Welcome to "WoLD Insider" newsletter issue #10.
WoLD Insider Issue #10 contains - UE5 tutorials, tips, techniques and getting started with Unreal Engine.
Every single "WoLD Insider" newsletter features level design and game environment art advice, tips, ideas, inspiration, links, resources and updates about World of Level Design. "WoLD Insider" is EXCLUSIVE to you as WoLD subscriber.
As many of you already know UE5 has been released. So this version is all about Unreal Engine 5.
Following Issue #10 of "WoLD Insider" contains:
To launch the Unreal Editor you need to have a project created. Follow this tutorial to create your first project and open the Unreal Engine editor.
In this tutorial you will learn how to recreate the standard map template with all the lighting actors that you need to make it work and a UE Mannequin model to judge scale as you build environments.
So why do you need to recreate the standard map template? This is for you to understand what actors need to be inserted to make your initial level work. This is how Epic Games has their Standard level setup and if you know what you need to use then you have better control over what to adjust.
See full tutorial: UE5: Re-Create Standard Map Template Lighting & Disable/Control Auto-Exposure (Eye Adaptation)
Unreal Engine will auto adjust lighting for you when you go from brighter area of your environment to darker area and vice versa. This is how your eyes naturally work and UE5 self-adjusts to simulate the real world. But this can be annoying when you want to light a darker scene but your lighting keeps changing. Here is how to disable auto-exposure or eye adaptation in Unreal Engine 5.
Setting the grid up in Maya to match UE5 is very important prior to modeling any prop or environment.
Here is how to get this ratio 1-to-1 and match grid spacing between Maya and Unreal Engine 5.
See full tutorial: Maya/UE5: How to Match Grid Size and Dimensions in Maya to UE5 - EXPLAINED
BSP Brushes still exist in UE5 (as of right now) and can be found. However they are hidden away. I think eventually they will be removed in favor of the new Modeling Tools in UE5.
In this tutorial breakdown I'm going to cover how I created modular steel beam support from O'Hare Airport terminal.
I've always liked the design and the silhouette of these steel beams. And for the longest time I've always wanted to create them and put them into a game engine.
So for this following breakdown I'm going to cover the process of creating this modular steel beam set.
See full tutorial: Maya/UE5 Breakdown: Creating Modular Steel Beams/Supports from O'Hara Airport Terminal
I've switched over to UE5 pretty much for all my future projects. Doubt I'll be going to UE4. However I still have UE4 installed at the moment. I haven't tried migrating any UE4 projects to UE5. But i'm sure depending on complexity of your project, some things might get broken.
For more resourced on migrating UE4 projects to UE5 check out these links:
Unreal Engine 5 Migration Guide
Upgrading Your Project to UE5
Hope you enjoyed this newsletter issue and check out some previous issues for more tips, links, advice and techniques.
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