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Modular Dungeon Kit

Modular Dungeon Kit

Postby StarFire » 16 Jun 2020, 23:50

Started to get some modular components together to go with the GO proto modular kit, this current kit is for a Dungeon. After compramising on a scale we feel that is not clostrophobic or to large the go ahead for modular parts is comissioned. Here are the parts so far:

Proto Dungeon Parts 1.jpg
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How they snap on the grid:

Proto Dungeon 1.jpg
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Re: Modular Dungeon Kit

Postby StarFire » 20 Jun 2020, 19:20

I have been painting the wall, took a bit of time to get the UVs fixed but here is the wall with material so far (Pianted in Substance)

SkylineScreenShot06202020_191650140.jpg
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Re: Modular Dungeon Kit

Postby Sage1969 » 20 Jun 2020, 20:07

Truly well executed.
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Re: Modular Dungeon Kit

Postby StarFire » 20 Jun 2020, 22:07

Thank you :D

Ps The image render above is from the new version of Skylines PBR ;)
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Re: Modular Dungeon Kit

Postby monkeyfrogstudio » 21 Jun 2020, 06:43

Looks very nice. Can't wait to get my hands on v2 (obviously ;) )!
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Re: Modular Dungeon Kit

Postby StarFire » 22 Jun 2020, 22:51

The floors first texture.

SkylineScreenShot06222020_224940199.jpg
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Re: Modular Dungeon Kit

Postby Sage1969 » 23 Jun 2020, 01:13

Nice balance, you make it look easy. :lol:

Can I import customs and if so what is the grid size?
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Re: Modular Dungeon Kit

Postby StarFire » 23 Jun 2020, 14:28

Thank you.
Yes you will be able to import custom meshes as its all part of the GO system. I used a 1m grid with 0.25 subdivision, in Skyline scene set the grid snap on and choose the 0.25 snap option the GO is set to snap to 0.5m grid. I have found this gives a nice range of flexability whilst keeping a fast snapping workflow. Quick to place with the GO and easy to move and place with scene editing tools when required.

Nice balance, you make it look easy.

lol thanks this has been a long road to understanding the whats and whys of modular level design. There are so many things to considder such as how to cap holes, joins, stop z-fighting, clostraphobia when in game and what would be the universal base scale of each asset type as just to name a few. Then of course learning Blender, sculpting then how to paint it with a color range that looks good with PBR. For now I am painting with substance until a better solution comes along. I did explore Quixel Mixer, this looks good but lacks many features for now. The current design scale is working around a 4x4m floor and 8x4m walls both at 0.25m thick plus a 0.1 wall width to stop the floor sides showing. Everything else is then to be designed to fit with this or multiples/divisions of this.

So much still to learn and I am sure some of it will be back to the drawing board as I encounter issues along the way. All part of the process :D
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Re: Modular Dungeon Kit

Postby monkeyfrogstudio » 23 Jun 2020, 15:49

For now I am painting with substance until a better solution comes along. I did explore Quixel Mixer, this looks good but lacks many features for now.


Try ArmorPaint:

https://armorpaint.org/

Image

It's simple, powerful, and inexpensive. If you want to support the developer, I think it's $19. But you can also go to GitHub and compile the latest for yourself.
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Re: Modular Dungeon Kit

Postby Sage1969 » 23 Jun 2020, 19:02

Yes, I made the mistake of saying "just walls and floors. I'll save it until later" was I surprised at just how much work it really is. Again great job.

Nice looking stuff there monkeyfrog.
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Re: Modular Dungeon Kit

Postby monkeyfrogstudio » 23 Jun 2020, 19:13

Nice looking stuff there monkeyfrog.


