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  • replied


    Just mixing all the columns together in-engine to see how they look. Thoughts?

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  • replied




    I have a basic and a fluted version of the Doric column in-game now. The materials are almost direct default out of substance designer so please do not judge those as indicative of a final product. You may find all necessary files in the dropbox folder "SM_Column_Doric"
    Last edited by Sigmafie; 03-09-2016, 01:24 AM.

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  • replied
    Originally posted by ShadesMaster View Post
    Those pillars.... <3
    This should be in the UT build already.... I like.
    Thanks ShadesMaster. I have been fussing with columns again and am working on the below as just ideas for what to do right now.

    Also, I have decided to make my files available as I work on them so that other artists may pick them up if they like. You can find the link to that here: https://www.dropbox.com/sh/sfepq53ni...MzNBoGOCa?dl=0



    And a sci-fi style archway with columns. Not sure what its supposed to be, was just doing some high-poly practice and I kind of like where it was heading. I will get this saved into the working folder this weekend for anyone that wants a look.



    And a series of Doric columns at 15 ft. tall. Note that the reason they are considered Doric and not Iconic despite the fluting is the height to diameter ratio and the capital stone used.

    Last edited by Sigmafie; 03-06-2016, 11:47 AM.

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  • replied
    Those pillars.... <3
    This should be in the UT build already.... I like.

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  • replied
    i already feel like playing ancient tournament 4


    get dem futuristic things flowing

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  • replied






    Working on some materials to begin incorporating into levels. These are currently in Substance Designer, but I will be working on importing them into Unreal Tournament and setting-up a package. Have not abandoned all the meshes, just felt like I was hitting a wall (materials) and decided to practice that so I can finish the meshes properly.

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  • replied
    This stuff looks great! Will keep an eye out

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  • replied
    Sexy work there. I'll keep an eye on your thread. Great stuff.

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  • replied
    Feel free to ping me any time, man.

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  • replied
    Originally posted by YemYam View Post
    We are still working out mesh and texture guidelines. The usual way that we have done it is to make it look as nice as possible, mesh the level, then go back and optimize as needed. However, the good rule of thumb is always make it look as nice as possible with as little as possible.

    The other thing you want to remember is always keep in mind how an asset will be used and how much screen space it will take up. It's easy to go overboard when you are zoomed in on a model and analyzing it as a piece of art by itself, only to realize in the grand scheme of things once added to the level it didn't need that level of mesh/texture resolution.

    Regardless, there are things you can do after importing your assets to ensure they are efficient, setting up good LOD's being the most important one. Never trust the LOD distances that UE4 auto generates, always tweak them by hand after creating them using your own artistic judgment.

    Making a bunch of "set pieces" is a great idea and will add a lot of value to the community so what you are doing is great. Once you get stuff in game post your stats for each object (texture res & vert count) and that will help us guide you further in creating optimized content for levels.

    Adding easily tweakable functionality in your objects is super helpful too. For example on the alarm light don't bake the color into the texture, use a mask and a color node in the material so people can set it to whatever they want, stuff like that. The more flexible and customizable you make your assets the more valuable they are to level designers.
    Thanks for the feedback YemYam. It is appreciated greatly. I will do as you suggest, and have already read up on creating masking nodes for purposes of allowing easy-to-alter assets. I will incorporate this into my current workflow asap. I agree about the mesh and textures' resolutions being dependent on the use of the object. This is something I try to maintain a sense of and will continue working on improving. I don't recall if I had baked at 4K resolutions on the two released objects or not (I think I did for purposes of allowing other artists to alter them according to their usage). Perhaps the better solution is to include a reduced version for easy plug-in-play uses and full resolution versions for other artists desiring to alter it. In either case, it is something I will be aware of.

    Originally posted by Rick Kohler View Post
    Hey Sig, nice work. I've been popping in here off and on since you started this thread. I really like your castle stuff. In addition to what Pete said, think about how much re-use you can get out of each object. For example, could your brazier mesh be used as a pillar base or something if the metal brazier wasn't attached to the top? *Can you break that in to two separate meshes? Stuff like that.

    IMO, I'd take some detail out of your power up base and things that you're sure will stay small in a level. What ends up happening with things like that is that you end up with all this nice detail packed into a very tiny object that is then placed on a floor that has a large, tiling texture on it, and the difference in pixel densities is very noticeable. Some of that is unavoidable but you can take steps to mitigate it.

    Generally speaking, when I'm making assets I try to set up a little vignette level to see how everything works together. Otherwise you could end up with a bunch of assets that work well individually but maybe not so well as a group.

