Hi everyone! This is my very first blog post about the project I started recently that I called Ancient Ruins. I want to set the entrance of a millenary temple into a tropical environment, located in a jungle in a realistic look. The goal is to work on modularity and the smooth integration of human structures into natural…
hey, thanks d1ver for the link. Lol, u brought some old memories to me... good old times :P @joe gracey - I think u took a good approach by figuring out re-useble ans modular assets first, cauz it seems like the way to do in this situation. However, I think (and agreing with previous comments) that for now the actual…
ok so i have come across a problem i cannot get my head around at all and no tutorials can point me in the right direction. I had thought i had it figured out but i was horribly wrong, i have looked through some lightmass tutorials and how to UDK light stuff but a lot of them just say place lights and click build and the…
Thanks guys for your comments~ @quack : some tracks are just randomly set for now, I need to do a polish pass on it. Thanks for the input. @Helba : the building is mostly a tiling texture mixed with some trim texture to avoid the "hard edge" cut look. I'll try to post some more explicit images when i'll get the time…
There would be an another way, called tri-planar mapping. Its available in the Unreal engine material editor, and its a material function called "world aligned texture". But this would increase shader complexity so I'd rather recommend making good uvmap and let that do the job. What I would do to get consistent pixel…
also to save time think about how you can re-use details or even parts of models. say you do high and a low poly for a stair case, and bake it down, and the front of the stairs has a lot of nice detail baked from the high poly. you could always uv map a plane to that same area and use it as a trim piece somewhere else in…
Big thanks for advices guys! Ash; thanks for writing a complete guide for game level design workflow!! For me it makes sense to make modular pieces like pipes in 3D modeler without uvs or such, and build level with them. If I model to grid, they will snap. Since most of these modular assets are not so complicated anyway,…
Thanks for the link, Eric. I'm currently working on a project that revolves around some higher-tech interior environments, and I've been focusing my modeling and normal mapping on modularity. It's been torture to get all of the different hallway sections to be seamless when butted up against each other, but it's moving…
So for the past couple of months I've been working on a UE5 environment mainly educating myself on different methods for specific results. basically I have everything done as far as main props and house, just mainly importing in UE5, clouds, mountains and sorts. So here is a sample of my mountain modular terrain, created…
After re-reading this entire thread pior is spot on, leaving one error to focus on another merely compounds a veritable litany of mistakes. Please listen and readjust your thinking/attitude, in my experience fanned caps would've been acceptable 5yrs ago however tech evolves with new (well probably rediscovering old…