This is some of the coolest stuff I've seen in awhile. Keep it up! Can't wait to see more!
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SuperGrid - Fast Level Prototyping
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Originally posted by ambershee View PostThe material looks like standard triplanar mapping?
Originally posted by TK-421 View PostExcellent work! This is on my must have listOriginally posted by MooseCommander View PostLooks great, and $10-15 is a perfect price point for this sort of thing.
As an artist who tries to design levels, having these sorts of resources really help me focus my ideas first and then go in and art later. Can't wait to use it!
Originally posted by kuroi93 View PostAwesome work
Is it planned a texture with 1cm square for precision prototyping ?
If this is the case, I buy it now !
In material settings you can set grid spacing in centimeters, as well as pattern size(Checkers in this particular case). Check out this video(Watch in 1080p, it's hard to see 1cm lines with blur effect)
By default grid spacing is 10cm and pattern is 1m.
SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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This is triplanar mapping:
http://www.martinpalko.com/triplanar-mapping/
Which gives you results like this:
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Originally 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
SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally 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 threadSuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally 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.Regards,
Benjamin D. Smith
Founder & CEO | Binary Sword Pty Ltd
Currently working on: ODIN Tracker (UE4 Plugin)
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