I am definitely getting it when its ready and on marketplace.
I also think that epic should buy this stuff for unreal tournament and add to default release.
This way we could get rid of famous hall of mirror or other funny csg features.
Now thinking of it if somebody bought it, and added to ut project. That could be quite confusing situation.
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SuperGrid - Fast Level Prototyping
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Hevedy repliedzeOrb is possible to view a tutorial or something about the auto-uv material (Only the auto-uv)?
About how manage the axis and the normals because i'm going crazy.
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zeOrb repliedOriginally posted by X.E.R.T. View PostI already have the grey box kit, has been extremely useful on testing how well game play flows in the level without starting 3d production, this one looks way more advanced hope to get my hands on it soon.Originally posted by Schneeder View PostLooks pretty handy. If the price is right I'll definitely look at picking it up. The easier it is to block out things the better.Originally posted by zoombapup View PostLooks cool. I'd buy it.
Originally posted by benjamin.smith View PostI too make use of both of Tom Looman's blockout materials + a combination of some in-house materials for our early stages of pre-viz level layouts but I would be more than happy to support this product and at $10-$15 it is a steal
I would also like to suggest for inclusion in this pack or a future pack the ability to have scale silhouette references for generic objects like characters, cars, buildings, trees, etc. which can easily be edited + added to by the end-user/developer.
A basic example of this is from the Source/CS:GO SDK:
This would be extremely useful to get an idea of scale on multiple levels/scopes e.g. making a large city and seeing how high a car, player, tree, fence, etc. would be off street level before even needing to go in and place either placeholder or final 3D meshes of those assets to gather height references.
The way I would probably do this is to create a Master Layered Material with hidden masks of all the silhouette objects you wish to include and depending on the scale of the BSP brush you would upscale or downscale + swap out your silhouette masks and in doing so you could make the texture grid wider on the material. You could also layer characters, cars & trees perhaps together e.g. offset the tree to the corner of the mask, while the character is in the centre & tile horizontally.
NOTE: You would in most cases not want to have the masks tile for things like trees, fences, etc. like it dues with that basic player height reference the Hammer/Source/CS:GO SDK have as a placeholder/blockout texture.
Originally posted by ScrotieFlapWack View PostIs this out yet? Is it on trello so I can vote? Really want this, the most important stage of game dev, these tools are perfect for my workflow! Good job man I would defo buy this!
Originally posted by KitatusStudios View PostI need this in my life!
Originally posted by Hevedy View PostWhat is the differences about this and my package ? Only the automatic texture scaling ?
https://forums.unrealengine.com/show...purpleprintkit
[pictures]
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Hevedy repliedWhat is the differences about this and my package ? Only the automatic texture scaling ?
https://forums.unrealengine.com/show...purpleprintkit
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SlipperyBrick repliedIs this out yet? Is it on trello so I can vote? Really want this, the most important stage of game dev, these tools are perfect for my workflow! Good job man I would defo buy this!
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BenjaminDSmithy repliedOriginally posted by Luos View PostTo Rephrase:
I do think this is a rather simple setup, but especially for beginners and people who like fast, clean workflow when mapping out a leveldesign this can be very valueble.
I got to ask though: whats the difference between this and the content found here: http://www.tomlooman.com/category/samples-downloads/ ?
I would also like to suggest for inclusion in this pack or a future pack the ability to have scale silhouette references for generic objects like characters, cars, buildings, trees, etc. which can easily be edited + added to by the end-user/developer.
A basic example of this is from the Source/CS:GO SDK:
This would be extremely useful to get an idea of scale on multiple levels/scopes e.g. making a large city and seeing how high a car, player, tree, fence, etc. would be off street level before even needing to go in and place either placeholder or final 3D meshes of those assets to gather height references.
The way I would probably do this is to create a Master Layered Material with hidden masks of all the silhouette objects you wish to include and depending on the scale of the BSP brush you would upscale or downscale + swap out your silhouette masks and in doing so you could make the texture grid wider on the material. You could also layer characters, cars & trees perhaps together e.g. offset the tree to the corner of the mask, while the character is in the centre & tile horizontally.
NOTE: You would in most cases not want to have the masks tile for things like trees, fences, etc. like it dues with that basic player height reference the Hammer/Source/CS:GO SDK have as a placeholder/blockout texture.
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X.E.R.T. repliedI already have the grey box kit, has been extremely useful on testing how well game play flows in the level without starting 3d production, this one looks way more advanced hope to get my hands on it soon.
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Schneeder repliedLooks pretty handy. If the price is right I'll definitely look at picking it up. The easier it is to block out things the better.
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zeOrb repliedOriginally posted by [DEV]homeRye View PostI am ready to purchase this.
Originally posted by Zeustiak View PostLooks great! Is there a good resource for Tri/Biplanar mapping in the UE4 material editor?
Check out Electricsauce thread
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Zeustiak repliedLooks great! Is there a good resource for Tri/Biplanar mapping in the UE4 material editor?
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zeOrb repliedOriginally posted by ambershee View PostThis is triplanar mapping:
http://www.martinpalko.com/triplanar-mapping/
Which gives you results like this
Triplanar mapping using world space UVs for textures, my material use mesh UVs for textures.
You can see dynamic distortion during rotation and scrolling effect during translation in triplanar
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ambershee repliedThis is triplanar mapping:
http://www.martinpalko.com/triplanar-mapping/
Which gives you results like this:
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