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WorldofLevelDesign

WorldofLevelDesign

@GameLevelDesign

Tutorials, tips & practical knowledge to being best level designer & environment artist. I'm AlexG. Official X of WoLD. Tutorial Courses: https://t.co/jHhvqfJAAs

Inside a Game Engine Katılım Ocak 2010
797 Takip Edilen9.6K Takipçiler
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WorldofLevelDesign
WorldofLevelDesign@GameLevelDesign·
"Modular Environment Design Masterclass" tutorial course is now available. Includes: ▪️Comprehensive Masterclass ▪️Full Modular Asset Creation Pipeline ▪️Step-by-Step Workflow ▪️37 Videos ▪️12+hrs of Detailed Instructions Download. Watch. Learn. Create. worldofleveldesign.com/store/modular-…
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WorldofLevelDesign@GameLevelDesign·
When creating asset packs for UE5 or anything else, it’s important to decide on naming convention you’ll be using for all meshes, textures, materials etc. This requires thought planning but it’ll make finding, updating, working w/assets a lot easier. Especially when sharing them.
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WorldofLevelDesign@GameLevelDesign·
Quick steps to using the Clone Tool in Substance Painter... For more detailed step-by-step you can check out full breakdown tutorial. Substance Painter: Using Clone Tool (Great for Fixing Tiling Seams or Copying Texture Elements) - worldofleveldesign.com/categories/sub…
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WorldofLevelDesign@GameLevelDesign·
If you are using the Clone tool in Substance Painter, make sure to create an Empty Layer and then change each Channel to Passthrough for the Clone tool to work.
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WorldofLevelDesign@GameLevelDesign·
Portion of environment is done. Modular pieces are stressed tested. All work. But it’s time to start working on tiling textures to see how surfaces fit together before building rest of environment. And before adding med to small detail & props. Modeled in Maya, designed in UE5
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WorldofLevelDesign@GameLevelDesign·
“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
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WorldofLevelDesign@GameLevelDesign·
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: worldofleveldesign.com/store/modular-… Maya modeled. UE5 created.
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
Fix Modeling Topology = Fix Modeling Shading Issues...
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
Beginning to replace BSP blockout w/base meshes in UE5. These meshes will become final. But right now, it’s about size, dimensions & how they'll work together. I covered full process of modular geometry creation in Modular Environment Design Masterclass: worldofleveldesign.com/store/modular-…
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
Here is the 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+ Hours of Detailed Instructions worldofleveldesign.com/store/modular-…
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WorldofLevelDesign@GameLevelDesign·
For that I'd say UE5's Modeling Mode & creating Static Meshes. You can model, UV, texture, collisions all in one. May take little longer than BSP or Dynamic Mesh blockouts but it'd give you the blockout stage & final meshes approach without issues of the other methods.
Manu@Manum_000

@GameLevelDesign what would you say is the best between them when it comes to "painting" the blockout? That is, to not replace the blockout geo and instead texture it for a quick art pass in personal or smaller projects.

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WorldofLevelDesign@GameLevelDesign·
@Manum_000 For that I'd say UE5's Modeling Mode & creating Static Meshes. You can model, UV, texture, collisions all in one. May take little longer than BSP or Dynamic Mesh blockouts but it'd give you the blockout stage & final meshes approach without issues of the other methods.
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Manu
Manu@Manum_000·
@GameLevelDesign what would you say is the best between them when it comes to "painting" the blockout? That is, to not replace the blockout geo and instead texture it for a quick art pass in personal or smaller projects.
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WorldofLevelDesign@GameLevelDesign·
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.
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WorldofLevelDesign@GameLevelDesign·
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.
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