Hello Polycount,
I played tons of Warzone lately and visited this place many times (lol) so I wanted to recreate it in UE 4. I will update my progress here as I work on it and as I get time. Its gonna be hard or long one since I will be working on it after my studio hours. Gonna be merging different variations of the map in my version.
Posting some screen grabs of progress so far-
Some initial grey boxing-
At this point, I am just checking the feel of the level making sure nothing feels claustrophobic or weird. It was super fast since I already knew how It feels in the original game.
Planned to add some textures to get a feel visually. Was getting bored of staring at an all-white level. I tried using Substance live link for Designer to UE4 here but I had problems. My computed AO in the engine would look different than the one connected to the output node graph in the Designer. Bummer since I would've saved time exporting different stages of tile breakage. Thankfully painter live link works fine.
Designer materials
Everything is procedural and states can be changed with switches-
There are some hiccups with roughness not to the mark but I will tweak that as I will work with lighting.
Modular blocks-Started to divide chunks into modular blocks. If I would make an Environment from just a concept I would probably start by making the modular blocks first but since I know how this place feels walking around I wanted to nail that first. I prefer this approach here.
Will post a pretty screengrab of the chunk at some later point.
Established a vertex paint shader and I will have broken and/or cracked tiles where I need. I also got some sweet Volumetric lighting.
Bonus for this first post-My coworker during this pandemic helping me with constant feedback.
Replies
The cat looks photorealistic as hell...
Hehe, Cat says thanks! xD
haha no I won't trust him on that.
Unreal Updates-
I haven't done anything fancy here with lights or color grading. Its just some basic hue shift and min-max brightness tweaks. Bumped up some AO and that's pretty much it. But it's cool to see how much impact that did from the last update.
Screen grabs from Painter-
Nothing is final, there is no layering of materials, no roughness variations. At this point, I just want assets in engine as fast as possible.
Added more parameters to tile substance for vertical tiles. I used it for some specific edges.
Shaders-
Switched from vertex paint to Height Lerp. Which resulted in crisp blends than the normal vertex blend. It has a contrast output which is super handy.
Greyboxed rooms and doors-
Updated refs-
Died on purpose in-game and screen recorded the areas that I was missing just from google images.
Started with Plaster and Brick substance but they are no were near presentable state so Ill share it with the next update.
Thanks!!
Unreal Updates-
Established new camera angles
Materials -
For manhole, I textured it in Painter ran it through Designer instead of modeling it. Felt it was faster to iterate this way once the link is done II just hit export, rerun it through painter then directly UE4.
Greyboxes -
Did plenty mesh changes in the background but these below are the new ones.
Thanks!
Thanks for writing and showing interest ^^
Simple cloth simulated in max was having bad edges after sim so I took to zbrush and remeshed and then edges followed the shape.
1)
2)
Made some debris and bullet holes
Unreal Updates-
Thanks! ^^
Spline chains, grunge decals, and cine cams. I might replace all cameras with cine cams. Loved the DOF!
pipes guns test decals and more leaks
https://vimeo.com/479700671
Thanks for the feedback Polycount! I might revisit this at a later stage to make the 1st floor, maybe with UE5! More shots and pans on artstation- https://www.artstation.com/artwork/eamY4X