Ubuska Posted February 15, 2016 Report Posted February 15, 2016 Hello! This is my first UT4 map. Right now I finished first geo pass and I feel like I need some comments/crits on this. I didn't place weapons/pickups yet, but I have basic understanding where I want to put what. As this is DM map, I try to make as many vertical variation/transitions as I can.I'm experienced more in environmental side of things and have pretty solid understanding of look and fell of this map. It will be some kind of sci-fi facility with strong sunlight and clean look. But before art pass I want to play test it and iterate on BSP stage of course.That being said, here's some screenshots: TheOnlyDoubleF and Pampers 2 Quote
FMPONE Posted February 16, 2016 Report Posted February 16, 2016 Looking very promising! There's nothing more satisfying than pleasant greybox screenshots. Keep it up. Dosentti and TheOnlyDoubleF 2 Quote
Ubuska Posted February 20, 2016 Author Report Posted February 20, 2016 (edited) Thanks! Today I finished first version of this map. I haven't opportunity to playtest it in multiplayer mode, I only tested it alone. I figuring out my network settings so I can run dedicated server though. So I'll appreciate if some one give some feedback about geometry adjustment or weapon placement ideas. DM-Foundation-v1UMAP https://goo.gl/FwipXMPAK https://goo.gl/hlxgBr Edited February 20, 2016 by Ubuska Quote
Ubuska Posted March 12, 2016 Author Report Posted March 12, 2016 (edited) After multiplayer and bot playtest I moving on to meshing. Here some very early wip screenshots.Btw accent color (purple) is just placeholder. Edited March 12, 2016 by Ubuska JustFredrik, tomm, Smileytopin and 3 others 6 Quote
Sigma Posted March 12, 2016 Report Posted March 12, 2016 Saw this over on polycount. It's looking good. I will give it a run through later today if I can. Quote
Ubuska Posted March 12, 2016 Author Report Posted March 12, 2016 I changed layout in v2 quite alot, if you want I can build v2 and share it. Quote
Ubuska Posted March 14, 2016 Author Report Posted March 14, 2016 (edited) Roughly half meshing done (sometimes it is really hard to match the collision), I also played with my uber material a little. For this level I'll go with material ID masking and a small library of material functions blended by it as well as overlaying all stuff with scratches and dirt by dirt mask. So I need only normal and AO to be unique for each asset. Geometry of meshes is really rough right now. Edited March 14, 2016 by Ubuska ashton93, JustFredrik, Smileytopin and 2 others 5 Quote
Ubuska Posted March 16, 2016 Author Report Posted March 16, 2016 (edited) 75% meshing done. There are still a lot of holes, but I'll fill them eventually. Edited March 16, 2016 by Ubuska JustFredrik and Smileytopin 2 Quote
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