    Other than that, I'd just keep doing what you're doing. I'd love to see the castle stuff brought to completion and seen in an art test level or something.

    re budgets, etc. Pretty much what Pete said. There are no hard and fast rules these days. Everything is about trade offs. You can use more of X if you use less of Y, etc. Try to get the most bang for your buck with triangles, materials, etc. Be sane. Does this pebble really need a 4096? Stuff like that.

    Good work, man.

    More please.


    *I just saw a thumbnail where you had the
    brazier broken into separate pieces. Not sure if that's how you made the final asset but that's how I'd do it.

    Rick,

    Thank you very much for the feedback. I will work on those things you mentioned and agree with your analysis of the power-up base (among other assets). The brazier will be broken up into individual pieces with the pillar as one, the brazier in two forms as the other element, and possibly a "fallen apart" version depending on how quickly I can tackle it. More will be coming and I hope to surpass the high quality standards that you and the team have set. I have begun setting up an art-test level to show how the pieces potentially may fit together to create a theme. For now, I will be returning to many of these pieces to complete and bring them in-game fully while thinking on additions to the castle theme.

    I look forward to continued discussion with you, YemYam, other team members, and community members.

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  • replied
    Hey Sig, nice work. I've been popping in here off and on since you started this thread. I really like your castle stuff. In addition to what Pete said, think about how much re-use you can get out of each object. For example, could your brazier mesh be used as a pillar base or something if the metal brazier wasn't attached to the top? *Can you break that in to two separate meshes? Stuff like that.

    IMO, I'd take some detail out of your power up base and things that you're sure will stay small in a level. What ends up happening with things like that is that you end up with all this nice detail packed into a very tiny object that is then placed on a floor that has a large, tiling texture on it, and the difference in pixel densities is very noticeable. Some of that is unavoidable but you can take steps to mitigate it.

    Generally speaking, when I'm making assets I try to set up a little vignette level to see how everything works together. Otherwise you could end up with a bunch of assets that work well individually but maybe not so well as a group.

    Other than that, I'd just keep doing what you're doing. I'd love to see the castle stuff brought to completion and seen in an art test level or something.

    re budgets, etc. Pretty much what Pete said. There are no hard and fast rules these days. Everything is about trade offs. You can use more of X if you use less of Y, etc. Try to get the most bang for your buck with triangles, materials, etc. Be sane. Does this pebble really need a 4096? Stuff like that.

    Good work, man.

    More please.





    *I just saw a thumbnail where you had the
    brazier broken into separate pieces. Not sure if that's how you made the final asset but that's how I'd do it.



    Leave a comment:


  • replied
    Everything is looking good Sigmafie! We are still working out mesh and texture guidelines. The usual way that we have done it is to make it look as nice as possible, mesh the level, then go back and optimize as needed. However, the good rule of thumb is always make it look as nice as possible with as little as possible.

    The other thing you want to remember is always keep in mind how an asset will be used and how much screen space it will take up. It's easy to go overboard when you are zoomed in on a model and analyzing it as a piece of art by itself, only to realize in the grand scheme of things once added to the level it didn't need that level of mesh/texture resolution.

    Regardless, there are things you can do after importing your assets to ensure they are efficient, setting up good LOD's being the most important one. Never trust the LOD distances that UE4 auto generates, always tweak them by hand after creating them using your own artistic judgment.

    Making a bunch of "set pieces" is a great idea and will add a lot of value to the community so what you are doing is great. Once you get stuff in game post your stats for each object (texture res & vert count) and that will help us guide you further in creating optimized content for levels.

    Adding easily tweakable functionality in your objects is super helpful too. For example on the alarm light don't bake the color into the texture, use a mask and a color node in the material so people can set it to whatever they want, stuff like that. The more flexible and customizable you make your assets the more valuable they are to level designers.

    Keep up the great work!

    Leave a comment:


  • replied
    Awesome stuff

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  • replied
    Good work so far!!!! Some broken versions of these assets would be nice, too!!!!

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  • replied
    Originally posted by Basalt View Post
    Those pillars are great! It doesn't matter there are great pieces in Outside, it won't be fun to have all maps look the same. Really looking forward to what you'll be making next. Modular pillars and decorative trims are always in high demand.

    How will you distribute your stuff when it's finished? Marketplace? Or free on demand?
    I will most likely place them here first as an on demand (via dropbox or something); a long-term solution will be to place them on the market place together.


    Originally posted by zedmaster View Post
    Nice work. I agree, I don't want to see too many outpost assets in newer maps More meshes are always awesome, keep going!
    Thanks! I will keep going.

    EDIT



    Click image for larger version

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    Testing some interior arches designed in a modular set-up.

    EDIT #2

    Below are the ionic columns in high poly and in-game asset almost ready for release.

    Last edited by Sigmafie; 10-05-2015, 10:46 PM.

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