This Will 10X Your Modeling Speed | Greyboxing

GreyBoxing, a step many of you skip while creating your art projects, in this video we'll talk about it in depth, and discover how it can be critical to the success to your projects.
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Пікірлер: 79

  • @2.Plus.2.Equals.5
    @2.Plus.2.Equals.5Ай бұрын

    Mockup, block up, prototype, layout, scale test, grey box. Call it what you want but pretty much any graphic artist does this, especially level designers.

  • @brodriguez11000

    @brodriguez11000

    17 күн бұрын

    Have to, modern levels are too complex to waste time on.

  • @Patxi__
    @Patxi__3 ай бұрын

    Newbies prefer to start making detailed level art, because is fun and "easy". When they jump to animation, programming etc, they give up because they see that making a game it is way harder than they though.

  • @thanatosor

    @thanatosor

    Ай бұрын

    Wait till they have to write a careful desgin document for every level / mechanism & story

  • @Fenseone

    @Fenseone

    Ай бұрын

    @@thanatosor Or till they have to submit their work with freeze'd transformations, pivots in center of world, no pinches, everything named correctly, integrated in engine, packed and screenshotted 😂

  • @vectorlua8081

    @vectorlua8081

    18 күн бұрын

    I thought the same thing, except I'm good at programming, which, as you may imagine, isn't the only thing needed to create a game.

  • @Patxi__

    @Patxi__

    18 күн бұрын

    @@vectorlua8081 I think if you are programmer you can create an entire game by yourself using premade assets or placeholder models. A 3D/2D artist can't do that. But, of course the result may be better if you team up with a game designer and an artist.

  • @Fenseone

    @Fenseone

    18 күн бұрын

    @@Patxi__ They can, sure. They can still come up to problems tho. Some assets are made with lightmaps, other without, some will be lowpoly, some much less optimized. Wait till u put 3 guns in game and get 2 fps

  • @adrianzockt5347
    @adrianzockt534718 күн бұрын

    This video could be summarized into 1 sentence: concepting and blockout is necessary for a coherent level, and gives you the opportunity to test and plan gameplay early on. If youre looking for a tutorial on blockout modeling in unreal engine look elsewhere

  • @brodriguez11000

    @brodriguez11000

    17 күн бұрын

    Prototyping basically.

  • @jessyberbers5997
    @jessyberbers599711 ай бұрын

    Isnt this just called Blocking out?

  • @TheExFatal

    @TheExFatal

    2 ай бұрын

    Same thing really

  • @fergadelics

    @fergadelics

    Ай бұрын

    It works. The term blocking a scene has to do with tv/ movie scenes, its origin comes from theatre. Someone used little wood blocks to illustrate how he wanted the actors to move around.

  • @warrenscipio4168
    @warrenscipio4168Ай бұрын

    I dont think whitebox testing is referring to the color of the boxes, its a general computer science/software engineer term, I think whitebox testing refers to testing a system that you have the "lights on" you can see every input and going in and seeing how they work in the system, Blackbox testing is testing only the outputs, you could careless about the inner workings of the system because it is just a dark black box to you that and you only care about what goes in and what comes out, I imagine greyboxing is actually a term describing both of these kinds of tests or a middle ground.

  • @ChaojianZhang
    @ChaojianZhang19 күн бұрын

    I always overlooked it. Great lesson.

  • @Flowing_8175
    @Flowing_8175Ай бұрын

    Before: realistic image without doubt After: JUST A WHITE CONCRETE *_Last Brain Cell Left the game_*

  • @curioussoul5151
    @curioussoul515116 күн бұрын

    Thank you so much! for this amazing video

  • @TorQueMoD
    @TorQueMoDАй бұрын

    Great video :) It's also called blocking in or blocking out. In fact, I think those terms are used more often than "insert-color-here Boxing".

  • @goldfishy
    @goldfishy11 ай бұрын

    Great video. Where did the thumbnail drawing for the compositions come from? It is shown at 5:00.

  • @vlyrreiht
    @vlyrreihtАй бұрын

    Most certainly the dust two think about!

  • @watercat1248
    @watercat1248Ай бұрын

    Nice idea as 3D artist game development and level disainer ECT This nice idea for making prototype maps for my game. As solo developer it was nice idea.

  • @Mrtargi
    @Mrtargi5 ай бұрын

    Amazing, thank you so much! Can you clarify one more detail, is it better to create whole scenes and move them to game engine? Or separate it into tiles and then put them together?

  • @Fenseone

    @Fenseone

    18 күн бұрын

    Separate them into tiles. You basically would want to go as modular as you can. Every prop exported as its own fbx. If your whole level is out of one mesh export, a lot of problems can occur

  • @Mrtargi

    @Mrtargi

    18 күн бұрын

    @@Fenseone thank you!

  • @arcanep
    @arcanep10 күн бұрын

    Unreal dynamic meshes kinda kill this part, so I love it because I hate looking at my blank game. When I finish a room and the rest is just blocks, it also kills my motivation. So in my opinion, it’s not something I do. I do, however, plan it in 2D top-down, usually on paper or Photoshop. Milanote is also a cool tool for this planning phase.

  • @monke3043
    @monke304311 ай бұрын

    i will try this method tomorrow to make body of aircraft (3D Model)

  • @InspirationTuts

    @InspirationTuts

    11 ай бұрын

    Have fun

  • @Andrium
    @Andrium9 күн бұрын

    I am Level Designer. Greyboxing, whiteboxing, blockout it's very usefull.

  • @HuskDanny
    @HuskDanny16 күн бұрын

    No mention of building grey boxing on a grid, modular... pretty important to know for env art.

