A new year and a new Mapcore challenge thread! This time the challenge is to recreate a scene or a part from a Counter-Strike map in a futuristic style. The first thing that came to mind to reference was Another World... #gamedev Image
I feel that taking an iconic level like Dust 2 and doing a completely different take on it would be good fun. I don't want to spend too long on it though, so I've picked one specific area to work on; Site B tunnels/car. #gamedev Image
First thing is to refamiliarise myself with the reference material and grab some shots that speak to me. So I put together a small collage/ref sheet with some of the areas I'd like to riff off. #gamedev Image
I always find it's important to jump into 3D as soon as possible, but I always need to scribble some ideas down. So I make a quick rough blockout of the area of Dust 2 I want to create... #gamedev Image
To build the blockout I used Blender's "Import Image as Plane" and just went to town with loop cuts and extrudes. More about that here: docs.blender.org/manual/en/late… In this shot you see how I used the Dust 2 mini map as a guide (the texture is wrapped around the blockout). #gamedev Image
I'm absolutely not an artist, so I need every bit of help I can get. So I use the basic blockout to provide a 3D canvas to sketch some ideas over the top in Photoshop. My first idea was to build the area up as an other-worldly eatery. Please don't laugh at my drawing 😅 #gamedev Image
That "concept" provides me a starting point for colour scheme and composition as well as what props I may need to make. I start by slapping some solid colours onto the blockout in #UE4. I'm thinking in this project I will stick with flat colours and detail via geometry. #gamedev Image
And now it's just iteration. I start by adding some of the medium sized details that help sell the purpose of the scene, so the roof trim, the eatery signage and the hovercar... this might be out of scope though! I also add a basic skylight in #UE4. #gamedev Image
I dotted around some #UE4 mannequins and quickly discovered that my scale was way out. So I rescaled the scene (hence the camera shift). I resurrected an old Mapcore challenge of mine to grab a Delorean for reference. #gamedev Image
You can see that in all it's glory in the following tweet 😬
I felt that I was going a little too boxy in places, so went back to the reference material for ideas as well as Another World's lesser-known sequel, "Heart of the Alien". So arch ways, decals and edge wear - I'll worry about the city vista later 😅 #gamedev Image
Jumped back and forth between #Blender and #UE4 to add an arch (need more!), some steps and a couple of trims (riffing on the prison sections in Another World). The vista buildings look too generic, but like I say, I'll worry about that later. #gamedev Image
I try to get a little more depth with a basic post process - it's too early for that, but I've been paranoid about the flat textures... I cut the window to the eatery and think about how I'm going to eventually light the scene. #gamedev Image
Too calm my fears that I'm not going to be able to pull off large flat textures, I let myself get distracted with normal decal. Not done this before, but thought it would be an easy way to get that scuff/decay detail from Another World without having to paint it in. #gamedev Image
A little more light work cleaning up some normals here and there and adding some bevel details (I have no idea what I am doing). I love control panels so I added one of those too. Weird that you'd have to lean over from steps to use it but this is ANOTHER WORLD, right? #gamedev Image
I am fully aware that the sign needs to be addressed as soon as possible, but in Heart of the Alien there are these weird spike poles everywhere, also the cable tool in #UE4 is easy, so lets add wires. Also bars on the windows. #gamedev Image
I rebalanced the scene a little - the booth looks a bit weird as it is so close to that lamp post... also that lamp post isn't looking right either... I must do something fun before I lose all confidence! 😅😅😅 #gamedev Image
I tweak the lighting a little to get a better view of the scene and start building more chip/scuffs with normal map decals. These are easy to setup but have a couple of limitations (that I don't fully understand). It seems that they're not great with baked lighting #gamedev Image
Adding a couple more details like trims, some signage detail (still need to work out what that's going to look like...) and some more normal decals. As I am approaching diminishing returns, I think it's time to do something fun/wild... #gamedev #ue4 Image
