skylight, Directional Light, Sky Atmosphere, etc.)

  • ๐ŸŒ Creating Ground Plane

    • Modeled a large static mesh ground using Modeling Mode > Box (10,000cm × 10,000cm × 60cm).

    • Applied a custom ground material using 4K textures from PolyHaven.

  • ๐ŸŽจ Material Creation Basics

    • Created a material named ground, connected base color, displacement, normal, roughness, and specular maps.

    • Enabled Nanite Tessellation for realistic ground displacement.

  • ๐Ÿ“ Plot Boundary Placement

    • Modeled and placed a site boundary mesh (SM_Site_Area) using plan dimensions.

    • Applied tiled material using a free asset from FAB plugin (e.g., hexagonal tiles).

    • Adjusted UVs with Unwrap and Transform UV for correct tiling scale.

  • ๐Ÿงฑ Importing Prefabs from FAB

    • Installed FAB UE Plugin, downloaded free wall bundle (compound wall assets).

    • Imported 183 wall assets for use in the next phase (compound construction).


๐Ÿ“Œ Next Session Preview:

Begin modeling and placing the compound walls around the site using imported wall prefabs.

Tuesday, June 17, 2025

12 create minars and complete Gol Gumbaz Model in Unreal Engine


๐Ÿ•Œ Session 12 Summary – Final Modeling of Gol Gumbaz Structure

๐Ÿงฑ 1. Project Setup

  • Opened Golgumbus_part3 project from Patreon zip.

  • Deleted temporary projection mesh inside the dome area.


๐Ÿ•ณ️ 2. Cutting Open the Central Dome

  • Created a cylinder (radius: 2100) and used Trim tool on main structure to open up the top.

  • Adjusted cylinder height to fix gap manually (−40 units on Z).

  • Later switched to Boolean (A−B) for a cleaner cut (avoiding visible gap caused by Trim).


๐Ÿ—ผ 3. Creating a Single Minar (Minaret)

  • Created a cylinder (radius: 300) as minar base.

  • Extended top using Push Pull and scaled upper section.

  • Added Insert Edge Loops (8 cuts per side) and selected alternate faces.

  • Applied Push Pull (30 units) on selected faces for decorative pattern.

  • Created top dome inset using Inset + Push Pull (60 units up/down).


๐Ÿ›️ 4. Hollowing the Minar

  • Created a smaller inner cylinder (radius: 290).

  • Used Boolean (A−B) to subtract and create inner walls.


๐Ÿšช 5. Adding Decorative Door Arches

  • Reused SM_door_1 mesh.

  • Scaled down (0.08) and rotated to match each side.

  • Placed 8 door arches around the minar using Alt + drag + rotate.

  • Merged them into one mesh and used Boolean (Difference A−B) to cut clean door openings into minar.


⛓️ 6. Minar Vertical Stacking

  • Used Pattern Tool (Z-axis) to stack minar segments vertically (height adjusted to 4200 units).

  • Tweaked vertical spacing with offset (−30) to avoid visible gaps.


๐Ÿชœ 7. Spiral Staircase Inside Minar

  • Created spiral stairs (angle: 360°, inner radius: 110).

  • Adjusted steps (width: 100, count: 18) to match each floor height.

  • Repeated staircase across all floors manually using Alt + drag.

  • Named and organized stair components (stairs_1 to stairs_11).


๐Ÿ”บ 8. Adding Top Dome

  • Copied dome from main structure.

  • Scaled down to 0.15 and aligned on top of minar.

  • Applied Bake Transform to apply scale/rotation cleanly.


๐Ÿ“ฆ 9. Merging and Duplicating Minars

  • Grouped stairs and domes under minar_main.

  • Copied and placed 4 minars at each corner of Gol Gumbaz using Alt + drag.

  • Slightly repositioned each minar to avoid overlapping.


๐Ÿ–ผ️ 10. Adding Arch Pattern Design on Walls

  • Reused arch patterns, applied Pattern (Linear) tool.