  • @joel6376
    @joel637620 күн бұрын

    >sadly it is often overlooked by a lot of beginner artists Is it? If they are artists and wish to improve at art, in game dev say.. environment art, I am not sure that going off and also plunging into level design is a great way to improve at environment art.

  • @trentonmccoy9292

    @trentonmccoy9292

    18 күн бұрын

    It’s overlooked by a ton of beginner artists unfortunately. A lot of them don’t understand how to get a good visual of what they’re working on, so they work on individual pieces to “AAA quality” like they see on random UE5 videos, and then give up when it gets hard.

  • @a420dro
    @a420dro6 ай бұрын

    though if you're on budget and using owned assets in vault, then just very rough path blockout, filled by assets very soon to adjust level design on the go, to fit with assets u own or bought

  • @brodriguez11000

    @brodriguez11000

    17 күн бұрын

    Low-poly as fill ins.

  • @lawrence9713
    @lawrence9713Ай бұрын

    I find it difficult to swap the greybox with the actual models. I did a small island with paths and filled the spaces with boxes "buildings". Had no idea how to get the final art fitting without going back and forth and constantly readjusting

  • @esscee96

    @esscee96

    20 күн бұрын

    generally your greybox models and final meshes should conform to some predetermined dimensions. you then create your final buildings as best to the dimensions/overall silhouette of your placeholder greybox models. For me personally, I just overwrite and save the new meshes over the greybox's fbx - and atleast in Unreal Engine, you can right click and refresh the 3d model in the library browser to make it update to the new mesh. And since the same greybox should be instantiated across the map, it should update all the models to be the same. This way you don't have to go back and forth with replacing your placeholder greybox meshes with the final assets unless you need to.

  • @sophiasouza4122

    @sophiasouza4122

    19 күн бұрын

    To add to what the other person replying to this said... you can also probably take your grey-boxes into blender and create your actual models around the grey-box to make sure that the scale and overall shape are accurate if the issue is scaling rather than placement

  • @Kilakilic
    @Kilakilic13 күн бұрын

    There i also a beautifull corner techinique

  • @saibaepsilon
    @saibaepsilon19 күн бұрын

    I usually hear this referred to as blocking.

  • @echowhiskey_gaming8284
    @echowhiskey_gaming82844 ай бұрын

    is there a paid courses that teach that ? in spesfic for UE5 game development?

  • @PhantomMiles

    @PhantomMiles

    3 ай бұрын

    Greyboxing actually the most easiest step in GameDev. first draw your scene as top view map. 2nd put your character 3rd start greyboxing. scale them with appropriate scale. so building wont look as big 4rd build as simple not full modeled 5rd export them to 3d software and heavy modeled in that software repeat each level

  • @ChaojianZhang
    @ChaojianZhang19 күн бұрын

    Always begin with the largest features.

  • @usifovalentine
    @usifovalentine11 ай бұрын

  • @sobreaver
    @sobreaver12 күн бұрын

    80% results in 20% time

  • @rjwh67220
    @rjwh6722011 ай бұрын

    “Press E to grab?” NOOOO. Press G to grab!

  • @Haxposed

    @Haxposed

    19 күн бұрын

    But you just threw a grenade?! 😂

  • @AmaroqStarwind
    @AmaroqStarwind16 күн бұрын

    Modern indie games: Just ship the grayboxed environments with some color splashed onto it.

  • @pstwr
    @pstwr18 күн бұрын

    My games more of a round world filled with giant balls and default material is coming in blue not grey. Would I still need to grey box this or is blue balling fine?

  • @viktorsheep
    @viktorsheepАй бұрын

    Ah... Dust 2

  • @MykahMaelstrom
    @MykahMaelstrom11 ай бұрын

    My mans just made a whole 8 minute video explaining the most basic first step everyone who works in 3D already does but presents it as some kind of godlike speed tip lol

  • @Bweep18

    @Bweep18

    9 ай бұрын

    If anything, it's just a reminder to put more emphasis behind doing it. Not exactly a "life hack no one knows about"

  • @VS-mt5tz

    @VS-mt5tz

    5 ай бұрын

    You make the most useless vids I've seen on here lmao

  • @oediaxl

    @oediaxl

    Ай бұрын

    he’s not talking to professionals, he’s talking to schmucks like me f’ing around in their basement after work.

  • @joepolophotography

    @joepolophotography

    Ай бұрын

    Hey I found this video extremely helpful as a newbie, check yourself bud I'm sure you can learn something valuable watching beginner tutorials if you try

  • @suspectplayerau6258

    @suspectplayerau6258

    Ай бұрын

    Need to explain this process to Fiverr clients... Trust me they all want to skip this step of development

  • @PhantoLucas
    @PhantoLucas25 күн бұрын

    Wtf is wrong with the thumbnail!? XD

  • @thanatosor
    @thanatosorАй бұрын

    Block out - work in everything from sculpting to a whole environment concept art 😂 No, really, this make environment concept artist life much easier to read game designer intention before making new scene/map.

  • @Ptah1130
    @Ptah113011 ай бұрын

    Dude sounds like a mosquito circling the mic, lol

  • @shirotonbo6315
    @shirotonbo6315Ай бұрын

    The video is good but your voice needs some work, ending every sentence in the same tone is a recipe to put the viewers to sleep.

  • @sophiasouza4122

    @sophiasouza4122

    19 күн бұрын

    I don't really think his tone was that flat... sure, it wasn't dramatically flamboyant, but it's not like he's trying to do voice acting for a character, so it doesn't need to be dramatic