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‫Hello and welcome.

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‫In this lecture, we're going to be creating a factory room and adding windows in or using unreal built

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‫in geometry brushes.

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‫Let's dive in and see how they work.

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‫So it's not generally best practice to be editing the default minimal level.

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‫We want to be creating our own, so let's go ahead and do that.

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‫First of all, we're going to go to the file menu and hit new level and select the template default

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‫and hit create a new engine versions.

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‫Your choice is going to look different in this case instead of using template default, please use the

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‫basic here and click create and you're going to end up with a level that looks a little bit different

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‫to what you're seeing in this lecture, but for all intents and purposes, it should serve the same

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‫purpose.

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‫And this gives us a little world with a nice sky sphere so that we've got clouds, and some of the default

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‫lighting in here is good too.

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‫So that's a good start.

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‫I'm going to delete the floor because what we're going to be doing in this lecture is creating our own

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‫geometry, blocking out geometry, using the built in unreal geometry brushes, which are sometimes

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‫also known as BSP, which stands for binary space partitioning, which is really the technical details

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‫of how they work.

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‫So that's not as informative.

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‫I will be calling them geometry brushes.

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‫Now the place that we go to add geometry brushes is the toolbar to the quickly add and then we go to

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‫the Place Actor's Panel, which is going to give us lots more functionality than that little menu provides

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‫us.

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‫And then at the top of the place Actors Panel, you can see there are different sections and one section

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‫is the geometry tab.

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‫Let's go ahead and click on that.

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‫And you can see the basic building blocks of geometry that we can place with geometry brushes.

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‫You've got stairs, you've got spheres, cylinders, cones and boxes.

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‫So we're going to start by putting in a box brush, and you can see that it instantly starts with a

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‫little bit of a wireframe and then it fills it out.

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‫And that's because these brushes can work in one of two ways.

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‫They can build up your geometry by kind of creating it, or they can carve it out by subtracting it.

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‫And that's what we're going to do here.

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‫We're going to create a little bit of a warehouse room, and we're going to achieve that by creating

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‫an outer box which builds out a box.

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‫That's the entire room.

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‫And then we're going to carve out the inner section.

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‫So let me show you how this works.

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‫First of all, rename it in the outer liner so we can keep track of it.

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‫So select the box brush in the outline and hit F2 to rename it.

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‫And we're going to call this the walls and then we're going to go ahead and scroll down in the details

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‫pane to where it says brush settings.

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‫And this gives us the size of the brush.

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‫Now you can scale brushes up and down using the scale property of the transform, but that's not recommended

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‫because it's not going to correctly scale materials when we apply those later.

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‫So don't touch the scale properties if you want your materials to look good.

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‫Instead go down to your brush settings and you can tweak the size in here.

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‫So I'm going to size my room to be about 34 meters long.

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‫So that's 34 times 100 in centimeters.

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‫It's going to be 27 meters wide.

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‫And the height I'm going to give, which is the Z axis, is going to be 7.6 multiplied by 100, which

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‫gives us 760.

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‫And that's going to give us a roughly kind of sports hall sized area, hopefully.

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‫And we can tweak this when we bring in our assets to just check whether they are the right size.

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‫Then the next thing we're going to do is we're going to take our walls brush and we're going to duplicate

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‫it by selecting the outline and doing a copy and paste.

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‫And I'm going to call this Walls Subtract and we'll see why we called it subtract in just a second.

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‫But we're going to go over to back to our walls brush because I want to expand that walls brush so it's

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‫slightly bigger than the walls subtract brush, which is going to slot inside of it.

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‫So what I'm going to do is I'm going to go to each of the dimensions X, Y and Z in the brush settings.

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‫And I'm just going to add 200 equivalence to adding two meters to each one of these.

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‫And with that done, we're going to go back to our walls, subtract brush in the outline and scroll

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‫down to the brush settings where it says brush type.

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‫Here we want to select instead of additive, we want to select subtract it, which means that this brush

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‫is going to carve away geometry rather than add it into our scene.

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‫Once we do that, you can see that we've got a little room because what we've done is we've created

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‫a solid volume with the walls brush and then we've taken away the scooped out the center.

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‫Using the wool subtract brush.

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‫Now, before we go any further, we should save this new level that we've created.

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‫So Control SX will bring up the save dialog and we can put it in the root of that content.

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‫I'm going to call this the main map, just like that, just main.

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‫And what we want to do is also set it as the default when we start up the editor and when we start up

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‫the game.

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‫So we go to the settings button on the toolbar project settings and then with our project settings we

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‫go to the project section in the left and maps and modes.

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‫And then here there are two properties one to change the editor startup map and game default map.

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‫Both of these need to be our new main level and then we can go ahead and close our settings again and

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‫this will open up in the future when we open our project.

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‫Now, I'd like at this point to bring in some of the industry props that we have and the way we're going

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‫to do this.

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‫I'm just going to clear the filter by going to the filter button and hitting reset filters.

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‫Then I'm going to open the industry props pack folder.

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‫Then I'm going to go into meshes and I'm going to bring in the tallest item I know of, which is the

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‫rack.

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‫So I drag in the rack into the scene and you can see that the size of this rack is just about right

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‫for the size of the room.

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‫So I'm fairly happy that we've created a good size of warehouse.

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‫Now I'd like to challenge you to make some windows.

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‫The way we can do this is by adding some new box brushes in to the scene and making them subtractive.

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‫First of all, because we want to carve out those windows and then position them in the walls and size

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‫them appropriately so that they punch holes through the walls and give you a nice window pause video

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‫and see if you can do this.

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‫Okay.

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‫Welcome back.

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‫Let me show you how I would approach this.

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‫So I'm going to start off by making a hole in this wall to my left.

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‫I'm going to take a box brush and drag it on to the wall itself.

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‫Now, I want the size, the dimension of this to be large enough so that I can poke it through the wall.

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‫So, first of all, let's go down to make it subtractive.

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‫So we go to brush type and change it to subtractive, and then we're going to push it through the wall

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‫until it makes a nice little hole.

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‫So there I've got a window already, but what I want to do is actually change its height and width a

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‫little bit.

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‫So its height would be the Z dimension.

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‫I'm going to try making that 400 and see if I like the look of it.

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‫Yes, it's a nice tall window.

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‫Looks a little bit industrial.

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‫So now we've got a window that I like the look of.

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‫I'm going to rename the actor in the out liner, so I'm going to select it and hit F two.

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‫Then I'm going to call it window.

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‫Just so we've got these windows named and sorted.

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‫Then I'm going to hit Alt while dragging on the red arrow to create a duplicate window that comes out

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‫named as window two, which is great.

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‫And in fact, I want to put these windows all inside a folder in the outline.

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‫So I'm going to select them both, right click them and click move to create new folder and call this

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‫windows.

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‫Then selecting our window two.

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‫I can keep dragging all the way across the room remembering to release alt between dragging and that

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‫creates a new duplicate every time and then to make a copy of those windows across the room, I'm going

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‫to select them with a shift, click in the out liner and using an alt click on the Green Arrow.

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‫I'm going to duplicate them on to the other wall.

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‫And there you have it, windows on both sides of our newly created geometry brush factory room.

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‫I'll see you in the next lecture.