  • Rotated and placed them along all four building sides.

  • Final adjustments made to width (4750 units).


๐Ÿ“ธ 11. Finalization

  • Saved all.

  • Instructed students to take a high-resolution screenshot of the final model.

  • Mentioned next session will cover Voxel-based tools.

Monday, June 16, 2025

11 Edit Imported and Market Place Meshes in Unreal Engine 5 6


Session 11 Summary – Fixing Normals, Assembling Doors, Mesh Editing, and Projection Tool

๐Ÿ”ง 1. Import & Fix Blender Export Normals

  • Imported door_edited.fbx from Blender into Unreal.

  • Identified rendering issue due to flipped normals (red face orientation in Blender).

  • Fixed normals using Mesh > Normals > Flip in Blender and re-exported FBX.


๐Ÿšช 2. Door Assembly in Unreal

  • Imported 4 components of the door: full frame, top, bottom, single door.

  • Used XForm > Edit Pivot to set accurate pivot points for animation-ready rotation.

  • Assembled components and positioned precisely using front and right views.

  • Parented door top and bottom to the single door frame for hierarchy.


๐Ÿ” 3. Creating Mirrored Doors

  • Duplicated and rotated doors manually (instead of using Mirror tool) to allow independent animation of left and right doors.

  • Renamed duplicated structures to single_door_left and single_door_right.

  • Parented both to the full_door_frame.


๐Ÿ›️ 4. Replacing Old Doors with New Doors

  • Replaced four original placeholder doors in the main structure.

  • Used copy-paste transform method for accurate placement.

  • Applied scale adjustment (0.9) to fit door frame precisely into cutouts.

  • Ensured proper alignment and rotation (e.g., 90° for rotated doors).


๐Ÿงฐ 5. Mesh Editing Tools for Imported Geometry

  • Imported meshes can't be directly edited with polygroup tools.

  • Used Tri Select + Create Polygroup to isolate faces based on angle or material.

  • Enabled further edits using Model > Polygroup Edit, Push Pull, Inset, etc.


๐Ÿงฑ 6. Mesh Tools Used

ToolFunctionality
Tri SelectSelects faces using angle, material, connected topology
Triangle EditAllows direct manipulation at triangle level (extrude, push, etc.)
Fill HoleCloses mesh holes
WeldMerges duplicate vertices and edges
UnionCombines two meshes into one
JacketFixes overlapping or inverted mesh topology
SimplifyReduces triangle count while preserving shape
RemeshSubdivides mesh for finer surface detail editing
Auto UVGenerates UVs for imported meshes
DisplaceUses texture maps to emboss/displace geometry (used door flower texture)

๐ŸŒธ 7. Texture-Based Displacement

  • Applied Remesh to door top and bottom to increase geometry resolution.

  • Used Auto UV for texture mapping.

  • Applied Deform > Displace using door_texture with intensity -20 and UV scale 2x2 to emboss floral design.


๐Ÿ” 8. Mirroring & Duplicating Final Doors

  • Adjusted pivot, grouped left/right doors under main door frame.

  • Duplicated and placed new doors in all four cutouts of Golgumbaz main wall.

  • Used manual transformation and parenting for better control.


๐ŸŽฏ 9. Bonus: Project Tool (Advanced Demonstration)

  • Created a thin tall mesh and patterned it in a circle around the dome.

  • Used Mesh > Project to wrap geometry onto the dome.

  • Settings adjusted: Shape Preserving, No Collapse, Triangle Count, Parallel Mode.


๐Ÿ“‹ 10. Final Notes

  • Used Inspect Tool to analyze mesh structure and triangle counts.

  • Saved project; session concluded with clean integration of detailed doors and basic projection.


