I’ve finished my work for graduation at school and I thought it’d be nice to share it here. It was done in almost half of a year - from the level design concept, through white blocking and modeling all of the assets and set up the whole scene. It was a great experience and I’d be happy to answer any questions.
Are you interessted in something special?
But well, it depends on the model. Most of the time it is the classical approach in game asset creation.
Let me give you some examples:
THe hard surface models were first modelled in Blender to get the overall shape and dimension. I modelled them with the game mesh resolution in mind and enhanced them from there to the highpoly status. So I don’t need to do a retopology and it was easy to bake. I just modelled just the general shape - the details were added with Substance Designer and Painter. All my bakes were done in Substance Designer.
For the more organic rocks, I generated a rock in Blender with no detail at all. Just to get shape … and even this wasn’t that important. Sometimes I added in ZBrush whole new parts - anyway. In sculpting I wen’t to the midpoly stage, decimated it and did a clean up in Blender. The details were made in Designer/Painter aswell.
It’s almost everytime the same technique.
Basemesh, Midpoly and adding (normal) details via textures. It’s simple as that.
Maybe the trimsheet textures are more interessting, but there are already enough ressources to learn from.
It’s an environment for a game I’ve developed with two friends of mine - but this game will be never released, because it’s aborted. To bring it to a worthy end, I developed this fully playable environment.
But one thing to mention, this environment isn’t designed to be a great gameplay experience per se.
It’s more designed for exploration.
Great work congratulation !!
I just want to ask you if you are baked the lighting, if Yes i would to now how you achieve this lovely result
because i worked on some Archviz projects of mine and i used Blender with Unreal but i get some weird result of baked light nowing that i unwrapped my models proprely and i changed the lightmap setting for the bounce light and the quality… ( if the lighting is strong, the result is good but in the darkest place, the result is ugly ) .
I hope finding the answer and thank you in advance
A big thank you to all of you! Without people who appreciate the work, it would be just the half of fun
That is just … thanks!
This is a question, I can’t really answer with so few informations.
It can be caused by so many factors, it’s ‘impossible’ to give you a 100% solution … but show you some sources, that helped me. First of all the Unreal 4 Lighting Academy. Thats the best ‘tutorial’ I’ve ever saw in my CG life. Really recommend watch the whole thing!
Another tip is, to use another lightmass engine. I had a lot of lighting issues with the default one, but after switching to this baker, the are all gone. But use it with caution. It will be someday the new default baker (Luoshuang got hired by Epic), but this build is still a very early version.
Well, and some general tips. Use realworld values. Everytime. In material values and lighting strength. In unreal it’s a bit hard, because the units are a bit messy and don’t act like in the realworld, but you can come really close. Maybe they fix it with the next releases. Anyway, you should use eye adoption.
A lot of people tell you, you shouldn’t use this feature in production, but I have another opinion to this, because in reallife we have eye adoption, too. It’s just naturally. But this are general tips - nothing to fancy.
Thats a strong word and I really like it
Thanks, I am glad you like it. It feels like I am going slowly into the pro section ^^
Oh totally, I’m sure you won’t have issues landing a job with works like that.
I especially like the atmosphere and composition, the color palette is appealing to the eye. I can’t really judge the asset quality but I like the Team Fortress 2 look of some of it and it works well in the overall composition.