Jump to content

Arena from UT1 to UE4


Recommended Posts

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





A bit of achitectural research







Edited by 0kelvin
Link to comment
Share on other sites

21 hours ago, 0kelvin said:


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...

Link to comment
Share on other sites


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.



Edited by 0kelvin
Link to comment
Share on other sites

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! 

Edited by Freaky_Banana
Link to comment
Share on other sites

That texture isn't wood. It's stretched because the UV is wrong.depositphotos_94503786-stock-photo-grung

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.


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

Edited by 0kelvin
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • MapCore on Discord

  • Our picks

    • Post in Yanzl's Source Emporium
      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      As always, free for non-commercial use with attribution. 
  • Create New...