@2d-chris Impressive technique! Seems easier to work with than additive and hollowing.
Posts by =Orion=
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Hi,
This thread will serve as a WIP thread for my map DM-Hangar. I aim to make everything with custom assets. Feel free to C&C.
Here are some screenshots of my phase 1 submission.
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Quote from ShadesMaster
18 minutes ago, ShadesMaster said: Not Maya, my picture is in fact Blender.
I've been working on this slowly and surely, and having basic BLENDER 'brushes' helps because they're more concise than Unreal BSP I find, easier to change, and can just be swapped for more final-looking modular assets. As of this phase, it's really about the layout, but if it can be engrossing to look at as well as play, than more power to it.
I second this!
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Quote from poLemin
3 hours ago, poLemin said: Sorry if this question has been asked before (I only checked the FAQ regarding this) - As an unexperienced UT player/developer I doubt that I can create a SOLID design during the first phase. Is it allowed to submit the first design iteration by May 2nd and change parts of it during phase #2?
Hey @poLemin
I'm almost in the same situation as you are on the editing side, but once you pass the interface learning curve, the editor is pretty straight forward.

Good luck.
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Hey all,
I have 2 questions.
1. I made a simple elevator with a TriggerBox calling a matinee animation and it works, but how do I make that TriggerBox work multiple times? Right now, it only work once.
2. I generated LightMaps from blender for my static meshes, but It seems, when I bake in the editor, that some triangles are inverted and makes them look white when they're supposed to be black (vice versa). How do I correct this?
Thx.
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Hi everyone,
I have a question regarding Phase One. How detailed the concept must be for that phase? I mean, I worked on something in Blender 3d that I intend to bring in UT as static meshes, but the objects are not well place, scaled or aligned correctly to each other. Does it matter? Because, I was going for a modular approach and scale things on the go. Take a look and tell me what you think.
The green things are model height references and, as you can see, the roofs for the hangar and the silo have not been added for a matter of clarity. (It will be an interior map).
Thx.