Has anyone put together something for beginners that have no experience creating maps? Thanks.
Advertisement
Page 1 of 1
HD Map Creation
#2
Posted 18 July 2016 - 09:50 AM
Are there different map creation tools and if so which do you recommend? Are any of them free? What are the differences between them?
What is the basic technology with UE4 maps? Do HD maps require something on top of what's being done for a basic UE4 map?
Where can I go to get more help and ask more questions? Is there another active mapping community site?
Would anyone provide just a brief overview of what is involved to make a map from start to finish?
What is the basic technology with UE4 maps? Do HD maps require something on top of what's being done for a basic UE4 map?
Where can I go to get more help and ask more questions? Is there another active mapping community site?
Would anyone provide just a brief overview of what is involved to make a map from start to finish?
#3
Posted 18 July 2016 - 11:50 AM
I can't tell you yet how third party maps will be integrated into UrT HD, but I can tell you the basic workflow for creating maps in UE4.
Most of the steps are interchangeable and you might work on most of them at the same time anyway, but that's the basic workflow. Currently it might be inconvenient/impossible to properly test your layout and add game logic elements because you don't have access to the UrT HD project files. We will provide a suitable package to the community at some point, when ready. Nevertheless, you can still work on, what is arguably the most time consuming part: creating the models and textures. Just keep in mind, you might have to adjust your layout, when you get access to the characters with the correct movement system.
There are a lot of additional tools you can, want or have to use for certain parts of the process. Here's a quick list of the most important tools I use. Most of them are free.
Blender - Creating 3D models, animations and textures
Gimp, Photoshop - Creating textures
Awesomebump 4 - Generating normal, roughness, and ambient occlusion maps
Speedtree - Creating foliage
Ddo (old, free PS plugin; New standalone version is not free (but better)) - Creating textures
Nvidia Apex (also available as plugin for Max and Maya) - Creating cloth simulations
Audacity - Sound editing
And possibly to show off some of your work, you need video editing software. (DaVinci Resolve, Blender, Windows Movie Maker, etc.)
So to get started, watch and read tutorials on any software that you intend to use. Mainly UE4, one 3D app (blender), one 2D app (Gimp). You could get involved in any and all of the communities that are build around the software applications. Join forums and chat rooms for UE4, blender, etc. For anything UrT related this forum is your go-to place.
- Create a new project in UE4
- Block out your level in UE4 with simple brushes or models to get the layout right.
- Test, test and test some more to refine your layout. The closer you get your layout at this stage to your final layout, the less work you have to redo later.
- Start detailing your level with models.
- Download models or create them in a 3D modelling application (3ds max, blender, maya, Zbrush, etc.)
- Create textures for your models in a 2D application (Photoshop, Gimp, Kria, etc.)
- Import models and textures into UE4
- Build materials using the textures and apply them to your models.
- Download models or create them in a 3D modelling application (3ds max, blender, maya, Zbrush, etc.)
- Add other visual details (particle effects, cloth simulations, foliage, terrain, decals etc.)
- Get or create sounds, import them and use them in your level.
- Add game logic elements like player start locations, flags, doors, random events, etc.
- Spend some time to set up and refine the lighting in your level.
- Test, test and test your level throughout the process to find and fix any bugs.
- And always talk to other people, show them your work and have them play it. That is so important. You might have some good ideas but you can't think of everything. People come up with amazing ideas to improve your level, that you could have never thought of yourself.
Most of the steps are interchangeable and you might work on most of them at the same time anyway, but that's the basic workflow. Currently it might be inconvenient/impossible to properly test your layout and add game logic elements because you don't have access to the UrT HD project files. We will provide a suitable package to the community at some point, when ready. Nevertheless, you can still work on, what is arguably the most time consuming part: creating the models and textures. Just keep in mind, you might have to adjust your layout, when you get access to the characters with the correct movement system.
There are a lot of additional tools you can, want or have to use for certain parts of the process. Here's a quick list of the most important tools I use. Most of them are free.
Blender - Creating 3D models, animations and textures
Gimp, Photoshop - Creating textures
Awesomebump 4 - Generating normal, roughness, and ambient occlusion maps
Speedtree - Creating foliage
Ddo (old, free PS plugin; New standalone version is not free (but better)) - Creating textures
Nvidia Apex (also available as plugin for Max and Maya) - Creating cloth simulations
Audacity - Sound editing
And possibly to show off some of your work, you need video editing software. (DaVinci Resolve, Blender, Windows Movie Maker, etc.)
So to get started, watch and read tutorials on any software that you intend to use. Mainly UE4, one 3D app (blender), one 2D app (Gimp). You could get involved in any and all of the communities that are build around the software applications. Join forums and chat rooms for UE4, blender, etc. For anything UrT related this forum is your go-to place.
Have a happy day! :)
#4
Posted 19 July 2016 - 08:02 AM
It's much harder to create a solo map for HD, so a "map designer" probably wants to focus on the general layout and architecture of a map. For actual assets you will most likely rely on a combination of existing assets and custom assets created by 3D artists. Of course you can try to do it all yourself, but if you don't already have skills in all of the involved areas that's going to be a herculean task.
Don't be afraid to design maps in a "greyboxing" style first and test how they play. If a map is successful in terms of gameplay, then investing into actually making it look decent becomes much easier.
Don't be afraid to design maps in a "greyboxing" style first and test how they play. If a map is successful in terms of gameplay, then investing into actually making it look decent becomes much easier.
#5
Posted 20 July 2016 - 02:06 AM
Magister, on 18 July 2016 - 09:50 AM, said:
Are there different map creation tools and if so which do you recommend? Are any of them free? What are the differences between them?
Unreal 4 supports both import and export of the FBX DCC format so any application that supports FBX can be used as a tool with in a productive pipeline.
Quote
What is the basic technology with UE4 maps? Do HD maps require something on top of what's being done for a basic UE4 map?
A map made in UE4 can be used in any game using the Unreal 4 engine as long as the game allows it. A map made for Unreal Tournament 4 would work in UrT/HD. There will be a few "required" game entities but as is UE4 can easily migrate working assets from one game project to another.
Quote
Where can I go to get more help and ask more questions? Is there another active mapping community site?
The only place that I know of that could supply map making theory would be Custom Map Makers and to some extent Polycount. As for technical questions, or map theory, feel free to ask here.
Quote
Would anyone provide just a brief overview of what is involved to make a map from start to finish?
There are a lot of different approaches but the easy way to get started would be to download a few of the example files made available for free via the UE4 Launcher. Once the project has been downloaded you can then migrate the assets to your working project folder. A little bit of this and that and you will have plenty of workable ready made objects to build a from scratch map directly with in the PIE with no need for additional apps.
Note: Rule of thumb if you can download via the Launcher you are free to use what ever you wish in any UE4 project.
doing "stuff" with dead things.
Advertisement
Page 1 of 1
1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users
Advertisement