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Exploring New Horizons: My Journey with Ultra Engine and Realistic Map Development


Yue

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In the thrilling world of game development, I've had the incredible opportunity to work with Ultra Engine, a platform in early access that has opened up countless possibilities for creating impressive worlds. My latest project focuses on mapping, a process that has allowed me not only to explore the capabilities of Ultra Engine's map editor but also to actively contribute to its development by identifying and reporting bugs.

From the start, I have created numerous prototypes, experimenting with brushes, adjusting scales, applying textures, and gaining a better understanding of PBR (Physically Based Rendering) materials and PBR lighting. This learning journey has been incredibly enriching, allowing me to understand how diffuse textures, cubemaps, and specular textures work together to create a visually appealing environment.

One of the most fascinating aspects of this process has been lighting. Learning to use light probes to make lighting more realistic and understanding light bounce has been a rewarding challenge. Light probes not only simulate reflection at a local level but also add a level of realism that brings the environment to life. Every time I use a probe, I can see how the lighting changes and reflects on the textures and surfaces of the map, creating a visually coherent and immersive experience.

 

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Despite the challenges, such as issues with prefabs and the precision of the editor's grid, each obstacle has been an opportunity to learn and improve. Prefabs, although still in development, have been a crucial piece in constructing my base on Mars. The editor's grid, while not always precise when scaling, has been fundamental in structuring and organizing the elements of my map.

My approach has been learning by doing, repeating processes over and over until I perfect my skills. This methodology has not only improved my proficiency in using the map editor but also allowed me to better understand the limitations and potential of Ultra Engine.

I hope that future updates will resolve the issues with prefabs and enhance the precision of the editor's grid. This will enable me to focus even more on developing my base on Mars, taking the project to new heights.

Working with Ultra Engine has been a transformative experience, and I am excited to continue exploring and creating on this platform. If you are interested in game development and want to be part of a growing community, I encourage you to join us on this adventure. Creating and exploring new worlds awaits you!Mars.jpg.89ab63a64eebc1f5ada0ab82b66a1f8c.jpg

 

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