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Arena from UT1 to UE4

  • ZZZ
  • May 29, 2020 at 10:16 PM
  • ZZZ
    • May 29, 2020 at 10:16 PM
    • #1

    I'm using the UE4 FPS template as a base. According to its scale, 256 x 256 x 256 in UT1 translates to roughly 500 x 500 x 500 in UE4.

    Collision and lightmaps in this current state are completely screwed. I made some basic BSP prototype and converted to static meshes. This conversion step causes a lot of issues with lightmaps and collision.

    UE4 with a 1366 x 768 screen isn't good. It has so many menus and windows that you really need two screens to work properly with it.

    Ideas for UE4 version:

    - 3D trims - Flickering light effect for all tourches - Water caustics. Not raytracing, just some cool projected texture - Textures now can have displacement, normals, Physically Based - Higher triangle count, mostly due to round columns and trim

    https://postimg.cc/gallery/cs04sd3

    [Blocked Image: https://i.postimg.cc/8kh9wwXs/Clipboard01.jpg]

    [Blocked Image: https://i.postimg.cc/9FbSH0hh/Clipboard02.jpg]

    [Blocked Image: https://i.postimg.cc/8PN3YWx4/Clipboard03.jpg]

    A bit of achitectural research

    [Blocked Image: https://i.postimg.cc/p9t9Ltp1/texture-1.png]

    [Blocked Image: https://i.postimg.cc/LYYGCGV2/texture-wall.png]

    [Blocked Image: https://i.postimg.cc/S2Mt7CyK/How-to-Add-Character-and-Charm-to-Boring-Architecture-and-Houses-Vertical-Strip-Moulding-Header.jpg]

    [Blocked Image: https://i.postimg.cc/ZBpVymcB/117588583-antique-white-columns-roman-column-greek-pillar-ancient-architecture-greece-antique-prehis.jpg]

    [Blocked Image: https://i.postimg.cc/2qQfrsZG/texture-floor.png]

  • ZZZ
    • June 2, 2020 at 9:24 PM
    • #2

    With BSP I couldn't go higher than 300 poly. With meshes I can have millions of triangles. I can build arches and domes now.

    https://en.wikipedia.org/wiki/Pantheon,_Rome

    [Blocked Image: https://i.postimg.cc/HxFhqLvd/floorplan-ancient.png]

    [Blocked Image: https://i.postimg.cc/43ZYhwSV/floorplan-ancient-2.png]

    [Blocked Image: https://i.postimg.cc/pdZpQ8w7/floorplan-ancient-3.png]

    Some references

    [Blocked Image: https://i.postimg.cc/tCwZfnjY/MFTHK3.jpg]

    [Blocked Image: https://i.postimg.cc/tCVwyFFP/470955111.png]

  • ZZZ
    • June 6, 2020 at 12:14 AM
    • #3

    [Blocked Image: https://i.postimg.cc/wvhGcYMc/Untitled-1.jpg]

    I've learned the very basics to model the basic shapes in blender. Still have to master boolean operations though.

    In UT I was limited to 8 - 16 sided cylinders, in UE4 I'm going up to 64.

    IT's much easier to work with multiples of ten than with powers of two.

  • Minos
    • June 6, 2020 at 9:38 PM
    • #4
    Quote from 0kelvin

    21 hours ago, 0kelvin said: [Blocked Image: https://i.postimg.cc/wvhGcYMc/Untitled-1.jpg]

    I've learned the very basics to model the basic shapes in blender. Still have to master boolean operations though.

    In UT I was limited to 8 - 16 sided cylinders, in UE4 I'm going up to 64.

    IT's much easier to work with multiples of ten than with powers of two.

    Cool progress!

    I've worked with both grid styles (multiples of ten or powers of two), and I prefer powers of two, because it breaks down nicely:

    8 - 4 - 2 - 1 - 0.5 - 0.25 - 0.125

    Whereas with 5, you get a lot of broken numbers:

    5 - 2.5 - 1.25 - 0.625 etc...

  • ZZZ
    • June 8, 2020 at 3:54 AM
    • #5

    [Blocked Image: https://i.postimg.cc/s29nS5wH/arch.jpg]

    [Blocked Image: https://i.postimg.cc/gJzgKr7z/circular.jpg]

    [Blocked Image: https://i.postimg.cc/5tM76sqF/dome.jpg]

    I decided to get rid of the middle ramp because it feels out of place. It was then that I realized that the syymmetrical design feels better suited for CTF, not FFA. I decided to remove the middle bridge as well.

  • ZZZ
    • June 9, 2020 at 3:42 PM
    • #6

    [Blocked Image: https://i.postimg.cc/bNmrHrsL/new1.jpg]

    [Blocked Image: https://i.postimg.cc/fRkLHsds/new2.jpg]

    [Blocked Image: https://i.postimg.cc/qvY7SFc3/new3.jpg]

    [Blocked Image: https://i.postimg.cc/5N4jCLN6/new4.jpg]

    I'm settling down with this layout. The rest of the paths are all mirrored.

    I have to take measures of all corridors now.

  • ZZZ
    • June 13, 2020 at 1:50 AM
    • #7

    [Blocked Image: https://i.postimg.cc/SRpbtXg3/new4.jpg]

    Placeholder material and some trim.

    The symmetric design of this map makes it a good place to use the modern modular approach.

    The columns were going to be square, but after some research I decided to make round columns. I'm going to bevel the arches too.

