@@MyrkurGames please can you make a video on level designing only with free assets.plz plz plz. Edit:please like if you like the idea or read the comment plz
Hi, late question but I was wondering, what material was used on the blockout? the measurment grids look very handy! is this marketplace or in-house tool? Thanks :)
It's very handy, and it's on the marketplace! It's called Customizable Grid by Zaroa.net, and we mentioned it in our main video on the level design, if you want to check out the designer's thought process on this combat arena: ua-cam.com/video/aneOVc7DrUM/v-deo.html&lc=Ugyjhm__hR-wC_o-W4N4AaABAg
great work guys and gals keep it up but i too have a question about the spline mesh stuff as to is it your own inhouse creation or is it a asset to get off market place ? or if you could do tut that would be great but apart that keep it up :)
We try to assign meaning like that to the whitebox, but a lot of the time, it's just meant to evoke the environment. We'll use green boxes to mean "nature things" and brown to mean dirt and so on. We'll sometimes ascribe meaning to it.
Textures and meshes are the big performance tanks in a game like ours, if you are doing a bunch of calculations per frame then the logic of the level and characters can be the performance heavy part. So it just depends on what you are putting into the level :D
Thank you for this video, you must have worked hard to reach that level of competency. At 1:22 what is happening? Are you making a single floor collision mesh out of the whole level somehow? Thank you for the tasteful video using megascans
That's the Nav Mesh Bounds Volume, which is a volume you can find in Unreal. More info here: docs.unrealengine.com/en-US/Engine/Actors/Volumes/index.html
Very beautiful work there, amazing! One question - when you import asset from quixel-bridge, do you get it with all LOD's? because when i import them, i do not get all LOD's, only one. And i check all 5 of them when exporting
Hi, when we import from the bridge the LOD's arrive with the asset. Try re installing the bridge and plugin, and if the bug persists then I would send a ticket to Quixel :)
He really is a master at his craft! This was done over only THREE DAYS! What a champ! Can't wait to share more of his work as this project continues to grow!
Yeah that was an oopsy on our part. You can see some flythrough shots of the final level in the accompanying level-design Vlog :D ua-cam.com/video/aneOVc7DrUM/v-deo.html
@@MyrkurGames i think so. So its an addon? I'm pretty new to this but i'm addicted to it. Making a pretty sweet game but man is the learning curve for all this stuff is steep.
@@EddieJarnowski it's a marketplace for photoscanned assets from Megascans. You can also just get most of them for free on the unreal marketplace if you are using Unreal :)
This is a meterial pack you can find on the unreal marketplace. If you want to see the process you can see it here ua-cam.com/video/aneOVc7DrUM/v-deo.html
@@MyrkurGames thank you so much for your comment. I was wondering from where do people get these but you are the first one who answer on my question. Huge thanks and have a nice day ! :)
We do some of our own photo-scanning, including trees. We scan the parts of the trees we can physically reach, then our Art Director works them through SpeedTree. We do use Atlases from Megascans for the leaves. All this to say that we try to mix megascans assets with our own where possible to reliably and quickly create our own boutique content! We're thinking about doing a Dev Tips on this with the Art Director soonish.
We use a height blend function for our main layer and then paint in our other layers to achieve the natural blend. The textures we used are a mix of Megascans ground textures and some of our own scans from Iceland. There are also a great many tutorials on how to make landscape materials on UA-cam :)
@@sunfix991 The source engine is an older game engine, think half life 2 or portal. It's level editor is kinda old and uses a precise grid system. You mostly move stuff around on a grid of multiples of 2 (2, 4, 8, 16, 32).
yeah, we definitely dropped the ball on that one since this was only an accompanying time-lapse for a level design vlog on the same channel. If you want to see some results from the level build there is a small fly through in the start of that video :) ua-cam.com/video/aneOVc7DrUM/v-deo.html
somewhere in the range of 30-90 haha, It's hard to tell since we had already bought a bunch pf these assets before filming. But if you use the Unreal marketplace you don't need to spend any points on the Icelandic biome :)
That's a valid point! If we do another one of these we'll be sure to include gameplay at the back of the video. This timelapse was primarily made as a partner to a HOW TO video made by the level designer about his process. (ua-cam.com/video/aneOVc7DrUM/v-deo.html) We're working on a new video right now which will show some gameplay, I think. Stay tuned!
