nogardilaref wrote:It's not about the screenshots I am worried about, it's the mapper having to take the more painful way to do the same things, which may impair creativity in the progress when it becomes more like a chore trying to figure out the depth of meshes and how it will actually render in-game.
I know you do, that's not the problem here.
But having to imagine things twice (the concept, then how it will render after seeing it broken in UEd), kinda tires the brain, and would be easier if it was WYSIWYG, wouldn't you agree?
nogardilaref wrote:I know you do, that's not the problem here.
But having to imagine things twice (the concept, then how it will render after seeing it broken in UEd), kinda tires the brain, and would be easier if it was WYSIWYG, wouldn't you agree?
^ Using a grid as the default texture... that's actually really clever. Very nice idea indeed.
But yeah, whoever is under impression we're all pro mappers here, they're wrong. There's at most maybe 2 or 3 mappers who will probably stand out with their maps (and I am not one of them for sure), while the rest is as you see thus far.
nogardilaref wrote:^ Using a grid as the default texture... that's actually really clever. Very nice idea indeed.
But yeah, whoever is under impression we're all pro mappers here, they're wrong. There's at most maybe 2 or 3 mappers who will probably stand out with their maps (and I am not one of them for sure), while the rest is as you see thus far.
First time i´m using them, got the idea from seeing Level Designs in Half-Life 2. I must say it really helps speed up the process
Orange one (not a high quality job TBH when i got these and photoshoped them)