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Another environment design demo from indie developer Wojtek Pe #GodotEngine #Godot #LevelDesign #LevelArt #GameArt
Nina was amazing level designer when we worked together and now she makes outstanding materials:
https://80.lv/articles/creating-a-traditional-ornament-mosaic-material-in-substance-3d-designer-marmoset
#Substance #Marmoset #LevelArt #GameArt
https://80.lv/articles/creating-a-traditional-ornament-mosaic-material-in-substance-3d-designer-marmoset
#Substance #Marmoset #LevelArt #GameArt
80LV
Creating a Traditional Ornament Mosaic Material in Substance 3D Designer & Marmoset
Nina Popovych talked about the process of creating the Folk Ornament Mosaic material, shared the original patterns' symbolism, and showed the workflow in Substance 3D Designer.
Use proper terms in your portfolio!
#LevelDesign vs #LevelArt â jobs where your goal is to build layouts, measure sizes, scatter points of interest are Level Design. But textures, foliage, etc are related to Level Art or Environmental Art, Lighting is a separate job, VFX and shaders are Technical Artists job, etc.
If your job is somehow to do both in a big studio, try to focus and master one keeping another as plan b.
#LevelDesign vs #LevelArt â jobs where your goal is to build layouts, measure sizes, scatter points of interest are Level Design. But textures, foliage, etc are related to Level Art or Environmental Art, Lighting is a separate job, VFX and shaders are Technical Artists job, etc.
If your job is somehow to do both in a big studio, try to focus and master one keeping another as plan b.
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And here is how work on Sniper Elite 4 (2017) shifted from #LevelDesign to #LevelArt
Noticed, that even in late phases there were Level Design changes too? đ
Noticed, that even in late phases there were Level Design changes too? đ
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Layered Material Height Blend + Displacement Baking Setup in #UnrealEngine
https://www.youtube.com/watch?v=O85QCU_huk4
#LevelArt #Textures #TechnicalArt #Tutorials
https://www.youtube.com/watch?v=O85QCU_huk4
#LevelArt #Textures #TechnicalArt #Tutorials
YouTube
Height Blending and Displacement with Layered Material Demo | Unreal Engine 5.2
PATREON: https://www.patreon.com/Procedural_Minds
TWITCH: https://www.twitch.tv/krozjin
TWITTER / X: https://x.com/ProceduralMinds
TIKTOK: https://www.tiktok.com/@procedural_minds
DISCORD: https://discord.gg/qPZm7CgD2fâŚ
TWITCH: https://www.twitch.tv/krozjin
TWITTER / X: https://x.com/ProceduralMinds
TIKTOK: https://www.tiktok.com/@procedural_minds
DISCORD: https://discord.gg/qPZm7CgD2fâŚ
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GameDev Pulse
Layered Material Height Blend + Displacement Baking Setup in #UnrealEngine https://www.youtube.com/watch?v=O85QCU_huk4 #LevelArt #Textures #TechnicalArt #Tutorials
A bit more flexible solution to Height Blend from the same author
https://www.youtube.com/watch?v=gmN_oMbl2ZE
#LevelArt #Textures #TechnicalArt #Tutorials #UE5 #UnrealEngine
https://www.youtube.com/watch?v=gmN_oMbl2ZE
#LevelArt #Textures #TechnicalArt #Tutorials #UE5 #UnrealEngine
YouTube
Layered Height Texture Blend Tutorial | Unreal Engine 5
This is a UE5 tutorial showing how the height blend functionality of my layered material system is built.
Full Height Blend demo from this tutorial: https://youtu.be/O85QCU_huk4
Overview of my material system demo: https://youtu.be/bQlPpncj2Yo
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Full Height Blend demo from this tutorial: https://youtu.be/O85QCU_huk4
Overview of my material system demo: https://youtu.be/bQlPpncj2Yo
_______âŚ
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#LevelDesign vs #LevelArt by Laura Mas Maury from A Plague Tale: Requiem
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Best of #Blocktober (#LevelDesign vs #LevelArt) challenge - one of the best ways to explain what's the difference between these two roles
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Ages ago I was working on a mobile game and one of the stages of map development and upgrades was to create blurry shots to check for visual clarity on hotspots.
Human eyes are not seeing the full resolution all the time and peripherical view has even worse level of details (but higher response rate), which makes it crucial to keep all possibilities clear for the player in every hotspot of the map.
Here the sandy surface is matching floors and serves as the guideline: players can easily follow those bright lines and spots to get into other hotspots. Shadows on the contrary suggest hiding spots or blockers of the path.
#LevelDesign #LevelArt #GameDesign #Tutorials
Human eyes are not seeing the full resolution all the time and peripherical view has even worse level of details (but higher response rate), which makes it crucial to keep all possibilities clear for the player in every hotspot of the map.
Here the sandy surface is matching floors and serves as the guideline: players can easily follow those bright lines and spots to get into other hotspots. Shadows on the contrary suggest hiding spots or blockers of the path.
#LevelDesign #LevelArt #GameDesign #Tutorials
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