
Hey everybody, it’s UnderMyCap, and welcome back to another video. Today, I’m going to be showing you how to use the Maker Pen in Rec Room. Now, I know what you’re thinking: I usually make Minecraft content. Yes, but I thought this game is really cool, as it has similar creative elements. As you can see here, this is the menu you get when you open up your Maker Pen. You can see the create buttons, as well as the undo and editing buttons at the top, the snapping feature, and a whole bunch of settings over here. The first thing you want to do in this tutorial is to simply click on the create button. When you click on it, you’ll see a whole bunch of useful create tools pop up. We’ll go through those in a second. You can also see that we have the snapping settings, world space, and show circuits. We’re not going to cover circuits today; we can do that another time, once I learn them. Once you click on the create button, all these options pop up. The create tool is the only tool in the Maker Pen that allows you to create shapes. For example, I just created a square over here. We can also generate a variety of other shapes by simply clicking the pallet button, so let’s go ahead and do that. You can see we have a variety of shapes, including cubes, which are one of the more commonly used shapes. We also have other shapes that not a lot of people use, but I still use them, and then we have tubes at the bottom. Tubes are one of the most important shapes in the entire game, which we can cover in a separate video. For now, let’s select a cube because that is a cool shape, and we can draw it now. You may notice that when I draw my square, yours might not look the same. This is because I have uniform shapes on. Uniform shapes mean that the X coordinates, Y coordinates, and Z coordinates of the shape you spawn in are identical. If we disable it by simply going to tools and turning off uniform shapes in the create menu, you’ll see that when I draw the square, it won’t be uniform. This is one of the really cool tools you can use in the Maker Pen, allowing you to ensure that your shapes are identical while creating them. Now let’s go over snapping. Snapping helps you make sure that your shape stays even in your world, keeping everything neat. You can see that with snapping off, the squares don’t really have any structure when I spawn them in; they rotate around randomly without any alignment. Snapping, in essence, is alignment. So if we want everything we build in the game to stay aligned, we can use snapping. I’m going to undo all those drawings. We have surface snapping and grid snapping; let’s go over grid snapping first, as surface snapping is a bit different. We’ll grab our finger and slide that across, or if you’re on a computer, use your mouse. Once we turn on grid snapping, the shape automatically aligns to its own little grid area. You won’t see any grids around it, but you’ll notice that the shape snaps into place. This is especially useful for maintaining alignment. Now, to manipulate snapping, if we want it to snap to larger areas or adjust rotation, we can go into the create tool again and scroll down to the very bottom where it says snapping grid settings. In that section, you need to ensure that it is set to Grid at the top. We have position snap and rotation snap. Position snap determines where in the world the object you’re spawning in will click into place. You can see we are set to 0.5, so if I move the square, it snaps every 0.5 meters. If we increase it to 1, it snaps every single meter, which is helpful for large builds. If you want to achieve very sensitive builds, you can adjust the snapping down to 0.005, where you’ll see the square barely snapping into position. If you don’t want any snapping, you can turn that option off. Rotation snap is very similar to position snap. If we spawn in a square like this and then go into the rotate tool, you’ll see that we can rotate it every 30 degrees instead of every 90 degrees if we set that back. Now, let’s get back into the create tool. It can be easy to get mixed up with all these tools. Now that we’ve covered the basics of creating an item in the game, we might want to make it look nicer. We don’t want to keep it orange; we want to make it textured. We’ll go back into the tools menu or, sorry, the pallet menu. Click on swatches at the very top. Swatches essentially controls the color and texture that you apply to objects in the game. As you can see, we have a stone swatch on the floor and a brick swatch displayed on the wall behind me. When you open the swatch menu, you’ll have preconfigured swatches. However, if you’re brand new to the game, you might only have one so we’ll just click on that. Once selected, you’ll see options for color, texture, size, and save as a new swatch. Let’s go over colors first. Colors are in hexadecimal format. If you’re familiar with hex codes, it’s simple to input the color you want into the game. Otherwise, you can just click on one of the pre-made colors. If those don’t fit what you want to build, you can click on custom. This option allows you to use your finger to select the color you want, and you can also adjust brightness. Let’s set it to a darker blue. You can see we’ve now changed it to a nice cyan color, similar to my outfit. We’ll hit done, and now we can move on to the next part: the texture. Texture options are really cool; they provide you with a bunch of textures you can use in the game. We have cardboard, wood grain, painted wall, and painted brick. As mentioned before, the brick is displayed behind me on this wall. For now, let’s click on the metal floor texture because it’s reflective and looks really cool. Now, when it comes to size, it doesn’t determine how big your shape will be, but rather how zoomed in you want the texture to appear. Many people I’ve talked to utilize this feature to add realism to their projects. The higher the number, the more zoomed in the texture will be, while the lower the number, the more detailed the texture. If we set it too high, like 5,000, you won’t even see the textures anymore. That’s basically how sizing works. You can also save your swatch for another use or project by clicking “save as new swatch.” If you don’t want to do that and just want to overwrite the current swatch with a new color and texture, you can select “save swatch.” The restore swatch option will restore the previous swatch, and you can delete swatches if your menu gets full. That was a thorough look at the create tool. I will go into more depth about tubes and other aspects in future videos. If you found this video helpful, don’t forget to leave a like and subscribe! Part two will be out very soon, and it may be right above my head or right in front of me. I’d really appreciate it, and also, please subscribe to me in-game! It’s really cool, and I can show you more building stuff if you’re interested. Thank you so much for watching, and I can’t wait to see you in the next video and the next part of this series!
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