#WIP #vikings #Project #modular #Roof made with #zbrush #maya #SubstancePainter and #substancedesigner. Also, implemented it on #Unreal5, more coming soon!
#WIP #vikings #Project #modular #Roof made with #zbrush #maya #SubstancePainter and #substancedesigner. Also, implemented it on #Unreal5, more coming soon!
#WIP #Vikings #Project #Wooden #Gold and #Silver Trim sheet, it is going to be useful to model small decorations made with #Photoshop #SubstancePainter and #Maya. Also, implemented it on #Unreal5, more coming soon!
Working on 5 surreal custom maps:
A retro-future shopping mall
Yotvata in the Israeli desert
The Lost in Space (1998) spaceship
A virtual replica of my dad’s old house
a fifth map – The Megatron Restaurant, a sci-fi diner run by a malfunctioning robot.
https://www.moddb.com/games/world-of-padman/addons/padmall
https://www.moddb.com/games/quake-2/addons/haarava
https://www.moddb.com/games/world-of-padman/addons/y2k-space-ship
https://www.moddb.com/games/world-of-padman/addons/joehouse
https://www.moddb.com/games/world-of-padman/addons/burgership
Just pure fun.
Game design
Level design on Friday. I don't want to fall from a height and spoil the view with a fence - the solution is holographic that are displayed over a distance. I once saw this in the game Observer. I created a material and a primitive object in Unreal Engine modeling mode
Things yet to implement in #GetKeyOpenDoor before I can make some actually interesting levels.
#LevelDesign has always been the part of #GameDev that makes me nervous the most. It gives me a lot of blank canvas anxiety, so I'm trying to use #GetKeyOpenDoor as a way to practice this skill.
Let us know what challanges you have with managing music and sound in UE5.
We want to help solve it!
Interesting read: "The Door Problem of Combat Design" https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/
#gamedev notes. Sometimes they turn messy, with all subjects trying to get a little of my attention at the same time.
Well, I'm afraid there will be no #screenshotSaturday today. Hope you enjoy scribbled notes instead.
(PS: can you guess which game's #leveldesign I'm studying on the right page ?)
Work continues (slowly) on my #Thief FM. I've been adding windows to the manor, and a few other decorations. There are still a few things left to do with the geometry. Pretty soon I'm going to start room brushing.
#wip #vikings #environment #project #shields made with #zbrush #maya and #substancepainter also test it on #unreal5 more coming soon!
Would you be interested in a set of D6 Learning workshops on the creation of towns in the world of the Witcher using the REDkit (https://www.gog.com/en/game/the_witcher_3_redkit)?
Throwback to one of my first rooms in TrenchBroom, back when I was just learning the editor.
I followed a tutorial on making a good-looking Quake-style room and gave it my own spin.
Scroll down for a timelapse GIF and an in-engine shot
Getting back to sorting playtest notes for my level design portfolio project.
I've been avoiding it—tired and nervous—but it's time to kick it into gear.
#wip #vikings #project #enviromental #rocks made with #zbrush #maya and #substancepainter also test it on #unreal5 more coming soon!