WorldofLevelDesign @GameLevelDesign
Tutorials, tips & practical knowledge for #leveldesign #gameart since '08. I'm AlexG. Official X of WoLD. Premium Tutorial Courses here: https://t.co/jHhvqfJAAs worldofleveldesign.com Inside a Game Engine Joined January 2010-
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@GameLevelDesign I had to do research to find the correct sizes for good video game doors when making my modular assets. You never tend to realise when playing games but often coridoors, doorways and windows are a lot bigger than their real life counterpart. Just look at these examples
@GameLevelDesign hah, just did the exact same thing on my project today. Lifted the door size by 25cm and then it feels right. Reminds me of that old gamasutra article about the scale in Max Payne, and how they made everything bigger so the camera feels good.
It's crazy how only 20cm of door width makes difference between cramped to "feeling right" for standard living spaces, especially 1st person. 3rd would work in both but not 1st. Generally go w/140cm doorway width but was trying to make it w/120cm to make it fit into modular set.
Nothing more annoying than having floating windows docking into your interface, killing your flow. In Maya, click on the lock icon on top right to disable docking of floating windows.
Just experienced another weird selection issue in Orthographic view using marquee selection. It was only selecting front facing vertices but not the back. View > Default View fixed it.
Just experienced another weird selection issue in Orthographic view using marquee selection. It was only selecting front facing vertices but not the back. View > Default View fixed it.
Unreal Engine 5.4 is here!🔔 It’s packed with new features and improvements, including the toolsets we’ve been using internally to make ‘Fortnite Chapter 5,’ ‘Rocket Racing,’ ‘Fortnite Festival,’ and ‘LEGO Fortnite’ the successes they are. Check it out: unrealengine.com/whats-new
Exciting news: RealityCapture 1.4 is here! Download it today and capture the world in 3D. What’s new: ▪ Updated pricing model ▪ Now available in the Epic Games launcher and Epic Developer Portal ▪ Sign-in updates and bug fixes capturingreality.com/realitycapture… #RealityCapture14
100%! Pomodoro is another great technique. 25min of work, 5 min break. Repeat. Very simple yet extremely effective.
100%! Pomodoro is another great technique. 25min of work, 5 min break. Repeat. Very simple yet extremely effective.
I’ve found no better way to focus & work than using 15min increments. Put on timer for 15/30/45/60 & so on. Do nothing else but focused work. Timer goes off, short break. Then back again. Do as many of these as possible in the day. Keep track. You’ll get more work done than ever.
Be inspired and learn from it all. Different genres of games, film, concept art, traditional paintings, sculpture, photography, architecture. All will contribute to helping you become a better environment artist and level designer.
Maya Quick Tip 25: FIX - Fix - Green Polygon Material Color on Faces. When you Bridge edges to create new faces, Maya will assign Green color material on them. This means these faces are missing a material. Maya doesn’t know what to assign and gives you a missing material error
Never knew you could do that. This knowledge changes everything for me😀
Never knew you could do that. This knowledge changes everything for me😀
Biggest problem I see beginners make when creating props is not spending sufficient time on blockouts to make size/scale feel right. Often not enough to see it in Maya alone. Export it out. Bring into game engine. Walk around blockout. Get this right before moving to modeling.
In #SubstancePainter, under Display Settings > Environment Map change the HDRI to one that uses Studio to have Neutral Lighting without any color infused from the HDRI. I like using Studio White Soft.
In #SubstancePainter, under Display Settings > Environment Map change the HDRI to one that uses Studio to have Neutral Lighting without any color infused from the HDRI. I like using Studio White Soft. https://t.co/fj34XLzrlL
Few tips on quickly prototyping and blocking out environments...
Max Pears @MaxPears
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120 Followers 249 Following Environment Artist | X-@cdprojektred | Fitness Enthusiast 💪@TheHorseMangler @mac_shirk @prop_haus @GameLevelDesign Yeah, however it used an 'over the shoulder' camera and narrow FoV. And the distance between the camera and the player model is shortened. Making it a bit more of a "real" gameplay camera, so the scale of the environments don't necessarily need to be as goofy
Waiting for Silent Hill Inspired Scene Another mood I used a combination of Ultra Dynamic Fog BP and exp fog Quixel Trees and some assets and decals Unreal Engine 5.3 Lumen Nanite Gas station and Silent Hill Sign created with 3dsmax and Substance Painter HDR Lighting with…
@mac_shirk @prop_haus @GameLevelDesign No way around it for a third person game though, you need space for the camera to move, and the reality is that 95% of players don't ever notice it.
@GameLevelDesign On Arkham we made the doors about twice the height of batman if I remember correctly!
@GameLevelDesign I can never figure out modular door tiles 😭 they're always either too wide or too thin
@GameLevelDesign Also depends on your field of view I suppose? It’s roughly 50mm in real life
@GameLevelDesign you're missing the part when you add the hinges and the door.
@GameLevelDesign Try with different FOV too. I personnaly play most games at 103 and when a game doesn't offer it, they all feel small and clustered.
@GameLevelDesign hah, just did the exact same thing on my project today. Lifted the door size by 25cm and then it feels right. Reminds me of that old gamasutra article about the scale in Max Payne, and how they made everything bigger so the camera feels good.
@GameLevelDesign I had to do research to find the correct sizes for good video game doors when making my modular assets. You never tend to realise when playing games but often coridoors, doorways and windows are a lot bigger than their real life counterpart. Just look at these examples
Testing some plywood, the texture isn't final. Oh and some new grass :) #WIP #UnrealEngine
Significant updates have been made to our Temporal Super Resolution documentation. It's jam packed with new features and information! The 5.4 major release notes don't do justice to how much effort has gone into these docs. dev.epicgames.com/documentation/… dev.epicgames.com/documentation/…
Unreal Engine 5.4 is here!🔔 It’s packed with new features and improvements, including the toolsets we’ve been using internally to make ‘Fortnite Chapter 5,’ ‘Rocket Racing,’ ‘Fortnite Festival,’ and ‘LEGO Fortnite’ the successes they are. Check it out: unrealengine.com/whats-new
Unreal Engine 5.4 is here!🔔 It’s packed with new features and improvements, including the toolsets we’ve been using internally to make ‘Fortnite Chapter 5,’ ‘Rocket Racing,’ ‘Fortnite Festival,’ and ‘LEGO Fortnite’ the successes they are. Check it out: unrealengine.com/whats-new
Exciting news: RealityCapture 1.4 is here! Download it today and capture the world in 3D. What’s new: ▪ Updated pricing model ▪ Now available in the Epic Games launcher and Epic Developer Portal ▪ Sign-in updates and bug fixes capturingreality.com/realitycapture… #RealityCapture14
Finally I can say that Eastern Europe Building environment is finished! 🙌✨ #UE5
Want to create tiling textures in #Substance3DPainter? The Tiling Material sample file is a great tool for manually creating tiling materials.
Finally done with this scene! Really appreciate all the feedback I got. I will post the progress GIF in a while, always satisfying to see that one! :D @UnrealEngine #unrealengine #UE5 #blender3d