Its my first week of using Unreal Engine 4, cant wait to make things like these. Great work!!!
Have a nice journey.
Good luck!
@@MyrkurGames please can you make a video on level designing only with free assets.plz plz plz.
Edit:please like if you like the idea or read the comment plz
@@letsthink5733 Hey, most of these assets (that is, the Megascans assets) are free if you use the UE4, you can find them on the unreal marketplace :D
@@MyrkurGames thanks for your reply🤗
it was straight up breathtaking to watch.
Amazing work guys! I love this channel and can’t wait to see more
No one gonna notice that white circle with that popular ugly cats face in it at 4:03?
I did
Good old Wilfred, still haunting us to this day
Damn this is soo unreal! nice work
OMG I WANNA PLAY IT! like badly.
This Looks Incredible! :D
Thanks!!
Beautiful. More of these please
Damn gives me hope for my game
Awesome brother
Thanks ✌️
Wow, hes spectacular ! Can u also make a VLog about how music is composed? (With no spoilers pls)
We have one up already: ua-cam.com/video/w6eWutd9Okw/v-deo.html :)
Hi, late question but I was wondering, what material was used on the blockout? the measurment grids look very handy! is this marketplace or in-house tool? Thanks :)
It's very handy, and it's on the marketplace! It's called Customizable Grid by Zaroa.net, and we mentioned it in our main video on the level design, if you want to check out the designer's thought process on this combat arena: ua-cam.com/video/aneOVc7DrUM/v-deo.html&lc=Ugyjhm__hR-wC_o-W4N4AaABAg
Great work, nooo, AWESOME !!!! What system do you have (graphics card ...) to keep things as beautiful
Thanks! This build was made on a rig with a geforce 1080 graphics card
great work guys and gals keep it up but i too have a question about the spline mesh stuff as to is it your own inhouse creation or is it a asset to get off market place ? or if you could do tut that would be great but apart that keep it up :)
So the spline mesh tool is an inhouse built BP.
We cloud definitely look into making a tutorial for it :)
Excellent :)
Thanks!
What do the different coloured textures mean in the graybox? Walkable and non walkable?
We try to assign meaning like that to the whitebox, but a lot of the time, it's just meant to evoke the environment. We'll use green boxes to mean "nature things" and brown to mean dirt and so on. We'll sometimes ascribe meaning to it.
how much time actually took to complete this ?? ooh man just wow
It took around two or three work days to complete
!
I wish I could make games but I have to create my characters in blender which is really hard bc I'm still a bit of a beginner.
I know that hurts when Unreal crashes.. anyway amazing timelapse
haha yeah
Thanks!
awesome
are the textures and meshes heavy in size for a game level?
Textures and meshes are the big performance tanks in a game like ours, if you are doing a bunch of calculations per frame then the logic of the level and characters can be the performance heavy part.
So it just depends on what you are putting into the level :D
Very nice
Thank you!
Thank you for this video, you must have worked hard to reach that level of competency. At 1:22 what is happening? Are you making a single floor collision mesh out of the whole level somehow?
Thank you for the tasteful video using megascans
That's the Nav Mesh Bounds Volume, which is a volume you can find in Unreal. More info here: docs.unrealengine.com/en-US/Engine/Actors/Volumes/index.html
How many hours did it take? BTW nice work and very beautiful environment, you earned a sub from me today
Thanks! :) It took around two or three work days to complete
@@MyrkurGames that's so much time, you have great patience! I am also learning making terrains
Very beautiful work there, amazing!
One question - when you import asset from quixel-bridge, do you get it with all LOD's?
because when i import them, i do not get all LOD's, only one. And i check all 5 of them when exporting
Hi, when we import from the bridge the LOD's arrive with the asset. Try re installing the bridge and plugin, and if the bug persists then I would send a ticket to Quixel :)
Boss sends photo. Can you do this canyon like thing using just this photo?. Yep no problem. Done! we bow to you EIRIKUR.
