PDA

View Full Version : Do I need to learn modeling to create new maps?



Taffer
08-27-2007, 04:36 PM
When designing maps for Gears for PC, if I wish to create new maps will I need to model them in a separate modeling program? I know most editors have some rudimentary form of creating simple primitives in engine, but from what I've heard in most games every bit of geometry from the floor to the landscape is all modeled by artists in separate modeling programs.

If all I want to create is new maps that reuse the textures, player models, and weapons from the game (as all I'm really interested in is the level design) would I still need to learn a modeling program? Will a basic learning edition of a modeling program (i.e. maya) come with Gears for PC?

Kronos
08-27-2007, 07:52 PM
Unless you plan on creating an entirely different map that has completely different architecture then any other Gears of War map built by Epic, then no you shouldn't need to learn any other type of 3d application other then UnrealED itself.

UnrealED in Gears will come with already made static meshes and textures that were used in the game, if you wish to go beyond that then you would have to pick up a modeling application like Maya or Max.

Taffer
08-27-2007, 08:55 PM
Thanks a lot for the reply, that's very good news.

Jagnot
09-24-2007, 10:44 AM
Yup, you'll be able to use whatever meshes/textures Gears arrives with.

WoolyPower
09-26-2007, 09:12 PM
Would it be possible to load up photoshop images onto your map designs? Like...a brick wall with detailed graffiti on it? < just an example

Kronos
09-27-2007, 04:07 AM
Would it be possible to load up photoshop images onto your map designs? Like...a brick wall with detailed graffiti on it? < just an example

Yes, you can actually take a movie you made and put it on a wall of your map.

ScottUT
09-27-2007, 08:38 PM
Keep in mind you may also be able to use assets from UT3, as well as from the community.
I know with UT2k4 you could use Unreal 2 textures and static meshes.

Taffer
10-06-2007, 09:13 PM
Just to clarify, I knew that the game would come with the stock resources for us to use, but my question was really about the nature of this editor. I used the Doom 3 engine for a bit, and you could make rooms and the like without using a modeling program. All editors (correct me if I'm wrong) have the ability to make rooms/walls/basic buildings without the need for a modeling program, but it's usually considered better to model more detailed structures in a separate program. In some engines everything is modeled, then arranged by a level editor.

So, using the editor for Gears, could I feasibly create a new map and create "rooms" in the editor and place around cover, buildings, etc. without touching a modeling program at all? Or would it be more beneficial to learn modeling and make all of the geometry in a separate program?

Kronos
10-06-2007, 11:24 PM
So, using the editor for Gears, could I feasibly create a new map and create "rooms" in the editor and place around cover, buildings, etc. without touching a modeling program at all? Or would it be more beneficial to learn modeling and make all of the geometry in a separate program?

Yes thats correct.

Taffer
10-07-2007, 01:21 AM
Um... which one is correct? That it is feasible? Or that I should learn modeling?

Kronos
10-07-2007, 02:48 AM
You do not need to learn modeling.

Taffer
10-07-2007, 05:10 PM
Ah, thank you for getting this sorted out for me.

Ryan
11-08-2007, 12:18 PM
Taffer,

I am a level designer from the gears team. I spend almost all my time doing meshing/visuals work on the BSP shells that were built by other LDs who are better at gameplay design.

At the start of my time on gears, I was doing a fair bit of modelling, but mostly just tweaking the static meshes that were modelled by artists (people who spend ALL their time using a modelling program). A good example is "oh, i want to use this wall, but in a curved hallway. guess I need to export it and modify it some, and then reimport it". I did make some of my own too.

But towards the end of the project (after months and months of me and other LDs flushing out the 'missing pieces' so to speak) my job required less and less, to literally NO modelling since I could always find a static mesh suitable for the task at hand. If I wanted some variety I would still try changing the materials around. You can use photoshop to do this, but you will be suprised at the variety that can be created using only the material editor and the existing textures.

as an example, some really convincing waterfalls in UT3 were made by making a material that used existing snow textures! there's no limits on how you can mix things up, but expect to spend alot of time 'tweaking' your results.

Taffer
11-11-2007, 03:03 AM
Thank you very much for the information.

I really love hearing how level design works, since it is something that I am very interested in.


I spend almost all my time doing meshing/visuals work on the BSP shells that were built by other LDs who are better at gameplay design.

I'm kind of curious as to what the process a map goes through is. Will this first level designer who made the BSP shell work on the map again after the BSP shell itself is finished?

KIWIDOGGIE
11-11-2007, 08:06 AM
No, Unreal Editor has everything you need. If you want to model a static mesh and put it ingame you can but that is not required. That is the beauty of Unreal Editor. Thats why it takes forever to startup...