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

🔹 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).


🧩 Polygroup Edit Tools

🔸 Selection Filters

  • Choose to edit vertices, edges, or faces.

  • Use edge loop selection for efficient edge operations.

🔸 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.


🏛 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.


🌀 Subdivision Tools

🔸 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).

🔸 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.

🔸 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

🔹 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.

🛠️ 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.

🌀 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.

🪑 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.

🔄 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.


🔹 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.


🔹 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.


🔹 Snap Dragging

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

  • Can snap by pivot point or clicked point.


🔹 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


🔹 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


🔹 Instance vs Duplicate

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

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


🔹 Edit Pivot Point

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

  • Essential for correct rotation, snapping, and alignment.


🔹 Bake Transform

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

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


🔹 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.


🔹 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.

🔹 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

🔹 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.

🔹 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.

🔹 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.

🔹 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.

🔹 TriSelect Tool (Triangle Selection)

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

🔹 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.

🔚 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.


🔹 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).


🔹 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.


🔹 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).


🔹 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.


🔹 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.


🔹 Leg Detailing with Outside Inset

  • Applied Outside to extend the leg faces.

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


🔹 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.


🔹 Next Session Preview

  • Remaining tools like:

    • Bevel

    • XForm (Transform)

    • DForm (Deform)

  • Will be covered in the next class.