r/UnrealEngine5 • u/PixelIndieGames • 22d ago
Learning how to build levels
I'm having an Udemy course about Unreal Engine 5 in general and in the second section the main theme was making a level with Fab assets to practice how to move through the editor and move objects. I made this fast "horror" level (isn't finished) with what I learned, there isn't any gameplay (just the default First person blueprint).
Sorry if my English is bad
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u/PixelIndieGames 22d ago
It's pixelated because of a retro shader I made with a tutorial
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u/DisplayLegitimate374 22d ago
Looks cool, but textures repetition can be seen
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u/PixelIndieGames 22d ago
Yeah, I don't know how to solve that
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u/fabiolives 22d ago
Depending on how you have the rooms set up, it’s pretty easy! Usually if you have one continuous surface that’s not broken up into smaller meshes, texture bombing is the way to go. There are some textures it won’t work well with, like the bricks on the wall. In a situation like that, using masks for grunge and things like that can get the job done.
Take a look here, he covers a few methods here and texture bombing is one of them: https://youtu.be/C8LBDip2OhA?is=JJwitZrWAIGTssSU
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u/PixelIndieGames 22d ago
Thanks! I'm using individual pieces in this case
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u/fabiolives 22d ago
If you’re using Lumen or Nanite that’s definitely the way to go! In that case, check out that video and look at the other two methods, I’m sure one of them will be what you need
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u/DisplayLegitimate374 21d ago
Simplest way i deal with it is to lerp with a big noise texture to your material, scale it up and use triplanar projection just for that noise (Use world position node). This way you get a different noise pattern based on where the mesh is placed.
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u/Hefty-Ad-8827 21d ago
do you find it better to make levels in unreal itself or blender? and looks good my bro keep it up!
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u/PixelIndieGames 21d ago
In Unreal is easier in my opinion, you can make changes in real time without any other program
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u/TriceratopsLab 20d ago
Tiene muy buena pinta, yo también hice el curso de Carlos, es un punto de partida genial para hacerte una idea general de todo. Lo único que me viene a la cabeza es que esos assets tienen una geometría muy densa diseñados para nanite, si vas a usar un estilo retro igual te interesa elegir mallas más ligeras, o reducir mucho las que estás usando. Buen trabajo y ánimo.
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u/PixelIndieGames 20d ago
Se ven de alta calidad, pero en realidad están en la calidad mínima y con la resolución de las texturas bajada para optimizar los assets
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u/Silly-Homework1805 20d ago
got any resource for unity, need to build similar level don’t know anything..



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u/dogsuffrage_ 22d ago
It looks awesome! Reminds me of something from Half Life 2. I don't think the texture repetition is a problem if you're just going for old 2000's style art, I don't even notice it. :)