He really is a master at his craft! This was done over only THREE DAYS! What a champ!
Can't wait to share more of his work as this project continues to grow!
whaat we don't see the final result? Would love to
Yeah that was an oopsy on our part.
You can see some flythrough shots of the final level in the accompanying level-design Vlog :D
ua-cam.com/video/aneOVc7DrUM/v-deo.html
Nice job. How do you get your assets to all display like that in your content screen?
Thanks! Are you reffering to the asset browser in Quixel Bridge?
@@MyrkurGames i think so. So its an addon? I'm pretty new to this but i'm addicted to it. Making a pretty sweet game but man is the learning curve for all this stuff is steep.
@@EddieJarnowski it's a marketplace for photoscanned assets from Megascans. You can also just get most of them for free on the unreal marketplace if you are using Unreal :)
0:22 from where do you get this walls, floors etc ?
This is a meterial pack you can find on the unreal marketplace. If you want to see the process you can see it here ua-cam.com/video/aneOVc7DrUM/v-deo.html
@@MyrkurGames thank you so much for your comment. I was wondering from where do people get these but you are the first one who answer on my question. Huge thanks and have a nice day ! :)
@@kriskata7653 No prob :) you too
Can’t wait to use unreal again
best content ever
did you create the trees? ... I thought megascans didnt include whole trees
We do some of our own photo-scanning, including trees. We scan the parts of the trees we can physically reach, then our Art Director works them through SpeedTree. We do use Atlases from Megascans for the leaves. All this to say that we try to mix megascans assets with our own where possible to reliably and quickly create our own boutique content!
We're thinking about doing a Dev Tips on this with the Art Director soonish.
How did you do the landscape material?
We use a height blend function for our main layer and then paint in our other layers to achieve the natural blend.
The textures we used are a mix of Megascans ground textures and some of our own scans from Iceland.
There are also a great many tutorials on how to make landscape materials on UA-cam :)
Great level design. I do a lot of mapping in Source Engine and the amount of off grid work is hurting me.
Whats off grid work? And what is source engine about?
@@sunfix991 The source engine is an older game engine, think half life 2 or portal. It's level editor is kinda old and uses a precise grid system. You mostly move stuff around on a grid of multiples of 2 (2, 4, 8, 16, 32).
@@JangersTheDog oh thanks for the reply, do you use it because your pc set up is low? Because you could try Unreal Engine 4.
@@sunfix991 I mostly use it cause I already know it. I only do level design as a hobby and don't have the free time to learn a new engine.
@@JangersTheDog oh, well you should try it, it opens many doors and very easy to use, i recommend you to consider trying it.
Svo hvenar fær maður að prófa þetta vonandi meistaraverk
Það er ennþá TBD, en takk fyrir áhugan!
Why is there no walk/fly through? It's built but didn't get to see it.
yeah, we definitely dropped the ball on that one since this was only an accompanying time-lapse for a level design vlog on the same channel.
If you want to see some results from the level build there is a small fly through in the start of that video :)
ua-cam.com/video/aneOVc7DrUM/v-deo.html
How many points would you say you used in Megascans?
somewhere in the range of 30-90 haha, It's hard to tell since we had already bought a bunch pf these assets before filming.
But if you use the Unreal marketplace you don't need to spend any points on the Icelandic biome :)
How is that I see so much great Lvl Design Timelapses yet cant see such great environments in games?
We often find ourselves stopping in our favorite games just to look at the beautiful environments and take in the brilliant work done by the artists!
Really i just waited all that time and theres no actual gameplay...but still good job
That's a valid point! If we do another one of these we'll be sure to include gameplay at the back of the video.
This timelapse was primarily made as a partner to a HOW TO video made by the level designer about his process. (ua-cam.com/video/aneOVc7DrUM/v-deo.html) We're working on a new video right now which will show some gameplay, I think.
Stay tuned!
Skyrim 2.0
Too much manual work for such a small scene :)
Surprisingly quick work, though! Took him only a few days!
@@MyrkurGames Wow, It's good :)