...but first I'll try and explain how I'm trying to achieve this with no (or minimal) texture work. So far using normal map decals is faking the details seen in Another World. Not perfect, but they're quick to do in #UE4. #gamedev Image
It's super simple. I just throw in a greyscale texture (white is high, black is low) & let the engine do the rest. I'm not sure if you need Dbuffer decals on (but I do have them enabled). This maybe common knowledge but I've never done it before. Here's the #UE4 material #gamedev Image
And just to show how much I am abusing these normal mapped decals... #gamedev 😬😬😬😬😬 Image
So let's do something fun! Movement is one of the big things completely missing from the scene right now. This is something Another World was great at. I want to slot what I can into this scene (as well as the vista). Here's a clip from the the 25th Anniversary Edition #gamedev
The lightning/electricity in Another World really sticks out to me. Those sharp angles. That fullbright look. So I've used a pretty basic depth fade particle material and messed around with it on a beam emitter. Basic, but it's quite close to what I want already! #gamedev #ue4
I'll definitely need to rejig the composition a bit here, but I think it looks pretty nice in the scene. I'll make some kinda weird lighting rod to wrap it around. It'll be something in the foreground as well as the background. What next..? #gamedev
It's a new day, so lets carry on where we left off, some more VFX. The pistol-fired barriers were one of the most iconic elements of Another World. I'd like to get a ref to that in here on the main door. Here's a video reminder of how they look. Such unique combat! #gamedev
My first attempt is reasonably successful. I've got two emitters firing in the Z at a fixed distance with opposing velocity. You kinda get the idea but I feel like it falls short of the reference material. I might need to make some support geometry and maybe rotate it... #gamedev
Before improving these particle effects, lets take stock. Obviously the #UE4 mannequin isn't helping me here - I might need to address that soon! But there's definitely some work needing done to the angle of the shot, though I'll keep this for continuity in the thread. #gamedev Image
Back to the barrier, and I need to take some creative license. In Another World, the barrier is 2D. I'm not sure the barrier looks right when rotated. Perhaps if I focus on the interesting part, i.e. how unstable it is, it'll work better. What do you think? #gamedev
So I am pretty happy with that - might polish it up towards the end, but I feel okay with moving on now. Here's the #UE4 setup for this. It's a basic emissive gradient being applied to a particle and thrown about by the emitter 😬 #gamedev Image
Okay, so it's time to get serious! There's a certain something or someone missing from the scene. Things are about to get tough... #gamedev
Obligatory reminder that I am not an artist... I took a bunch of reference shots from both Another World and Heart of the Alien and used my Wacom to draw a T-pose and side profile of the alien soldier character. I have no idea how feet work... I'll sort it in 3D 😅 #gamedev Image
I start out with a cube then subdivide it so that I can cut it in half and use a mirror modifier. That way I only need to model one side of the dude. Then I just extrude and scale segments to align with the reference images. I probably used too many extrudes... #gamedev #blender Image
It's important to have a backup plan if you suddenly lose confidence (like I was here). I was struggling with the hands and feet so distracted myself by slapping some block colour on the model, directly sampling from my reference images. Crisis averted. #gamedev #blender Image
...that being said, if you don't keep clean unwraps you may get some unfortunate (amusing) results - espeically when you're working with symmetry 🍑😅 #gamedev #blender Image
Sidenote, is anyone else getting Cloud vibes from Final Fantasy VII on PlayStation? #gamedev Image
Okay, let's get back on track. The bulk of the character is done (still need to do hands and feet). It's probably time to work on some proportions and tighten up the model a bit. I know a lot of my edge loops have started going a bit wonky around the legs... #gamedev #blender Image
Let's focus on what really matters; shaping some of that fine, alien rump 🍑 #gamedev #blender Image
After working a little on the boots (I'm really looking forward to extruding the tops!) I realise, "yeah, I don't think that's how knees work" 😅 So there's still more work to do on the legs. I need to keep them relatively chunky. Simply loop cut and scale! #gamedev #blender Image
