
Welcome to "WoLD Insider" newsletter issue #13.
WoLD Insider Issue #13 includes - 4 Modeling Methods, In-Depth Game Exporter Overview for UE5, Exodus SDK Release, Textures Don't Match from Substance in UE5 and more...
Every single "WoLD Insider" newsletter features level design and game environment art advice, tips, ideas, inspiration, links, resources and updates about World of Level Design. "WoLD Insider" is EXCLUSIVE to you as WoLD subscriber.
Following Issue #13 of "WoLD Insider" contains:
There are 4 primary modeling methods you need to know about: Polygonal, Subdivision, Sculpting and NURB/Curve modeling. Well, sculpting is not technically modeling but it does produce a mesh and is a very important part of 3d asset creation. I will explain more.
Each is used for a specific end result but there are many overlaps. In fact all 4 of these could be used within a single asset creation. But usually you isolate each of these into its unique modeling methods to get the job done.
Let's break these down one-by-one and dive-in further...
Exporting large number of Static Meshes is tedious and time-consuming, especially when you are working with a lot of modular meshes. Too much time is spent on exporting such as moving objects to World Origin, renaming, moving them back, then repeating the steps for the rest of the models.
But there is an easier way,
Maya Game Exporter can automate the export process for you. If you haven't used Maya Game Exporter, after this tutorial you will especially for a large set of modular meshes...
See the full in-depth overview of Maya Game Exporter and how to use it...
How do you model better windows for environments in Maya?
In this 5-part series I will show you.
We will model a total of 23 different types of windows. From fixed to hung, sliding, bay, circular and arch. All will be created within a modular wall. You will also learn how to detach the windows so they are separate piece of geometry.
Lots of techniques, tips and tools are covered in this 5-part series. Let's begin...
Before you start thinking textures from Substance don't match in UE5 and before going down rabbit hole of correcting LUTs or messing with color profiles.
Do this,
Step 1: Look at Unlit Mode or at Base Color only in both Substance and UE5. If they match then problem is likely UE5 lighting and exposure.

Step 2: In UE5 set your Post Process to enable the following:

Step 3: Directional Light will be too strong. Change Intensity to standard 3.14 before increasing or decreasing when you do lighting.

Step 4: Run all the checks on textures in Substance on Export:
Step 5: In UE5 run all the checks after import such as:
Step 6: If all this fails, start over with a new map. Export the textures again and re-import them.
Try different file format instead of PNGs.
And then you can look into experimenting with Substance ACES LUTs.
But usually one of these will fix the mismatch of textures from Substance to UE5.

Capture your own environment photo references.
Even if you don't end up using it or creating from it. It teaches you to pay attention and see the world around you in a different way.
It will help you become a better artist.
It's difficult to get back to projects after taking week or even few days off. You don't remember where u left off or what to do next.
You lose momentum.
This usually happens after vacations, holidays or when you get burnt out and have to walk away for a few days or weeks.
Next time away from work, write what u did last and what to do next. When you return you'll refocus quicker and start back on the first day.
You can do this using notebooks, on your computer, phone or using a whiteboard.

4A Games, the creators of Metro Exodus game have released Exodus SDK.
You can now begin modding Metro Exodus.
SDK includes the full tools developers themselves used to create the game. Such as Scene editor, model editor/viewer, navigation editor, particle editor, terrain tool, weather editor and much more.
See this page for how to get Excodus SDK and system requirements...
Hope you enjoyed this newsletter issue and check out some previous issues for more tutorials, techniques tips, advice and resources.
Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact
All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.
Template powered by w3.css