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Posted (edited)

 

RELEASED

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

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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

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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.

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

Edited by Ubuska
  • 4 weeks later...
Posted (edited)

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

Trap room rough modelling

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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.

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

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And lastly, some rough modelling for other rooms

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And here's some experiments with emissive mesh decals

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

Edited by Ubuska
  • 5 weeks later...
  • 2 weeks later...
  • 1 month later...
Posted (edited)
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.

Edited by Ubuska
Posted

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..

  • 2 weeks later...
Posted

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

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[ 2 ] Art pass - Final Collision - Blockout

 

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[ 3 ] Art pass - Final Collision - Blockout

 

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[ 4 ] Art pass - Final Collision - Blockout

 

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Posted

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?

Posted
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.

  • 2 weeks later...

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