When i first got in to Environment art and level design, i used to just copy existing levels from existing games. Once the layout was copied, change the art style of it or change routes to make it your own.
I found this video very informative. I learned a lot from it because you went into a lot of detail about the level design process. Something I’m only starting to grasp right now. Thanks for putting this video up 👍
Hey unfgames I think there is mistake of identity in one of your video as StratCurrent didn't work on this project, the correct credit is me😅 nice video btw 0:19
The hardest part for me is texel density. My environment assets are too blurry or too sharp. This is why its a good idea to make use of tileable texture first to get a sense of how much texel density is needed to get the results I need. Made a billion mistakes on my environment but I once I am done, I ll will write them down along with solutions I come up with since there is really no tutorial in existence that explains everything in detail. I also didnt do a proper blockout before I started but because I rushed things and now Im improvising and learning by being creative around weird dimensions and angles I did not want. And this in turn makes me figure out new stuff I would ve never thought of. So my advice to anyone interested in 3d: dont worry how bad your creations look once they are finished. JUST FINISH THEM. Learn from your mistakes. Also, never trust your 3d modelling viewport. The sense of scale vs Depth of Field is finnicky thing. Always view your models in engine to get a sense of scale.
One question, blockout level is fine, but how to change this meshes to final meshes? export to 3d software for make details? or use model tool in unreal?
pls help, did I understand right - first you need to create blockout level and then replace it to necessary models? just delete grey block and put the needed model?
this is cool. Im planning on making a role-playing story game. Can I ask you how long it took to block out that level to the extent it was at the end of the video?
Heya-! My game is going to have 4 free toam medium sized maps, one of which is a suburbs map and the other one being a city. How would I go about blocking out the map? (City)
Nothing in particular, personally I prefer to use ue5 tools only like landmass or just sculpting, since the ugly parts will be replaced by meshes anyway
I'm participating in Blocktober and looking for new methods to prototype quickly, but using primitive BSP is the fastest tool to do it. Do you know any other methods for instant prototyping?
When i first got in to Environment art and level design, i used to just copy existing levels from existing games. Once the layout was copied, change the art style of it or change routes to make it your own.
Thats a great way to learn
Ripping from games that's some other level of bad guy🤣🤣🤣
@@danielzareil2079 Haha, but the best way to learn, 20 years later, Im still working in the Games Industry ;)
Impressive😮🙌🤩 might try it out😷
@@danielzareil2079 You do that my friend :)
Dude, that level block out is really amazing
thank you!
I found this video very informative. I learned a lot from it because you went into a lot of detail about the level design process. Something I’m only starting to grasp right now. Thanks for putting this video up 👍
Thats great to know! Thank you!
Hey unfgames I think there is mistake of identity in one of your video as StratCurrent didn't work on this project, the correct credit is me😅 nice video btw
0:19
Hey! Can see that now! Was very small, I will add the credits on the video description too
The hardest part for me is texel density. My environment assets are too blurry or too sharp. This is why its a good idea to make use of tileable texture first to get a sense of how much texel density is needed to get the results I need. Made a billion mistakes on my environment but I once I am done, I ll will write them down along with solutions I come up with since there is really no tutorial in existence that explains everything in detail. I also didnt do a proper blockout before I started but because I rushed things and now Im improvising and learning by being creative around weird dimensions and angles I did not want. And this in turn makes me figure out new stuff I would ve never thought of. So my advice to anyone interested in 3d: dont worry how bad your creations look once they are finished. JUST FINISH THEM. Learn from your mistakes. Also, never trust your 3d modelling viewport. The sense of scale vs Depth of Field is finnicky thing. Always view your models in engine to get a sense of scale.
Definitely! Don't get it perfect, just get it going!
agreed!
Great video, i was searching for something like this
Glad to hear!
Final fantasy tactics, what a blast from the past man
One question, blockout level is fine, but how to change this meshes to final meshes? export to 3d software for make details? or use model tool in unreal?
Hi! I think this video answers your question ua-cam.com/video/_aHNaYVO2QM/v-deo.html
pls help, did I understand right - first you need to create blockout level and then replace it to necessary models? just delete grey block and put the needed model?
yes
Yes blocking out is only for composition, scaling and gameplay testing
thank you so much for this valuable video
welcome!
Only 750 likes and this video helps so much! ❤️ thank you
you are welcome!
This is awesome!
glad you like it!
this is cool. Im planning on making a role-playing story game. Can I ask you how long it took to block out that level to the extent it was at the end of the video?
Maybe a couple of weeks or 3. I can't remember how long exactly but it wasn't a full time thing.
@@unfgames cool. it was a cool result
Looks good.
thanks!
Heya-! My game is going to have 4 free toam medium sized maps, one of which is a suburbs map and the other one being a city. How would I go about blocking out the map? (City)
Just use big shapes first, get the general layout and add modular pieces at the end
UNF Games, do you have a tutorial to make 3D character models that you can link for me or would it be best to hire somebody?
We don't have, most resources for that are Paid. CGMA is a good option. If you want to hire a character artist it is also expensive so it's up to you
Gaea over world creator? First time I hear of this software, any reason you picked it?
Nothing in particular, personally I prefer to use ue5 tools only like landmass or just sculpting, since the ugly parts will be replaced by meshes anyway
I'm participating in Blocktober and looking for new methods to prototype quickly, but using primitive BSP is the fastest tool to do it. Do you know any other methods for instant prototyping?
You may want to take a look at this one ua-cam.com/video/ZF99vhclNeg/v-deo.html
Oh wow
What happen
Good question lol