๐Ÿ—️ Next Session Preview

  • Modeling the 4 Minarets to surround the main Golgumbaz structure

Saturday, June 14, 2025

10 Mesh cut and Design Gol Gumbaz Main Structure


Session 10 Summary – Modeling Golgumbaz Main Structure + Blender Integration

๐Ÿ”น Project Setup

  • Opened Golgumbas_part1 project from the Patreon zip file.

  • Loaded the Golgumbas map and prepared it for further editing.


๐Ÿงฑ Modeling the Main Structure in Unreal

  • Extended the Dome Cap:

    • Used Tri Select + Create PolyGroup in Mesh menu to group top dome faces.

    • Scaled up to elongate the dome’s top section.

  • Created Main Building Block:

    • Used two boxes (outer: 5100×5100×3100 cm, inner: 5000×5000×3000 cm).

    • Aligned both using XForm > Align.

    • Used Boolean (A - B) to hollow out inner space, forming walls.

  • Wall Panel Division:

    • Used Insert Edge Loops and Polygroup Edit > Vertex Movement to enlarge center panels.

    • Added Inset + Push Pull on all wall faces to emboss vertical indents.


๐Ÿšช Creating Doorways Using Mesh Cut

  • Modeled Arch Door Base:

    • Created a Capsule, cut top and sides using Plane Cut.

    • Refined shape using Deform > Lattice to make it sharper.

  • Used Mirror Tool to duplicate and complete the arched door symmetrically.

  • Placed Doors on All Four Walls:

    • Duplicated and rotated door blockings for each side.

    • Precisely positioned using top/front views.

  • Cut Doors into Main Wall:

    • Used Mesh Cut instead of Boolean:

      • Keeps the cut part as a separate mesh, unlike Boolean which removes it.

    • Renamed results as sm_door_1, sm_door_2, etc.


๐Ÿ”„ Exporting to Blender for Detailed Door Design

  • Exported sm_door_1 to FBX for editing in Blender.

  • In Blender 4.4:

    • Deleted default objects, imported door FBX.

    • Traced arch profile using Bezier Curves for the door frame.

    • Applied Bevel Profile Geometry to generate decorative arch.

    • Converted curve to mesh and modeled frame sections (top, bottom).

    • Created inset details and extruded faces for thickness.

    • Ensured symmetry, scaling, and applied transforms.

    • Exported final door components as FBX for Unreal.


Tools Explored in This Session

ToolPurpose
Tri Select + Create PolyGroupGrouping mesh areas for transformation
Boolean (A - B)Create hollow wall structures
Inset + Push PullCreate wall indentations and reliefs
Mesh CutCut geometry and keep separated cut piece
Plane CutSlice geometry to form custom shapes
Lattice DeformRefine curved or organic mesh deformation
MirrorSymmetrically duplicate half geometry
Blender Bezier & ExtrudeCreate ornate door design for import

๐Ÿ“ฆ Next Session Preview

  • Import detailed Blender FBX door model into Unreal.

  • Integrate framed doors into the Golgumbaz main structure.

Friday, June 13, 2025

09 Modeling GolGumbaz Dome in Unreal Engine 5 6


Session 9 Summary – Modeling Gol Gumbaz Dome in Unreal Engine

  • New Project Setup:
    Created a new Unreal project named Golgombus using the Blank template. Lighting was added via Environment Light Mixer and organized under a folder named atmosphere.

  • Creating the Dome (Gumbaz):

    • Outer dome: Sphere with 44m diameter (radius = 2200 cm).

    • Inner dome: Sphere with 38m diameter (radius = 1900 cm) for hollowing.

    • Used Boolean A - B operation to subtract the inner dome from the outer to form a hollow shell.

  • Cutting the Dome Base:

    • Used Plane Cut to slice the bottom of the dome flat and extruded it downward by 10 meters to form the base cylinder.

  • Adding Windows:

    • Windows sized 2m x 4m, positioned 1m above the base.

    • Instead of manual cuts, used box + circular pattern tool to create 24 evenly spaced windows around the base, then applied Boolean difference.

