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[UT4] DM-Chamber

  • Ubuska
  • May 3, 2018 at 11:28 PM
  • Ubuska
    • May 3, 2018 at 11:28 PM
    • #1

    RELEASED

    Map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber

    [Blocked Image: https://i.imgur.com/cQnDFZW.jpg]

    [Blocked Image: https://i.imgur.com/vzsglzE.jpg][Blocked Image: https://i.imgur.com/pSxTxdV.jpg][Blocked Image: https://i.imgur.com/UxWW3K6.jpg][Blocked Image: https://i.imgur.com/6PkLCET.jpg][Blocked Image: https://i.imgur.com/wm7KKtC.jpg][Blocked Image: https://i.imgur.com/K4bLOtA.jpg]


    Old post

    Hi! I'm making DM map for Unreal Tournament 4. The goal of this project is to make fun cool looking map with custom art within 100 mb file size.

    It features trap room in the center of the map and zero grav pools. Playtesting was really fun :)

    Here's bsp layout screenshots

    After 5 versions of this map and playtests I started an art pass for this map. Still very rough but I managed to come up with some interesting basic shapes and basic lighting, so it's a good start I think.


    This map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber

  • Ubuska
    • May 28, 2018 at 12:08 PM
    • #2

    Hi, here's a couple of updates. I more or less finished with rough modelling, starting to refine assets.

    Trap room rough modelling

    [Blocked Image: https://cdn.discordapp.com/attachments/211985922529427468/447174934486319114/unknown.png]

    First textured asset. This asset uses one tiling material with single unique mask texture with no bake. I'm using custom vertex normals to give it rounded look. I plan to produce assets that way - using just one (sometimes don't uses at all for not significant assets) unique mask per asset.

    [Blocked Image: https://cdn.discordapp.com/attachments/211985922529427468/450414583098638336/unknown.png]

    I also use mesh decals for additional details. Will add emissive for some of them later on.

    [Blocked Image: https://media.discordapp.net/attachments/230342536420392960/450435404794167296/unknown.png]

    And lastly, some rough modelling for other rooms

    And here's some experiments with emissive mesh decals

    That's it for now, thanks for watching :)

  • Ubuska
    • June 26, 2018 at 9:41 PM
    • #3

    Still working on this thing :)

    All lighting is just a draft.

  • Ubuska
    • July 6, 2018 at 3:37 PM
    • #4

    Finished modelling of this room, and almost wrapped entire modelling part. Almost there :)

    Lighting/texturing are temporary


  • Ubuska
    • August 15, 2018 at 2:37 PM
    • #5

    Finished this map today, you can download it here: https://utcc.unrealpugs.com/map/348-DM-Chamber

    This was hard to pull off because art in this map is custom 100% and I managed to get the size of 150 mb which is great. Making this level was a blast for me so please feel free to play it! :)

    [Blocked Image: https://i.imgur.com/cQnDFZW.jpg]

    [Blocked Image: https://i.imgur.com/vzsglzE.jpg]

    [Blocked Image: https://i.imgur.com/pSxTxdV.jpg]

    [Blocked Image: https://i.imgur.com/UxWW3K6.jpg][Blocked Image: https://i.imgur.com/6PkLCET.jpg][Blocked Image: https://i.imgur.com/K4bLOtA.jpg][Blocked Image: https://i.imgur.com/wm7KKtC.jpg]

  • Interfearance
    • August 15, 2018 at 2:58 PM
    • #6

    Wow this looks great! The flowing curves looked really hard to make. Did you use maya to make the assets?

  • Ubuska
    • August 15, 2018 at 3:08 PM
    • #7
    Quote from Interfearance

    11 minutes ago, Interfearance said: Wow this looks great! The flowing curves looked really hard to make. Did you use maya to make the assets?

    Thanks!

    I used blender for all tasks. Flowing curves was hard to make look right, actual making process was pretty straightforward though. I used curves and when I felt that they look good I converted them to meshes and optimized/unwrapped them.

  • Interfearance
    • August 15, 2018 at 3:11 PM
    • #8

    Ah I always wanted to use Blender to be able to sell 3d models (Maya student is non-commercial). After learning Maya blender felt backwards and it was a difficult transition. I even tried remapping all the keys to make it feel more like Maya. Apparently they both have unique advantages and a lot of people prefer blender. I should really get into it..

  • RA7
    • August 15, 2018 at 10:51 PM
    • #9

    Very nice, will pimp it asap

  • Ubuska
    • August 27, 2018 at 2:54 PM
    • #10

    Here's breakdown of the map in terms of art pass - final collision and blockout stage. Pretty interesting stuff I think :)

    [ 1 ] Art pass - Final Collision - Blockout

    [Blocked Image: https://pbs.twimg.com/media/Dlmd_XmX4AMfwiw.jpg]

    [Blocked Image: https://pbs.twimg.com/media/Dlmd_XlWwAANhSH.jpg]

    [Blocked Image: https://pbs.twimg.com/media/Dlmd_cMXsAA2bTg.jpg]


    [ 2 ] Art pass - Final Collision - Blockout


    [Blocked Image: https://pbs.twimg.com/media/Dlme2vXXgAEZKaI.jpg]

    [Blocked Image: https://pbs.twimg.com/media/Dlme2wyX4AAc-O3.jpg]

    [Blocked Image: https://pbs.twimg.com/media/Dlme2xxWsAAj5Wa.jpg]


    [ 3 ] Art pass - Final Collision - Blockout


    [Blocked Image: https://pbs.twimg.com/media/DlmfMyvWwAASJ1y.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlmfMz0WwAAcrLq.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlmfM1HW4AYnQw0.jpg]


    [ 4 ] Art pass - Final Collision - Blockout


    [Blocked Image: https://pbs.twimg.com/media/DlmfjFmW4AA1JXj.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlmfjFzWwAEbXz9.jpg]

    [Blocked Image: https://pbs.twimg.com/media/DlmfjHGWwAA8uF6.jpg]

  • Ubuska
    • August 27, 2018 at 9:48 PM
    • #11

    New version of DM-Chamber has been released.

    Changes: collision bugfixes, art fixes, slight optimizations.

    https://utcc.unrealpugs.com/map/348-DM-Chamber

    Also I made a video for this map

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  • Vilham
    • August 28, 2018 at 10:05 AM
    • #12

    Nice, looks awesome, whats performance like?

    The depth of the lines in the floor look pretty large and make it more difficult than it needs to be to read the surfaces, out of interest how do they interact with grenades? Do they use player collision?

  • Ubuska
    • August 28, 2018 at 10:46 AM
    • #13
    Quote from Vilham

    35 minutes ago, Vilham said: Nice, looks awesome, whats performance like?

    The depth of the lines in the floor look pretty large and make it more difficult than it needs to be to read the surfaces, out of interest how do they interact with grenades? Do they use player collision?

    Yes, grenades interact with player collision. Performance-wise it works great even on low end machines thanks to scalability settings, heavy LODing and stationary lights. Though there is a room for improvement performance-wise and in terms of visuals to the low settings scenario. I will make more lights stationary to make low graphics look better.

  • Ubuska
    • September 5, 2018 at 8:37 PM
    • #14

    Chamber has been noticed and retweeted by UT official twitter account which is nice :)

    I wish though that the game and community maps received more attention and love from the developer..

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