in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
Clean, careful aesthetics. Simplicity in interior environment design.
UE5 Retro Office Project tutorials.
79 Static Meshes: 27 Modular and 52 Props and many Material Instances.
Learn to Create & Light Beautiful Interior Environments from Start to Finish in Only 9 Hours w/UE5: worldofleveldesign.com/store/ue5-retro-office-proj…
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May have overdone on the amount of modular windows (created 20 total) but variety and options are going to be nice.
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Fab Marketplace is now open. Only have one environment pack on there at the moment for you to get.
Retro Office Environment: Modular Assets & Props: www.fab.com/listings/5275cda0-1991-4393-9c07-d4e10…
It features 79 retro office themed Static Meshes (27 Modular Assets & 52 Props).
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Went through Westminster Station in London & fell in love w/architecture. Felt like I was on movie set of Total Recall, 1990s version. Could spend days taking reference photos here BUT only had few minutes to take a few walking through it. Was enough to want to create it.
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Modular railings are modeled. Took some time to get their modularity down. Making sure all pieces snap together so a lot of variety would be possible. Finally came together. Adds beautiful detail to stairs and hallways.
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Don’t like working w/default WorldGridMat on meshes in UE5. Looks ugly, especially when you haven’t done UVs. Also makes it difficult to see your modeling & spot problems early. Instead, create a simple off-white material with only Base Color & use that until texturing.
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Testing the doors in UE5. Once the asset is modeled, imported, tested to fit within the modular kit, it's time to move to model/detail other assets.
The time will come to return to complete the UVs and to texture but not yet. Got to respect the asset creation pipeline.
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5 varieties of doors modeled in Maya for interior modular environment. When it comes to modeling repeating detail such as door handles, push door detail & hinges - model them once & UV them right away. Then re-use & duplicate across. This way UVing will be done & you don’t have to UV the same thing over and over again. Or have to re-duplicate after you get to the UVing step.
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Here is old project in UDK. Everything custom. Supposed to be DM/TDM map. Spent a lot of time on this yet never saw completion. There're lot of projects like this.
But remember even though many of your projects may never get finished, knowledge & progress you gained is not lost.
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No reason to have 90 degree corners on geometry. Unless art style calls it or u have specific geo, project, platform constraints.
Everything looks better with a bevel. Just look at edge highlight! Here some doorways with & without.
Maya: select edges, Ctrl+B w/2 segments & adjust Fraction.
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Tutorials to Becoming the Best Level Designer and Game Environment Artist (since 2008).
My name is AlexG. I am the creator of World of Level Design.com I love level design and game environment art. My sole purpose is to create tutorials through which you can learn how to design your own levels (maps) and create your own game environment art.