  • Creating Decorative Arch Pattern:

    • Modeled using a capsule primitive, sliced with Plane Cut.

    • Created border using Inset, then Push/Pull to extrude inner surface.

    • Added loops and applied Warp > Bend (35°) for curvature, then arrayed using Circular Pattern Tool at a radius of 2200 cm.

  • Top Crown Structure (Kalasha-like design):

    • Created using Revolve from Spline (drawn in top view).

    • Final object was rotated and placed on top of the dome.

  • Final Touches:

    • All actors were renamed and organized.

    • Pivot points were adjusted to maintain symmetry and transformation consistency.

    • Project saved with a fully modeled Gol Gumbaz dome ready

Thursday, June 12, 2025

08 How to use Polygroup Edit and Subdivide in Unreal Engine 5 6


Session 8 Summary – Model Menu: Polygroup Edit & Subdivide Tools

๐Ÿ”น Project Setup

  • New project: polygroup_practice.

  • Created a new level with atmospheric lighting (Sky Light, Directional Light, Sky Atmosphere, Cloud, Fog).

  • Switched to Modeling Mode (Shift + 5).


๐Ÿงฉ Polygroup Edit Tools

๐Ÿ”ธ Selection Filters

  • Choose to edit vertices, edges, or faces.

  • Use edge loop selection for efficient edge operations.

๐Ÿ”ธ Core Tools

  • Extrude: Pulls geometry outward (supports normal-based and even extrusion).

  • Offset: Offsets faces, especially at corners (90°), with even spacing options.

  • Push/Pull: Moves geometry with deletion or flattening effect (unlike Extrude).

  • Inset / Outset: Creates inner or outer face boundaries for further modeling.

  • Bevel: Adds curvature to edges by defining bevel width and subdivisions (curve effect).

  • Delete Faces: Removes selected faces (can lead to flipped normals).

  • Flip Normals: Changes the direction of face normals for rendering visibility.

  • Fill Hole: Closes any open polygon loops or gaps.

  • Insert Edge Loop: Adds edge loops to control shape and support subdivisions.

  • Cut Faces: Manually slice geometry for custom face shapes.

  • Duplicate: Clones a face, often used to construct new sections like roofs.

  • Collapse: Collapses all selected vertices into one central vertex.

  • Weld: Merges selected vertices into one.


๐Ÿ› Modeling Exercise Examples

  • Structure with Pillars: Used cut face and push/pull to design four-pillar base and a roof with dome effect.

  • Flipped Normals: Demonstrated face direction effects on visibility.

  • Gopuram-like Roof: Created with extrude + collapse + weld for vertex merging.


๐ŸŒ€ Subdivision Tools

๐Ÿ”ธ Types of Subdivision

  • Catmull-Clark:

    • Smooths and rounds geometry heavily.

    • Ideal for organic forms but distorts hard edges.

    • Based on mathematical interpolation of edge loops.

  • Bilinear:

    • Maintains shape better with even face division.

    • Ideal for mechanical or hard-surface models.

  • Loop Subdivision:

    • Triangle-based subdivision for specific mesh structures (less commonly used).

๐Ÿ”ธ Subdivision Control with Edge Loops

  • Added supporting edge loops to preserve geometry shape during subdivision.

  • Example: Created a coffee cup model with clean bevels and inside extrusion.

๐Ÿ”ธ Demo Comparison

  • Created three labeled cubes (sm_cap, sm_bilinear, sm_catmul) to visualize:

    • Catmull-Clark (spherical result),

    • Bilinear (retains boxy shape),

    • Loop (optimized triangle pattern).


Conclusion

  • Covered entire Polygroup Edit toolset and three types of Subdivide operations.

  • Prepped foundation for next session focusing on Boolean operations and more Model menu components.

