see pictures. what you see there could be one level, or even just a tiny part of a bigger level. and id looove more theory about workflow and so on. i did that in substance modeler. was very easy and fun. cause i can sculpt in all dimensions at same time. doing this in zbrush i imagine is cumbersome?
separating elements of your environment so that you can change it in the game engine will not effect how it will look. If it does, you are doing something strange. It's a change in your workflow that seemingly adds a few steps and decisions you have to make up front, but it saves you much more problems down the road.…
Hello, This thread is running in circles because your angle doesn't make sense. For instance : ----- "but i dont know how to make it modular. just having few assets for walls, and floors, that wont make it. that works for a house i think. with walls looking all the same . but not here. here look at the first pic, the 1.…
It'll work, doesn't stop it being a bad idea . We all build levels out of many small pieces because it has proven to be the best way to build levels. Over the last 20-30 years, thousands of people have come to the same conclusion. i.e. that its less work overall, it's more flexible and it's much cheaper to render. Where…
but i dont know how to make it modular. just having few assets for walls, and floors, that wont make it. that works for a house i think. with walls looking all the same . but not here. here look at the first pic, the 1. that is a hero asset. i cannot make this modularly inside ue. just no. i want all the nice bevels u see…
that sounds like a prime candidate type of game for a modular environment workflow. If you stick with the best practices you can find all over the internet, I think you'll be set up for success and not need to do anything out-of-the-ordinary.
vr game. i am planning to use gorilla tag movement™. Run, climb, and jump in VR using a unique locomotion method that only needs the movement of your hands and arms. No buttons, no sticks, no teleportation. Push off of surfaces to jump and squeeze them with both hands to climb. with that movement method... this map should…
For a diorama do whatever you want. For a game you need to design with future changes in mind. In that case, this workflow is going to cause more problems than solutions. Think about what sort of changes you'll need to make over the development of a game. "Character can jump 10 meters high, so all reachable platforms have…