So I extrude the boot tops (strangely satisfying) and fix up that upper "T" this guy's got going on. How's my little pal looking? Yeah, he needs hands of some form (though I'm probably not going to tackle fingers - it's out of scope). #blender #gamedev Image
"I wonder how things are going if I hide the mirror modifier... oh, how awful"! It's always good to check out what's happening inside your wireframes. Some of those random verts can cause a lot of problems if you rely on a complex modifier stack (I don't) #gamedev #blender Image
Okay, so after adding some clumpy hands, we're done with the basic model. Time to shove some bones into this handsome chap! I just know this bucket head/no-neck is going to cause me no end of problems... I'll just have to hope that Auto-Rig Pro can clean this up #blender #gamedev Image
It's probably worth mentioning that this is only the second biped character model that I've ever made, and getting it to move wouldn't be possible without "Auto-Rig Pro" for Blender. I think it's about 40 bux. Worth every penny IMO #gamedev #blender blendermarket.com/products/auto-…
Also, I feel like this bucket head is going to need a face. I don't think pixel art will work, and I want to keep the poly count super low. So I'll maybe just paint something on. What does he look like again? Oh. 😵 #gamedev Image
Before we do that, lets see how things are looking. I'm quite happy! I think I've managed to get a pretty good likeness to the aliens from Another World. Perhaps the upper back and face are a little off, but this is just a bit of fun to help me learn this stuff. #gamedev #blender Image
So I decided to sketch a face and just slap it on those flat polys. If it's good enough for @BlendoGames it's good enough for me! 😬 When it comes to shading, I've got some engine-side plans. I feel like I'll use some kinda toon shading in #UE4. #gamedev #blender Image
A new day, so lets take stock. I added the new barrier to the doorway and popped another little lightning rod in the backdrop. Probably time to swap out the #UE4 mannequins with my alien dudes. Maybe it's time to start thinking about the vista... #gamedev Image
I need to work out the animation side of my characters, so I'll just leave the scene empty. For now I'll focus on touching up details. First up, I need to work on softening up some of that edge wear. In Photoshop I use a gradient from an inner glow. Quite effective! #gamedev Image
In fixing up the edge wear I started to fixate on the hard edge between the outside wall and the building... not sure how to resolve it neatly, so I covered it up with a cable 😅 #gamedev #ue4
Okay, so that's the cables in! I also felt the building on the left side was just getting lost in the shadow too much, and wwas visible wasn't well balanced (mostly the height of the window and the empty space above it). So I added some trim details and wear. #ue4 #gamedev Image
I've cleaned up a couple of the meshes (nothing too noticeable, but they were causing issues with bevel modifiers). I've added even more edge wear as well as dirt and grime where surfaces meet. I think I'm going to add some form of vegetation next... mushrooms? #gamedev #ue4 Image
I made these mushroom things, but they clearly need some form of flower (mushroom?) bed to grow in... oh and what's that walking past the window? MYCARUBA 😂 #gamedev #UE4
Yep, the mushroom beds work great! I have to do a COVID-19 test tomorrow (yikes!) and a couple of other things, but I should get some time to make a start on the vista. I've got a nice plan based on the view seen at the top of the tower in Another World. Exciting! #gamedev #UE4 Image
I've been thinking about the bones used in this mushroom patch and maybe I'll try my hand at making one of those worm things from the start of Another World? It'll be a nice exercise in learning the basics of IK... #gamedev #ue4
I got very much lost in the weeds when messing with animations, so I slapped a couple of slightly customised Mixamo animations onto the alien chaps just to get something "in". It's added a lot of life to the scene. I'm now starting to block out the vista. #gamedev #ue4 Image
FAO @egoraptor & @ninjasexparty - that old grumps is cracking me up and super relevant now 😬
I've started blocking out the backdrop. I'd like to bring in a bit more of the pseudo-Islamic architecture seen at the midpoint of Another World. Surprisingly this has been a struggle for me. I've gotten far too used to handing off vistas to the art department... 😅 #gamedev #ue4 ImageImageImage
