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Keep passages and connections modular, then you can make your rooms unique and custom
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Classroom Contents
Photogrammetry Content in Modular Level Design - Unreal Fest Europe 2018 - Unreal Engine
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- 1 Intro
- 2 The Farm 51 - projects
- 3 First issues of using "photogrammetry"
- 4 An artist.
- 5 3D scanning has it's traps - concept vs reality
- 6 Procedural PBR materials vs scanning
- 7 Mood overpaints
- 8 Before you start - the research and concept may be a difficult scenarios
- 9 Location planning based on real photos
- 10 Whiteboxing based on rough-scans: back and forward
- 11 Natural outdoor - the easiest case
- 12 Building elevations - a hard case
- 13 Building elevations - non-scalable LODs
- 14 Building elevations - holes
- 15 Tile-able elevation modules (usually don't work well)
- 16 Scanned whiteboxes
- 17 Your objects may disappear before you finish your work!
- 18 Accessibility, weather and permissions
- 19 Interior design - the hardest case
- 20 A room as the single module
- 21 Optimally you'd scan the empty rooms
- 22 Delighting - physical or post-processing
- 23 The issue - changes in the location during your work
- 24 Reworking the player's paths
- 25 At the end you'll probably re-arrange the whole original layout of the location: modules connectivity matters then
- 26 Corridor modularity matters a lot
- 27 Keep passages and connections modular, then you can make your rooms unique and custom