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Killing Floor 1 - Modern Office Modular Set

  Рет қаралды 28

Wraith Designz

Wraith Designz

Күн бұрын

Working on a modular set of an Office environment. Will better texture and bake using substance painter, but sense this game only uses diffuse textures, I will have to bake in AO when possible, import the static meshes, then turn as many into BSP brushes as possible to get better shadowing in game. I just might try texture baking in shadows and lighting, then just use dynamic lights in the right spots to give off the illusion of real time lighting, but I will have to design and finalize the map first in 3DS Max, then export into UnrealEd 3. Which ever way I do this, The map will take place on the top 2 floors of a 10 story building in a downtown rural/suburban neighborhood/small city. I will include a sky dome, animated clouds, and other objects in the distance to give the map on the outside of the building a realistic life filled feel and look.

Пікірлер: 3
@maxgordon3194
@maxgordon3194 Ай бұрын
a question about the assets naming. where it says 256x261. how do you setup units like that in 3ds max.
@WraithDesignz
@WraithDesignz Ай бұрын
So that was just naming preference really but because it helps me remind myself that is the dimensions of the model when I first made it, and once you turn it edit poly mode, you can't see it unless you do edit poly mode in the right side menu/stack instead of right clicking and converting, or simply collapsing a stack into the modifier "Edit Poly", as it won't be destructive in nature. I could view the "Box" and it's dimensions before it went into edit poly mode and that's cool, but just easier to name it for myself this way. And the units i have setup in my project are the same as it is in KF1, 1 Unreal Unit = 0.75 Inches of real world measurement. so 16 Unreal Units or UU, would equal a foot. The character bounding box at least from my own testing, is like around 112 to 120 height, and i think 60 to 64x64 in width around so the 256x256 works pretty well. Rule of thumb usually is, the larger the environment your making, the larger increments in grid size you want to aim for or work with. So say, 16 or 32 even for buildings and interiors, but for smaller details like, debris, rocks, trash, go down to like 8 or even 4, but best to stay within 8, 16, 32, and maybe, maaaaybbbeeee 64 lol. This works too, if you go into the grid home setup of 3DS Max, (right click the big "3" icon next tot he snap icons, rotate icons etc, and go to the "Home Grid Tab" its pretty self explanatory, You will figure it out there too) I will make a video showing quickly how to change grid, scale etc so anybody can do it fast or save templates ready for building in whatever engine they choose.
@maxgordon3194
@maxgordon3194 Ай бұрын
@@WraithDesignz sweet, ill note this down
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