    [Blocked Image: https://i.postimg.cc/GtTS8ffv/door-church-door-input-ornament-portal-old-goal-decorated-1043617.jpg]

    [Blocked Image: https://i.postimg.cc/Xq2z8qpS/termos-da-arquitetura-abadia.jpg]

  • ZZZ
    • June 15, 2020 at 4:23 AM
    • #8

    [Blocked Image: https://i.postimg.cc/ryrgPK4y/deco.jpg]

    [Blocked Image: https://i.postimg.cc/wvtFHBbV/modular-design1.jpg]

    [Blocked Image: https://i.postimg.cc/qR9w7dPd/modular-design2.jpg]

    [Blocked Image: https://i.postimg.cc/hvTrz5nQ/modular-design3.jpg]

  • ZZZ
    • June 18, 2020 at 10:43 PM
    • #9

    [Blocked Image: https://i.postimg.cc/mkysyw3t/preview2.jpg]

    [Blocked Image: https://i.postimg.cc/gcVmpz9m/preview3.jpg]

    [Blocked Image: https://i.postimg.cc/J4Rm4fmJ/preview4.jpg]

    [Blocked Image: https://i.postimg.cc/vHXy10HK/preview5.jpg]

    [Blocked Image: https://i.postimg.cc/L8XpjjJ8/preview6.jpg]

    [Blocked Image: https://i.postimg.cc/3xcH1WGC/preview7.jpg]

    [Blocked Image: https://i.postimg.cc/d1qzxBSC/preview.jpg]

    The idea of a smaller dome with 4 supporting arches came from this

    [Blocked Image: https://i.postimg.cc/W16TXsmW/Interior-Arches-and-Domes-The-Panth-on-Paris-France.jpg]

  • ZZZ
    • June 21, 2020 at 2:10 AM
    • #10

    Square where the trims meet.

    [Blocked Image: https://i.postimg.cc/85YxJ8Nb/trim-block.jpg]

    [Blocked Image: https://i.postimg.cc/DwFg3fKV/preview8.jpg]

    [Blocked Image: https://i.postimg.cc/YCszG6W7/previe10.jpg]

    Not sure. A statue fills up that dead end nicely.[Blocked Image: https://i.postimg.cc/YC9xCnj8/preview9.jpg]

    [Blocked Image: https://i.postimg.cc/yN5Kbb3G/preview11.jpg]

    [Blocked Image: https://i.postimg.cc/wv8wbXFz/preview14.jpg]

    Not sure about the ceiling. I can have 3 circular relief decorations or just one. The ceiling can be flat, or half flat, half curved.[Blocked Image: https://i.postimg.cc/05znvHMf/preview12.jpg]

    [Blocked Image: https://i.postimg.cc/595Bfd98/preview13.jpg]

  • ZZZ
    • June 21, 2020 at 8:42 PM
    • #11

    With this all map's ideias should be done.

    [Blocked Image: https://i.postimg.cc/7YkXT53R/preview16.jpg]

    3 skylights compared to 1 looks ugly.

    [Blocked Image: https://i.postimg.cc/BnnP13XD/preview14.jpg]

    [Blocked Image: https://i.postimg.cc/ZqrmbB4L/previe15.jpg]

  • ZZZ
    • June 26, 2020 at 1:20 AM
    • #12

    [Blocked Image: https://i.postimg.cc/fb83s5xX/preview17.jpg]

    [Blocked Image: https://i.postimg.cc/3xCnHynp/preview18.jpg]

    [Blocked Image: https://i.postimg.cc/52MnG5qb/preview19.jpg]

    I'm trying to learn how to make materials. Smooth faces makes the lighting soft, but the angle is still not right. The texture maps, including the normal maps, are stretched because I'm having a hard time with UV maps.

  • Freaky_Banana
    • June 26, 2020 at 6:01 PM
    • #13

    Cool, good luck with the materials! Must say the second screenshot doesn't look right to me. Wood is sort of an unexpected material in among all the stone of this type of building. So I went back and checked your reference images. If you want to use wood, probably try and avoid sandwiching it between those black trims. That makes the entire area feel tight. Instead do something like this reference you showed:

    There is only wood for floor and walls and then a clean cut with a wooden trim to the white of the ceilings. Also I would suggest reducing the tile size of the individual panels. Again, I like the small shapes of this image. Keep it up!

  • ZZZ
    • June 27, 2020 at 12:02 AM
    • #14

    That texture isn't wood. It's stretched because the UV is wrong.[Blocked Image: https://st2.depositphotos.com/1013107/9450/i/950/depositphotos_94503786-stock-photo-grunge-yellow-stone-brick-wall.jpg]

    I just realized that smooth stone surface doesn't match "ancient". My map is more similar to the American Museum of Natural History than to the Pantheon.

    [Blocked Image: https://i.postimg.cc/rp41WTy8/Untitled-2.jpg]

    I think that tourches aren't going to be bright enough. Every photo of a corridor with tourches on walls look way too dark.

  • ZZZ
    • July 10, 2022 at 4:11 AM
    • #15

    I just realized that I made a mistake in this map that is going to result in me scrapping it.

    I over-focused on the architecture and now that I'm looking at the floorplan, I didn't notice that the corridors are too narrow. The gameplay is not going to work because the player's flow is very bad. Not only that, I misjudged how complicated the architecture would be and honestly, it's not something I would be able to do.

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