
Break down a side-scroller concept by analyzing camera angles, depth, and environment. Translate concept art into reusable meshes and color-coded textures in 3ds max, adding depth with lighting and atmosphere.
Set up scale in 3ds Max to centimeters and align with Unreal 4's one centimeter per Unreal unit, using Bob the box as a scale reference for consistent sizes.
Model a base and supports for a side-scroller level by building a box-based floor, a ceiling, a background plane, and background girders and x-shaped struts.
Model a cohesive side-scroller platform in Unreal using cylinders and disks, refine with symmetry and bevels, then create vents with tubes and chamfered edges.
Model the light housing by creating a cylinder, adding a cap and vents, extruding edges, and refining with smoothing groups and optimization to preview with game materials.
Model hanging wires and cameras in Unreal 4 by using splines to draw wires, optimize geometry, apply smoothing groups, and unwrap UVs for texture work in Photoshop.
Texture the platform for a side-scroller with a PBR workflow, building a base albedo with rings and glow in Photoshop, then add roughness and metal details for Unreal 4.
Learn to build texture sets for a side-scroller in Unreal 4 by creating albedo, emissive, metal masks, and roughness maps, then export from 3ds Max and assemble PBR materials.
Import objects into Unreal 4 to build your side-scroller level intelligently and set up materials using the PVR workflow textures from the previous section, with lighting and atmospheric effects.
Learn to prepare a modular Unreal 4 side-scroller by texturing and exporting objects, realigning pivot points for snap-based level building, and exporting as SBX meshes with world zero centering.
Launch Unreal 4 and create a side scroller project, import textures and models, organize folders, and navigate with WASD and mouse to begin an empty level in unlit view.
Snap objects to a 10-unit grid and place them at world origin to build the level. Add lights, cables, and a center platform, test collisions, and preview the parallax effect.
Build base-stage and back-wall materials in Unreal 4 by wiring albedo, normal, ambient occlusion, roughness, and metallic/specular maps, using a one-minus node to invert roughness, and adjust emissive brightness.
build and tune unreal engine 4 materials by wiring albedo, metallic, emissive, and roughness textures with one minus, multiply, and clamp nodes. visualize platform, vents, wires, and camera during play.
Unreal 4: create a pulsing light by using time and cosign nodes with the emissive map, and enhance atmosphere with post-process effects like vignette, bloom, and ambient occlusion.
Create and bake light maps for static meshes, place and tune lights, and use light mass importance volumes, reflection captures, and post-process effects to shape a blue atmosphere in Unreal 4.
In this course, instructor Greg Mirles walks us through the process of building a side-scroller level using both 3ds Max and Unreal engine 4. Here he will be covering his workflow for breaking down the concept, building and texturing the meshes, and then using a side-scroller UE4 blueprint to import the meshes and build the base game functionality.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Gregory Mirles is a Pittsburgh based 3D Environment Artist. He began his career working in the GIS/Simulations industry making 3D models. He worked as an associate environment artist at Schell Games as well as at Carnegie Mellon University on the Alice 3 Gallery. Currently Greg is a 3D Environment Artist at Perihelion Interactive where he is working on The Mandate - a sci-fi RPG with RTS elements, and is in charge of developing the environment art pipeline.