Wednesday, June 11, 2025

07 Deform Tools in Unreal Engine 5 6 Modeling


Session 7 Summary – Deform Tools in UE5.6

๐Ÿ”น Project Setup

  • Launched Unreal Engine 5.6, created a new project deform_practice.
  • Imported provided maps folder from Patreon zip.
  • Set up a new level with proper lighting using the Environment Light Mixer.

๐Ÿ› ️ Deform Menu Tools

1. Vertex Sculpt

  • Used for organic deformation (non-geometric).
  • Tools include:
    • Move: Pull or push a group of vertices.
    • Smooth: Blends and softens sharp shapes.
    • Smooth Fill: Fills small pits or holes.
    • Grab: Drags mesh parts freely.
  • No increase in triangle count – only vertex repositioning.

2. Dynamic Sculpt

  • Adds new geometry while sculpting (increases triangle count).
  • Example tool: Inflate.
  • Use cautiously – high polycount may crash system.

๐ŸŒ€ Other Deform Tools

3. Smooth

  • Applies global mesh smoothing.
  • Three modes: Iterative, Implicit, Diffusion.

4. Offset

  • Shifts mesh surface outward/inward.
  • Useful for puffing up or flattening objects.

5. Warp

  • Distorts mesh along axes.
  • Warp types: Bend, Flare, Squash.
  • Adjustable via interactive axis gizmo.

6. Lattice

  • Encloses mesh in a 3D control cage (default 5×5×5).
  • Allows soft selection-based distortion using lattice points.

7. Displace

  • Displaces mesh vertices using:
    • Perlin Noise (random organic texture)
    • Random Noise
    • Sine Waves
    • 2D Texture Maps (e.g., black & white foundation layout image)
  • Enables advanced shaping like terrain, dug foundations, etc.

๐Ÿช‘ Practical Sculpting Example

  • Applied subdivision and sculpt on a chair to soften its form.
  • Used offset and smooth to make it resemble a sofa.
  • Renamed to sm_chair_sculpt.

๐Ÿ”„ Transfer Tool (from XForm menu)

  • Replaced existing patterned chairs with the newly sculpted chair using:
    • Harvest Instances
    • Transfer tool to update all instances with the new mesh.

Conclusion

  • Completed the Deform Module.
  • Learned how to digitally sculpt, warp, displace, and transfer geometry efficiently.
  • Next session will cover the Model menu and its components.

 


Monday, June 9, 2025

06 Create Arrays using Pattern in Unreal Engine 5 6 Modeling


Session 6 Summary – Pattern Tool and Harvest Instances in UE5.6

  • Introduction to Pattern Tool

    • Similar to array tools in 3ds Max and Maya.

    • Used for duplicating static mesh instances in linear, grid, and circular arrangements.

  • Linear Pattern Mode

    • Options include:

      • By Count: Distribute a fixed number of instances over a set length.

      • By Step Size: Define spacing between each instance.

      • Packed: Places instances adjacent to each other with no gaps.

  • Use Case Examples

    • Creating fences around a ground by reusing arrow meshes.

    • Arranging chairs in grids (for audience seating) and circles (for events).

    • Building steps/stairs using translation values in Z-axis.

    • Creating spiral steps using circular patterns and incremental Z-translation.

  • Advanced Pattern Customizations

    • Rotation: Start and end rotations can bend or curve patterns.

    • Scale: Gradually scale instances from start to end (e.g., tower of varying height blocks).

    • Split & Merge: Split merged meshes back into parts or re-merge for cleaner structure.

  • ISM and Harvest Instances

    • Harvest Instances: Optimizes performance by converting repeated meshes into instanced static meshes.

    • Two types:

      • ISM (Instanced Static Mesh) – For static geometry.

      • HISM (Hierarchical ISM) – Supports animation/hierarchical structures.

    • ISM Editor: Allows modifying individual instances (move, scale, etc.) after harvesting.

  • Performance Note

    • Using instancing is crucial for large repeated objects (e.g., chairs) to maintain scene efficiency.

  • Next Module

    • The following session will cover the Deform Menu in the Modeling Tools.