I added those vista "buildings" in engine and slapped some block colour on. Then I quickly realised that there's no point detailing buildings in the far distance if they're too obscured by structures in the foreground and middle distance... #gamedev #ue4 Image
I did some basic modelling of the vista assets that were most clear in the shot. I think they're working okay, but they might need a little colour variation to blend in. I'm definitely not happy with how angluar it's all looking... I'll need to break some right angles! #gamedev Image
I attempted to get some more interesting angles in the scene, but used the vista rather than the main focus asset. Unofrtunately this is less a creative decision, but rather because at this point that would be costly and require a lot of rework. We're locked in now! #gamedev #UE4 Image
Being unable to make changes without significant rework is why its good to stay in blockout as long as possible. A common mistake that designers fall into is to "over detail" a blockout. This snowballs into geometry that becomes too complex and difficult to work with #leveldesign
That being said, it's incredibly difficult when you're both the designer and artist. Especially if as an artist you're so green that you don't know what you're capable of until you try. In that case it doesn't make much sense to lay too much track ahead of you. #solo #gamedev Image
I'm not sure how much more time I want to spend on the vista. For now I'm going to have some fun and go back to animation. And with all these new surfaces, I'm sure in need of some greebles, so I'll concept up some animated wall units 😬 #UE4 #gamedev Image
No animated wall units yet! I got distracted with some vista details. I feel like I want to increase the scope ever-so-slightly, just so that I can make a video at the end of this. A simple rotating camera would be enough. We'll see what I can finish this weekend :) #gamedev #ue4 Image
Haven't had much feedback outside of "what's the black blob"? Well, that's meant to be a car! So I've reworked my old 500 tri DeLorean into something roughly resembling the "Ferrari" from the opening shot in Another World. A whopping 5500 tris now! #gamedev #Blender3d Image
It's actually super useful being able to look at @EricChahi's actual reference material for this stuff. He's documented so much of his work - so unusual for a game of this age! #gamedev
I mean, this probably won't be in shot, but I had fun 😅 #gamedev #ue4 Image
No big updates tonight, but here's how my Another World X Dust 2 is looking... #gamedev #UE4 Image
I'm not quite sure this turned out how I intended 😅 #gamedev #ue4 #accidentalfilth
Uhhh I don't think that helped... 😳 Anyway, time to move on 😅 #gamedev #ue4
A bit of a greeble pass, along with some additional animations on characters. Added a couple of guards into the vista too. Maybe I'll have to drop a couple from the foreground to avoid it looking too busy... #UE4 #gamedev Image
I felt that the guards needed a weapon, so I knocked together this pistol in a couple of minutes. Low poly/flat colour workflows are so fast. This is extremely refreshing after working for so long in a pixel heavy project (@ND1Game) #gamedev #Blender3d Image
For those asking, it's actually not a NES Zapper, but actually using the same reference @EricChahi used for Another World (see video). I updated it a little in 3D adding a couple of Glock-like details #gamedev
Here's the scene with a bit of motion. You can see animation provided by the new greebles and also lookout guards in the vista. Additionally I updated the floor with a normal map - I think it works quite well! I think I need to tweak the camera/composition a bit... #gamedev #UE4
Better quality YouTube link!
....so going back to the camera/composition; I thought it would be fun to mock up something in first person (in addition to the static composition). So I'm trying my hand at a first person model/rig. Wish me luck! #ue4 #gamedev Image
My first shooting animation! Not sure if it's normal to animate the index finger pulling the trigger as it's just so fast, but I thought I may as well 😬 Gotta get this in game. #gamedev #Blender3d
It's always a surprise to me how stubby guns look from the first person. Even knowing how much of a long boy this lasergun is... #gamedev #Blender3d Image
Why hello there, Lester! #gamedev #ue4 Image
I figure this thread is getting heavy, so let's make a video showing the progression of FPS aesthetics. Starting from the initial implementation to something more mechanically sound. Remember, this is just for fun 😅 #gamedev #UE4

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