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.

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.