Light is the basis:) even the ugliest scene with appropriate lighting and post-processing can be turned into something nice:) That's why for me the most pleasant moment when creating, is setting the lighting and effects, because then in a few moments I can see how the scene changes from ugly to more and more beautiful:)
Thank you:) I personally think that lighting is the main and one of the most important aspects that is responsible for the final visual effect of the game:) So yes, it is definitely worth learning:)
This is a masterpiece! Feels like a more realistic version of Dishonored. All the props fit in so well in the environment. How do you decide where to place which prop so it doesn't look out of place? Is it practice or do you take lots of references?
Thank you:) When it comes to arranging props, I rarely look for references. I only do it when I have no idea if it could be placed in such a place:) When I set up props, I usually try to look at the surroundings and create a little story in each place. So, for example, here, if someone leave the warehouse, probably went out to smoke. That's why he brought a chair from inside (you can see another chair through the window). Since he smoked, he had to throw away his burnt cigarettes somewhere, so there's a small can next to it. It is on the left side of the chair because most people smoke with their left hand. Sometimes he probably felt like drinking, so a crushed can of soda is lying under the chair (usually ppl drinks with right hand), and after drinking, he would probably throw it under the chair, because the garbage can is too far away:) There is also a pack of cigarettes on the window, because he would probably put it there, and under the chair (you probably can't see it in the video) there is a cigarette that fell out of him. As you can see, I try to come up with stories for a small part of the scene, because it makes it easier to place props and their layout is more realistic:)
Thank you:) Believe me, I was looking for broken bottles in my assets and unfortunately I didn't find anything:/ I also looked for some newspapers/magazines but unfortunately I didn't find them too:/
Thank you:) If the models are well made and have divisible sizes then you can easily connect them using Snap, (holding Shift and moving them). If the models have indivisible sizes and Snap doesn't work, then you can connect them by vertices. You select the model and by holding "V" on the keyboard you can select a vertex and connect it to another vertex in another model. With a little practice it goes very quickly:)
With free assets it can be hard because there are few that are really useful for this type of scene and most of them are just single models. When I have some time I will try to create something in a similar style but with free assets:) We will see if I succeed:)
When it comes to Level Design, on Y2B check out Steve Lee (Level and Game Design) and timdoesleveldesign, but I personally recommend books like "Preproduction Blueprint: How to Plan Game Environments and Level Designs". However, when it comes to courses, it's hard for me to recommend anything, but pay attention to whether they are courses in which someone calls it a level design course but in reality shows how to create a simple game:)
It's crazy how amazing it looks once you start to add in lighting. Incredible as always!
Light is the basis:) even the ugliest scene with appropriate lighting and post-processing can be turned into something nice:) That's why for me the most pleasant moment when creating, is setting the lighting and effects, because then in a few moments I can see how the scene changes from ugly to more and more beautiful:)
This is really cool man. Thanks for sharing your process!
You're welcome:)
Very beautiful, great atmosphere. Thanks for sharing!
Thank you:) Your YAPP came in handy again:)
Just amazing 🤩 I have learnt so much about how to create things step by step, especially how lighting can transform the game from bad to incredible.
Thank you:) I personally think that lighting is the main and one of the most important aspects that is responsible for the final visual effect of the game:) So yes, it is definitely worth learning:)
fantastic
I'm glad you like it:)
very cool !!
I'm glad you like it:)
This is a masterpiece! Feels like a more realistic version of Dishonored.
All the props fit in so well in the environment.
How do you decide where to place which prop so it doesn't look out of place? Is it practice or do you take lots of references?
Thank you:) When it comes to arranging props, I rarely look for references. I only do it when I have no idea if it could be placed in such a place:) When I set up props, I usually try to look at the surroundings and create a little story in each place. So, for example, here, if someone leave the warehouse, probably went out to smoke. That's why he brought a chair from inside (you can see another chair through the window). Since he smoked, he had to throw away his burnt cigarettes somewhere, so there's a small can next to it. It is on the left side of the chair because most people smoke with their left hand. Sometimes he probably felt like drinking, so a crushed can of soda is lying under the chair (usually ppl drinks with right hand), and after drinking, he would probably throw it under the chair, because the garbage can is too far away:) There is also a pack of cigarettes on the window, because he would probably put it there, and under the chair (you probably can't see it in the video) there is a cigarette that fell out of him. As you can see, I try to come up with stories for a small part of the scene, because it makes it easier to place props and their layout is more realistic:)
good
Thank you:)
really nice work but i think you should've add some broken glass bottle
Thank you:) Believe me, I was looking for broken bottles in my assets and unfortunately I didn't find anything:/ I also looked for some newspapers/magazines but unfortunately I didn't find them too:/
Better than Tarkov!
Has it been released, or is it still in beta?:P
@@SetaLevelDesign they're still waiting for you to make some levels before they can release
Hahaha:)
Its looks So good damn. But isnt it hard to build it? Because I can't connect edge walls.
Thank you:) If the models are well made and have divisible sizes then you can easily connect them using Snap, (holding Shift and moving them). If the models have indivisible sizes and Snap doesn't work, then you can connect them by vertices. You select the model and by holding "V" on the keyboard you can select a vertex and connect it to another vertex in another model. With a little practice it goes very quickly:)
can make long road system with veggies tree plants etc . and you use free assets in your urp project .
While there are no problems with the surroundings, I haven't found a good free road system:/
versión UNITY URP?
Unity 2022.3 URP 14
Hi.
Is there a free assets that we can use to create this kind of scene?
the assets cost a lot of money.
With free assets it can be hard because there are few that are really useful for this type of scene and most of them are just single models. When I have some time I will try to create something in a similar style but with free assets:) We will see if I succeed:)
Is there any way to learn level design in unity proper way online ?
When it comes to Level Design, on Y2B check out Steve Lee (Level and Game Design) and timdoesleveldesign, but I personally recommend books like "Preproduction Blueprint: How to Plan Game Environments and Level Designs". However, when it comes to courses, it's hard for me to recommend anything, but pay attention to whether they are courses in which someone calls it a level design course but in reality shows how to create a simple game:)
Do you have classes on Udemy¿ That would be awsome
Unfortunately no:( First I need to improve my English to run the course fluently:) Maybe in the future:)
Sorry but , I turn for unreal engine 5😢
Good luck:) Unreal is a really powerful engine:)
@@SetaLevelDesign can you turn also ? 😅
Unfortunately, I guess I'm a masochist because I prefer to struggle with Unity:)