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Unreal Engine 4 - Part 7 : Creating a first scene

Par Fayçal SIDI ALI MEBAREK Publié le 26/08/2019 à 16:11:44 Noter cet article:
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In the previous parts, we learned the basics of the Unreal Engine 4 and its interface, but also how to place the lights in the environment.

Now we will put this into practice to create a first set, applying the things we have learned. But first, we will see how to create a semblance of a building (the ways are many and sometimes very technical; here it will be for the needs of the tutorial.

Setting up a decor

We will continue to learn about the FPS template we started, to see our progress. You can arrange your first set as you wish by adding or deleting the objects of your choice (to delete an object, select it and then press the "Delete" key on your keyboard.

So we will start by creating a room, so 4 walls, a door to start, then we will place windows, lights, furniture and textures.

For that we will start from a simple "Box": to place one, go to the "Modes" tab, and click on "Geometry", then drag it onto the map like that:

From a simple geometric shape like this cube, we will build our first building, shaping it little by little. We will start by enlarging it, by setting the following numbers as "Scale" parameters: 6.0, 3.0 and 2.5 for example:

We now have a large cube that we will transform. We're going to crush this cube so it's empty inside. To do this, we will copy and paste the large cube we have here. So you have 2 cube: Box Brush and Box Brush2. The second one will be a little smaller than the first one, we will modify its scale values by very little: we will have 5.9, 2.9 and 2.4 (so 0.1 less than the other cube for each parameter).

For the Box Brush2, we will also modify its "Brush Type" in the "Details" tab, you must replace "Additive" by "Subtractive". The "Subtractive" parameter makes it possible to make an empty cube, which will erase the other materials inside. It will be used to make our dig in the first box.

At that moment, the Box Brush2 is inside the first one: there is a void inside but you don't see it, unless you move your camera inside the cube. Even better, select your Box Brush2 and move it slightly to one side, you get this:

We leave an open wall to be able to modify it better. We're going to make a door and windows. To do this, you have understood it, we will do the same thing, by placing surfaces in the "Substractive" parameter to create spaces for the door and windows.

We will take back our Box Brush2 and copy and paste it, then change the dimensions so that it is like a door opening. And place it on the wall. You get something like that:

If you want to rotate your object to place it, press "space" on your keyboard, you will switch to rotation mode and can rotate it before placing it.

We have a door, we'll do the same for the windows. Now that you have the hole in the door, we can easily copy and paste and change its dimensions, rotate and place on the other wall. It's exactly the same principle:

Our piece is starting to look like a few things. But it's not finished, we're going to do some decoration now, place textures, to start.... What we have done so far is "Blocking", i. e. placing objects to model the map, without there being anything to cover them. Now we're going to do it.

We will select all our walls: click on one of your walls, then in the "Details" tab click on "Select" then "Select All Adjacent Wall Surfaces".

All wall surfaces are selected, we will repaint them (add textures). Let's go to the "Content Browser", which we saw in the previous sections (it's at the bottom of the screen). Then in the "StarterContent" folder and then "Materials". This is where we find the textures that we can apply to our objects.

So once your walls are selected, place the textures you want, for example M_Brick_Clay_Old. Then select your soil and place for example "M_Wood_Oak". You'll have something like that:

We have placed textures in our room. It's quite a bit of work, it's up to you to adjust the walls so that the textures are not too stretched. You can reshape them to get the result you want.

All right, the painter and the bricklayer stopped by. Now we're going to place our furniture. To do this, under "Materials", you have the folder "Props", click on it: this is where you can find the objects we are interested in. Set up a table, chairs, door and window frames, window panes, window panes, a ceiling lamp, a few plants and whatever you want, you are free:

This is the result of my play. That's a good start. We will then place lights, but in the next part, you will understand why.

Conclusion

We have made a lot of progress, our scene is quite complete, We got a floor walls, door, windows, lights, object..

In the next part, we will place the lights, I talked about the lights in the previous part, but we will need the blueprints to continue, so we will start with that before we tackle the lights.

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