Tutorial: Whitebox Design with Designer Tool In this tutorial we will be going over some basic application of the Designer Tool as a way of quickly blocking out a level in-engine. The Designer Tool allows us to draw and manipulate geometry within the Editor to quickly get an idea of spacing and scale for further development. You will learn how to do the following: • • • • •
Breakdown the Designer Tool UI Create Objects with the Shapes tab Add Geometry using the Edit tab Modify Geometry using the Modify Tab Learn some other useful things
Prerequisites This tutorial highly recommends, but does not require, that you have been following the Getting Started Tutorial Series. You must have the following before starting this tutorial: •
Lumberyard Editor v1.8.0.0 or greater
Step 1: Breakdown the Designer Tool UI The first step in this tutorial is to begin making sense of the Designer Tool UI. To access the Designer Tool 1. Start by accessing the Designer Tool. Click on the Objects tab in the Rollup Bar and clicking the Designer button. This will pull up the Designer Tool window.
2. The Designer Tool menu contains many tools and settings for the creation of simple geometry so we can start whiteboxing out our levels. The Designer Tool contains the following tools, tabs and menus:
The Designer Tool offers the following tools and settings: Selected Object Sub-Menu – Define the Layer and materials of a selected Designer Object.
Settings Sub-Menu – Contains general settings and options for the Designer Tool or a selected Designer Object.
Designer Sub-Menu – Contains all the tools and menus related to the use of the Designer Tool. The Designer Menu has 1 Sub Menu and 5 tabs: Selection – Contains options for selection modes by face, vertex and edges as well as grow, loop and ring selection. Designer Tool Tabs 1. SH Tab – Shapes – Contains tools for creating simple polygon shapes 2. ED Tab – Edit – Contains tools for adding and editing geometry. 3. MO Tab – Modify – Contains tools for modifying existing designer objects 4. SU Tab – SubMat – Contains tools for setting Submaterials and UV mapping. 5. MI Tab - Misc - Various tools such as reset pivot, Export object and define shortcuts
Now that the Designer Tool is open, we can begin creating objects in our level.
Step 2: Creating Geometry using the Shapes After you open the Designer Tool we can begin adding custom content to our level in the form of Designer Objects. Designer Objects are geometry objects that help us get a sense of the scale and reach of our level so that we have a firm idea of how we are going to proceed. To Create Designer Objects 1. Click on the SH to open the Shapes Tab and then Select Box. Click and Drag in the Perspective Viewport to draw a Box in an open space somewhere in your level.
2. Click on the Object button to switch our Selection mode to Object
3. Now we can select and move the Designer Object. Select the object and then click the Face option under Selection. Notice the squares that appear on the object. These selectors allow you to isolate the selection of a single face by clicking, or multiple faces with Ctrl+Select. To deselect a component use Alt
4. With the Box selected, click through the options in the Selection menu and see how the cube changes a. Vertex – Highlights individual Vertices for selection b. Edge – Highlights individual Edges for selection c. Face – Highlights individual Faces for selection d. Pivot – Highlight the center of all edges, faces and vertices and allows editing of the pivot point. e. Object – Select any object in your scene. 5. Using the Shapes Tab and the Selection menu make a few different shapes and experiment with the selection tools to get a feel for how they work. Remember, to select multiple components use Ctrl+Click.
Now that we know how to create objects and select components, let’s go over some of the tools we will most commonly use.
Step 3: Adding Geometry using the Edit tab Now that we have some shapes (and all of their lovely geometry) to work with let’s start customizing the topology to get some shapes we want. To do this we will be using the ED or Edit tab and the Extrude, Offset and Fill tools. To Extrude from a face 1. Select the Edit (ED) tab and then select the Extrude option.
2. In your Viewport, move your cursor over a selected Designer Object and notice how the tool highlights the faces. Click on a face to begin Extruding, moving the mouse will increase the extrude amount relative to the position of the face being extruded. Release the mouse button to set the extrude amount.
3. Next Select the Offset button in the Edit tab.
4. Move your cursor over a selected Designer Object and see how it highlights the faces of the object. Click and move the mouse on a face and you will see a blue marquee appear on the face. Release the mouse button to commit the Offset and the marquee line will become edges in the geometry.
5. Next, select an object and enter Face mode. Select and delete the face we just created with Offset using the Delete key. 6. In the Edit tab select the Fill option, and mouse over the hole we just made in our object.
7. Notice the yellow highlight of a face, click to place a new face. This tool works on additional geometry created on a base Designer Object. 8. Using these tools start adding and removing features from your objects. Create new objects to manipulate and get a feel for how these tools can quickly help you to build up features and shapes.
Now that we have a basic idea of some tools that can add and remove geometry from an object, let’s look at how we can manipulate the geometry of an already existing Designer Object.
Step 3: Modifying Geometry using the Modify tab Now that we have a feel for the Edit tools and adding more geometry, let’s look at how we can manipulate already existing Geometry. For this, we are going to use the MO (Modify) tab and the LoopCut, SubDiv, Slice and Bevel Tools. To Modify existing Geometry 1. Click on the MO (Modify) tab in the Designer Menu, select an object and select LoopCut.
2. Notice on the object the purple line, this line is the center cut for the object. Click once and the line changes to orange, this changes the line to a free draw where you can place the line wherever you like.
3. Next, with an object selected click the Subdivision button, this opens the subdivision menu. At the bottom of the menu you will see the subdivision slider and settings for crease groups.
4. To add crease groups, select edges and click the add button. These groups will be partially creased whenever another subdivision is added.
5. Next, select an object and click the Slice button.
6. Mouse over a selected object and notice the green line that appears on the object. In the Slice Tool Menu there are buttons for Align X, Y and Z. These change the orientation of the Slice tool to match the corresponding plane. Once you have an alignment you like, click to slice completely through the object.
7. Next, select an object; enter edge mode and select edges that form a corner.
8. Next, select the Bevel tool in the Modify tab.
9. As you move your mouse up and down you can see the Bevel change the geometry of your Designer Object. Click once to set the Bevel Distance, moving the mouse again will set the number of Bevel Subdivisions. Click again to set the Bevel.
With the options available from the Shapes, Edit and Modify tabs we have the tools we need to begin making our own custom content. While these tools are enough for you to get started there are a few other useful tips we would like to share.
Step 4: Learn a Few Useful Things In this section we will cover a few additional options in the Designer Tool that will make your time with the Designer Tool much more enjoyable, specifically how to use Exclusive Mode and How to set-up custom shortcuts for the Designer Tool.
To View a Designer Object in Exclusive Mode 1. Select and object in Object mode an then click the Exclusive Mode checkbox in the CD (CryDesigner) tab of the Settings Menu.
2. Immediately the Editor hides all of the other content in our level and takes us to an unlit space where we can isolate our Designer Object. This is very useful for changing a specific object without the visual clutter of the rest of the scene. Uncheck Exclusive Mode to exit.
To Set Custom Shortcuts 1. Select the MI (Misc) tab of the Designer Tool and click Shortcuts. This will open up a menu of all available commands for the Designer Tool. Note that most functions do not have a Shortcut assigned, this is so that you may customize your workflow in any manner that seems best for you.
Congratulations! You have finished the Getting Started Tutorial Series. Next, try experimenting with the tools and techniques learned throughout this series. Try creating your own levels using the objects and tools provided, or download some asset packs from the Lumberyard Downloads page.
Related Tasks and Tutorials Now that you have completed the Getting Started Series, keep your eyes peeled for the release of the Lumberyard Game Series Tutorials which will cover the creative process of making a level complete with volumes, triggers, movers and much more.