“What if you put details first & then built environment around them.”
This can be done. It is a method.
However, difficult to execute for most.
Instead it's recommended you work LARGE to SMALL. Focus first on blockout, big shapes then detail become secondary & almost automatic.
#gamedev #gameart
Posts by World Of Level Design
Creating entire environment first
All untextured. Using all modular meshes. Designing the space
Then will focus on texturing/mat creation
Documented similar approach from start to end in Modular Environment Masterclass www.worldofleveldesign.com/store/modula...
Maya modeled #UE5 created #gameart
We have modular railings. Modeled in Maya and imported into UE5.
Stand-alone. Attached to a wall. End caps. Straight. Inclined. Connector pieces 90 and 180 degrees.
Enough for pretty much most use case scenarios.
#gameart #gamedev #ue5 #unrealengine
Always be creating.
#gameart #gamedev #ue5 #leveldesign
Blockout train tracks to modeled train tracks. From Maya to #UE5.
Blockout is kept as simple as possible but has the dimensions locked in.
This way when you model & update blockouts with final meshes, the environment is kept the same & doesn't shift for you having to fix it.
#gameart #gamedev
Modeling doors in Maya and bringing them into UE5. No textures yet.
Lock and keycard with vent variation.
Also got to have some hinges.
Doorways and door frames are kept separate for additional variations to swap out to and allow you to open/close doors.
#gameart #gamedev #mayamodeling #ue5
Shading issues often stem from bad topology. Fix your topology will fix your shading issues.
Image 1+2:
Top: shading issues from bad topology.
2nd From Top: fixed topology, shading issue gone.
Image 3:
Bottom Piece: same as 2nd from top just optimized, less verts in the area.
#gameart #gamedev
What has helped a lot is to constantly keep on-going lists of what to do next on the project and what has been already done. This time and anytime you have 30-60 minutes to put something into your project, you don’t waste time.
Beginning to replace BSP w/base meshes in #UE5.
These meshes will become final. But right now, all about size, dimensions & how they'll work together.
I covered full process of modular geometry creation in this Modular Design Masterclass: www.worldofleveldesign.com/store/modula...
#gamedev
Reminder: In Maya, to keep all your edges beveled at same distance regardless mesh size, use:
▪️Offset As Fraction: Off
▪️Offset: input value to bevel
▪️Segments: input number of segments for bevel
This makes all bevels across all meshes consistent and match each other.
#gameart #3dmodeling
Here is complete, ultimate guide to creating modular environment assets from start to finish for #UE5, w/Maya & Painter
▪️Learn Entire Modular Creation Pipeline
▪️Step-by-Step Workflow
▪️37 In-Depth Video Tutorials
▪️12+hrs of Detailed Instructions
www.worldofleveldesign.com/store/modula...
#gamedev
#UE5: BSP vs Dynamic Meshes vs Static Meshes for blockouts?
Pros & cons between all. Just recently came back to BSP. But use them all.
Depends on project & what'd be fastest to get idea blocked out in UE5.
In the end, all means to an end to get environment idea tested & built.
#gameart #gamedev
Screenshot from "ONI" - PS2/PC/Mac (Bungie 2001)
I dig it! Don't delete later, or ever! Hahaha!
Not sure what the direction was for this project and I'm showing my age here, but it felt very evocative of Bungie's "Oni" imo.
Has some insidious Corpo vibes, but that could just be my impression of the blockout. Keen to see where it goes!
Maybe a start to something beautiful.
Or might delete later.
Idk.
Early and rough BSP blockout in #UE5 to get the sense of space and layout to an idea.
#gameart #unrealengine #gamedev
You can still get access to BSP brushes in UE5.7 to block out your environments with...
#unrealengine #ue5 #gameart #gamedev
BSP Brushes in UE were ONE OF THE BEST ways to block out environments.
Fast, iterative & nothing else needed other than Basic Map.
Luckily BSP brushes still available in UE5.7
Go under More>Geometry. Drag BSP shape from menu then use Brush Editing Mode to modify (Shift+7).
#ue5 #gamedev #gameart
Put together another #UE5 Master Material Template for environments.
This one is 2 texture tiling, blend, w/masks. Allows 2 textures to be blended based on a mask you are using.
Plug & play. Many customizations.
Get it on Patreon: www.patreon.com/posts/ue5-ma...
#gamedev #unrealengine #gameart
One of most common texture errors you’ll experience in #UE5 is "Parameter 2D Found NULL, Requires Texture 2D”.
Main cause is a missing or broken reference to a texture inside your material graph.
Here is Quick Tip video on how to fix it: www.youtube.com/watch?v=CjyS...
#gamedev #unrealengine
11 Secrets for Level Design & Game Environment Ideas, Layouts, Reference w/"Google Maps 3D" Tutorial: www.youtube.com/watch?v=mgGD...
One of best ways to get accurate reference of any ext environment to create is use Google Street View. Immerse yourself & live through it. Other best way is to visit the location. For this, I had the chance to actually visit & take reference then revisit through Street View.
#gameart #gamedev
Simplicity & subtleness of painted bricks in #UE5.
Keep setup simple but always offer a lot of customization & variation through Base Color, Roughness, Normal Maps, Masks & Dirt Overlays controls.
Learn how to create UE5 Materials for environments here: www.worldofleveldesign.com/store/ue5-ma...
That's a good idea.
3 initial base brick textures in #UE5. Base starting point. Defaults.
Then fun will really begin w/Material Instances & many customized material controls set up & ready to go.
Albedo, Roughness, Normals, Dirt Overlay Variation & separate control for grout and brick
#unrealengine #gamedev #gameart
Would be nice to have single button Reset to Default in #UE5 to quickly reset ALL Material Instance properties to default without having to hit the small arrow 1-by-1 per each changed setting per each Material Instance.
#unrealengine #gamedev #gameart #indiedev
Substance Sampler has saved me a lot of times, many times. LOVE this software. Simple & powerful. Haven’t even begun to use Sampler to full potential. Only been using to generate quick masks. This 1 will need some manual fixing. Cant wait until I start photo to material creation.
#gamedev #gameart
Experimenting with initial tests of creating mesh edge decals to hide sharp environment corners on walls, columns etc.
Just corner piece of geometry with decal material assigned to it then placed at sharp corners to add detail.
Decal material just has normal map & opacity map.
#gameart #gamedev
After setting up scene in #SubstancePainter, you may need to update the mesh: modeling, UVing or both
Make updates modeling/UV updates then re-export. Overwrite existing FBX
Then go to Edit > Reimport (Ctrl+Shift+R)
Painter will update mesh w/changes
Bake Mesh Maps if needed
#gameart #gamedev
NEW TUTORIAL!
Ultimate Guide to Alpha Channels for Opacity/Transparency Textures - TGA vs PNG (w/ #UE5 Examples)
This one is important for creating opacity/transparency textures, PNG vs TGA formats and how to texture pack Opacity Masks
www.worldofleveldesign.com/categories/t...
#gamedev #gameart
Love game environment art and level design.
#gamedev #indiedev #gameart #leveldesign #gameart
Another NEW #UE5 asset on WoLD Patreon!
UE5 Master Material Template: 1 Texture Tiling Mat w/Mask for Environments
1 Texture w/Mask
Perfect for brick/grout where you have 2 parts of texture to control
Many controls for customization
WoLD Patreon: www.patreon.com/posts/ue5-ma...
#gamedev