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Updated On 02 Feb, 19
Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands
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The new scaling within the Unreal Engine 4 is that 1 Maya Unit is equivalent to 1 centimeter in the real world. Due to this change in scaling we will need to make some adjustments to our grid. The good thing is that due to this change in scaling the grid settings are very easy to figure out.
There are 30.48 centimeters in 1 foot. What we can do is set our subdivisions to 16 and then multiply the number we want our grid snapping to by that subdivision setting. For instance, since we want our grid to snap every 30.48 centimeters all we have to do is multiply 30.48 by 16. The result would be 487.68 which we would place in the “Length and width” as well as the “Grid lines every” options. This would make our grid set so that at each grid line would be separated by 30.48 Maya Units or 1 Foot.
While setting our grid to represent 1 square foot is a good thing for quickly setting the height of an organic model or prop, it is not good for developing objects that need to use the Snap To Grid inside of the Unreal Engine. The Unreal Engine’s Snap to Grid options only allow the object to snap at a complete integer. So any point numbers will not snap correctly. For instance you can snap to the number 1 but you cannot snap to the number 1.48. As a result you will want to adjust your grid when developing scene building models such as walls. Again, if I wanted to make the grid setup so that each line was only 10 Maya Units apart, which is a whole number; all I would have to do is multiply 10 by 16 and add the result to the “Length and width” as well as the “Grid lines every” grid options.
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Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.