World Of Level Design
@worldofleveldesign.bsky.social
Tutorials, tips & practical knowledge for being the best level designer and environment artist. I'm AlexG and this is the official Bsky of WorldofLevelDesign.com (Tutorials for #gameart #3d #environmentart since 2008).
I have another hand-made modular prop set perfect for adding much needed detail into your environments along walls, floors or ceilings. They are modular wires and brackets. Get UE5.3+ ready assets as well as FBX and Maya file. WoLD Patreon: www.patreon.com/WorldofLevel... #gameart #ue5 #gamedev
Modular Electrical Pipes, Boxes, Brackets now out for download. ▪️Fully modular (snap together) ▪️2 looks: metallic or painted ▪️ #UE5.3 (23 Static Meshes + showcase map) ▪️Maya .MB + 23 .FBX + 9 textures Support WoLD on Patreon to download assets: www.patreon.com/WorldofLevel... #gamedev #gameart
Modular electrical pipes & electrical boxes. Different sizes: large, medium and small. Generates a lot of versatility in design. Quick stress test of seeing how they can snap together but so many more variations are possible. Modeled in Maya for #UE5 #gameart #gamedev #unrealengine #mayamodeling
Get in there and start blocking things out. Don’t concern yourself w/anything final. Get visual ideas down to help determine scale. All will change & nothing is final. Then you can come back & start actual modeling. Blocking out electrical pipes, brackets, boxes. #gamedev #gameart #mayamodeling
Modular wires: different sizes, different configurations, bracket details. Easy to use. Duplicate and snap. Detail walls, hallways, rooms. Modeled in Maya for #UE5. Will need to finish UVing and texture but modeling is done. #gamedev #gameart #unrealengine #mayamodeling
Great thing about using Sweep Mesh on Curves in Maya (for wires, pipes and more) is that UVs are already done. Also works great on more complex option setups. These aren't hard to UV, just time consuming if you had to use older technique to extrude along the curve. #gamedev #gameart #mayamodeling
Vents modeled. Vents placed. For that much needed wall detail. #gameart #ue5 #mayamodeling #gamedev #unrealengine
Just released even more texture masks to use for blends or adding variations on WoLD Patreon for supporters. Textures Masks Collection #2: More Masks for Blends or Texture Variations (PNG Textures - Individual & Packed). www.patreon.com/WorldofLevel... Been using these a lot. #gamedev #gameart
Replacing concrete barrier rails with glass barrier rails. Glass opens up the space more and unites it. Rather than separating it. Like this better. Lots to be done but always moving forward. WIP. Design, improve, iterate, update. #ue5 #gameart #leveldesign #gamedev
This continues to be one of my favorite, powerful yet simple techniques in UE5 material editor. Blending or combining 2 different Normal Maps together. Then swapping them out with others for additional variety on surfaces. #gamedev #gameart #ue5 #unrealengine
New WoLD Patreon Assets - Normal Map Collection #1: Concrete Tiles/Panels (PNG Textures, Masks, UE5 Assets) 22 tiling Normal Maps of tiles/panels, concrete theme. Use them solo or blend them w/other Normals. Includes #UE5 Materials & Instances. www.patreon.com/WorldofLevel... #gamedev #gameart
Normal Map Collection #1: Concrete Tiles and Panels (PNG Textures, Masks and UE5 Assets) | World of Level Design
Normal Maps are essential textures that add surface detail to your environment assets. This could be a prop, hero asset or any modular envir
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NEW TUTORIAL: DirectX vs OpenGL Normal Maps Understanding, Using, Creating DirectX or OpenGL Normal Map Formats In this post you'll learn difference between DirectX vs OpenGL Normal Maps - create them, use them and export them. www.worldofleveldesign.com/categories/t... #gamedev #gameart #ue5
If you ever need to flip black/white values of a mask inside #UE5 without going into Photoshop or Substance, use OneMinus (1-x) node.
Masks are grayscale images & act as visibility filter Hiding or revealing texture information. I use these all the time to control adjusting parts of a texture while not affect something else. In #UE5 specifically: White = Visible Black = Invisible White Reveals Black Conceals #gamedev #gameart
NEW TUTORIAL! Substance Painter: 4 Powerful Methods of Creating Tiling or Detail Normal Maps from Height to Export and Use. See full video and tutorial post: www.worldofleveldesign.com/categories/s... #gameart #ue5 #gamedev #substancepainter
It's crazy there is complete beginner tutorial course that'll teach you to use Substance Painter from scratch for environment art. In 23 videos & in 6hrs you'll be able to use Substance Painter. Substance 3D Painter Essentials: www.worldofleveldesign.com/store/substa... #gameart #gamedev
When creating asset packs for UE5 or anything else, it’s important to decide on naming convention you’ll be using for all meshes, textures, materials etc. This requires thought planning but it’ll make finding, updating, working w/assets a lot easier down the road. Especially when sharing them.
Quick steps to using Clone Tool in Substance Painter... For more detailed step-by-step check out full breakdown tutorial Substance Painter: Using Clone Tool (Great for Fixing Tiling Seams or Copying Texture Elements) - www.worldofleveldesign.com/categories/s... #gameart #substancepainter #gamedev
If you are using the Clone tool in Substance Painter, make sure to create an Empty Layer and then change each Channel to Passthrough for the Clone tool to work. #gameart #substancepainter #gamedev
Creating entire environment first All untextured. Using all modular meshes. Designing the space Then will focus on texturing/mat creation Documented similar approach from start to end in Modular Environment Masterclass www.worldofleveldesign.com/store/modula... Maya modeled #UE5 created #gameart
We have modular railings. Modeled in Maya and imported into UE5. Stand-alone. Attached to a wall. End caps. Straight. Inclined. Connector pieces 90 and 180 degrees. Enough for pretty much most use case scenarios. #gameart #gamedev #ue5 #unrealengine