Hi yaschan, This is my approach: The level below was done in modo and keeping the scale awareness was achieved by using human scale models positioned where I need them. I am also using the po2 grid in modo and UE4. I can test this level or any part of it by exporting to UE4 and keeping the pivot point right in the middle…
I find the easiest way to start a new level design is by blocking it out on paper first. Then translate that into photoshop and fix the scale of some areas before blocking out in ue4 to check vantage point and how the player interacts.
I just downloaded SuperGrid (paid for with the $30 Epic gave to anyone that paid for their subscription before it was free) It's really great, I can definitely see myself using it to block out scenes and new assets. It seems faster than trying to jump between UE4 and a model package during the concepting and block out…
I'm having huge difficulties getting my head together in designing a level. How do you guys approach this? Do you model in 3d modeling package and then import to UE? Or model in UE using placeholder boxes and then replace the boxes with more advanced meshes from 3d app? I want to make portfolio piece of old factory floor…
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,…
Hey yaschan, as other people suggested before, to design a level you start using both bsp (directly in UE4) or 3d geometry (modeled into any 3d application and then imported in UE4). At the end of the day both solutions are valid: you have to try both and decide which one works better for you. But in the end the process…