Just to be clear, that's not my work. Just promoting a good product. :) Thanks, though. :)
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Re: Modular Dungeon Kit

Postby Sage1969 » 23 Jun 2020, 19:43

No prob, about that link thanks for the turn on. Interesting stuff.
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Re: Modular Dungeon Kit

Postby StarFire » 23 Jun 2020, 21:08

Had a few hiccups today with the ground tile, noticed that there was some blackening with certain tiles at various light angles. Thought this was a face normal error but found it out to be a mirrored uv that occured after applying transforms. Note to self do the transforms first before the UV map save yourself a head ache!
Also had an issue with dds normals, used the png and all looked good again. This is a development build error so wont effect you guys.
After final test with them as a game object, they all joined nice but I still found a couple of detail errors but will fix them tomorrow. Here is todays image.

SkylineScreenShot06232020_205550786.jpg
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@monkeyfrogstudio I did have a look at the painter link looks promising, thanks for the link.
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Re: Modular Dungeon Kit

Postby StarFire » 25 Jun 2020, 19:36

Had more UVs slightly out on the floor piece causing some lighting angles to make some floor tiles blacker that others. Now to fix this I had to ensure the uv island for that tile face was the correct way around so after a quick rotation they all looked the same.

Done a bit more skulpting and a couple more block objects and generated a new asset: Column, great to fill in joins and cap wall ends.

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Re: Modular Dungeon Kit

Postby StarFire » 25 Jun 2020, 20:43

Just Messing around ;)

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Re: Modular Dungeon Kit

Postby monkeyfrogstudio » 25 Jun 2020, 20:50

Looking good! Nice job. :)
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Re: Modular Dungeon Kit

Postby StarFire » 29 Jun 2020, 00:31

Got the next component made, a first stair type. I made it in 2 parts for more flexable layouts.
Here are a couple of images of the new piece:

SkylineScreenShot06292020_002604008.jpg
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SkylineScreenShot06292020_002344168.jpg
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Re: Modular Dungeon Kit

Postby Sage1969 » 30 Jun 2020, 23:59

Very nice, stairs one one thing I hate to do.
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Re: Modular Dungeon Kit

Postby StarFire » 01 Jul 2020, 20:48

yeah stairs take so long to do, had to sculp 3 step blocks and 1 edging block that is being reused elsewhere. The other thing I didnt mention earlier is that the scale of these objects has to work for either fps or tp player modes, that was another reason for all of the pixel density work.

got a new column type more of an oniment, a half size wall which fits well with the first stair block and some new 1u and 2u wide floor tiles. I think a few door ways now would be good.

Here are new images of this asset packs progress.

The pack so far....

Clipboard Image (1).jpg
Clipboard Image (1).jpg (149.13 KiB) Viewed 408081 times


showing new object parts together:

SkylineScreenShot06302020_231816957.jpg
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Re: Modular Dungeon Kit

Postby Sage1969 » 01 Jul 2020, 21:22

two words...awesome and awesome. :D

btw, the scene pic is awesome!
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Re: Modular Dungeon Kit

Postby StarFire » 01 Jul 2020, 21:57

Thank you :D
Just added a new column varient. Here is a nother quick pic.

SkylineScreenShot07012020_215503217.jpg
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Re: Modular Dungeon Kit

Postby monkeyfrogstudio » 02 Jul 2020, 14:15

If you don't mind a bit of constructive criticism, the support structures on the new column variant (the piece that's the main focus) look way too thin for the material it appears to be made of. As a result, it looks like it should be collapsing instead of holding up the weight of the crown.
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Re: Modular Dungeon Kit

Postby StarFire » 02 Jul 2020, 15:38

Yes thank you for the constructive criticism, dont mind at all. The support was damage from the origional version and at the angle does look wrong. I will beef them up a bit, attention to detail helps suspend disbelief ;)
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Re: Modular Dungeon Kit

Postby StarFire » 02 Jul 2020, 15:49

updated column C:

gegdgs.jpg
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Re: Modular Dungeon Kit

Postby StarFire » 02 Jul 2020, 15:53

New chunky door piece:

ukdmnd.jpg
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