Just a few quick assets I made to go into Jonah, the first been wooden sluices which is used for mining to channel water through.
In the project we’ve currently used them to channel water from the water tower to the town as well as just broken ones around the town to populate it. I made a few variations so they could be used multiple times and not look out of place.
I also created some land plots as it was common for people to buy there plots and not build straight away and this would stop people encroaching on their land, they could also be used for mining claims.
For the textures I used a material I already had in the engine for the sluices and used one of Matt’s for the land plots to save time and to not add any more draw calls.
The second building for the client project I decided to create was a hotel for the town, using the concept from peer. Before I started modelling I looked at some reference imagery. One image in particular was useful. (Not my own image)
Following this I started modelling, my intention was to keep it as efficient as possible, using few meshes and one texture atlas for the full building. Once I’d finished the main parts of the hotel I split it into three meshes an tested it in UE4. With it been only three meshes for such a large building the lightmaps had nowhere near enough resolution. I then broke it up into fifteen meshes which worked out much better.
I ended up with this in engine which I didn’t think would be too bad with text added to the signs but kind of looked a bit bland. So I used Gareth’s technique to print off an image of the building and draw over it.
This was a quick way to add some more details and make it more interesting to look at.
I will still make a few more tweaks but this is pretty much the hotel at completion.
I was creating a ladder for a piece I was doing so It may as well be used for Jonah as well. After I textured it Matt pointed out that I’d given more resolution to smaller planks rather then the ends which needed more for the bake and the texture so that’s something I still need to change..
With it been time to put portfolio’s together I was looking through my work to see what I could use. I quickly realised that I pretty much wouldn’t be happy to put any of my current work into my portfolio. So I started working on a piece which is a slightly altered version of my hardware store for Jonah.
I’m happy with the way it’s turned out although I may tweak it slightly in the future but for now I think it makes a nice portfolio piece.
Wooden stool I made for Jonah, Matt helped with the bake.
Here are a couple of buckets I’ve done for Jonah..
There are still a few issues with them that can be sorted with some tweaks to the materials. And here is the axe that I’ve also done for Jonah..
Again a few things need to be tweaked like the clear brush strokes on the head of the axe but it’s pretty much finished.
For my Final Major Project I plan to produce a single player game level in the Unreal 4 Engine which will be initially focused on the environment and level design. All of the assets and environment will be produced by me in 3DS, I also hope to use Zbrush or Mudbox to sculpt some organic assets so it’s not just hard surface modelling I will be showcasing. I will also be able to show my ability to create modular assets where applicable. I plan to make the environment like they would be for the current generation of consoles so they will be high quality and not really low poly although will need to be optimized using high to low poly baking and I will be using photo realistic textures. I will design the level through a series of sketches with influences from concept art, games, TV/Film, collated images, books, other environment art and first hand research. The environment itself is going to be set inside a skiing lodge has been used previously as a safe house in a post-apocalyptic zombie setting. With it been used by potentially numerous survivors to live in.
The game aspect (for design purposes if not implemented) of the project will be that you play as a survivor in a zombie apocalypse and are searching for food, supplies and shelter. There will potentially be obstacles in your way like locked doors which can be passed by finding a key or object to break through. I would also like to include collectables that will explain the story of the environment and I would like a lot of the environment to be interactive and be moveable. I will be using blueprints to implement these mechanics and as I don’t fully know my capabilities with them the mechanics may change as the project progresses. The gameplay will be in a first person perspective so you can’t see yourself as I don’t plan to make a character, although I might look at the possibility of obtaining a gun. Adding the gameplay mechanics to the environment will allow me to explore level design more then I previously have and get me more familiar with a leading industry game engine. I would like it to be like a complete playable game (Demo) so menus will be included if possible as well as an ending. But the environment itself is the main goal.
The overall goal and what I want to achieve by doing this project is to learn more about environment art and the professional work flow involved as well as having a good portfolio pieces. It’s also to gain a better understanding of level design and create a playable piece that could be considered as a level or a small part of a level/Demo which will also be a good portfolio piece showing my ability to work within game engines.
- To produce an environment piece (minimum).
- Add functionality and game mechanics.
- Expand the environment and add additional Interactivity.
The target audience for my project will be other game designers and hopefully potential employers so I would like it to look and be presented quite professionally. In broader terms I would hope it would be interesting to any artists as well as people who are interested in and play games. My plan is that my environments hypothetically if in an actually game would be for a maturer audience therefore being placed in 16+ or 18+ games.
With me creating environment art there are already plenty of examples of this around and I will look to emulate a professional work flow and use professional techniques that are already used in the industry so my work will not differentiate in that way. I hope my work will differ with the designs I produce for the environment combined with the gameplay mechanics.
- A playable game fragment.
- Flythrough/video of the environment. (Either camera or someone playing)
- Beauty shots of the environment.
- Design document. (Research included)
- 3DS Max
- Crazy Bump
- Unreal Engine 4
- Mudbox or Zbrush
- Marmoset Toolbag 2?
- Texturing (Hand Painted, Stylised, Realistic)?
- High to low poly baking (Projection Mapping)
- Blueprints (Unreal Engine 4)
- Professional Workflow (Research)
I have created a Gantt chart and timetable which will be on my blog to help me organise and use my time appropriately. I will make regular updates on my blog to help keep track of what I am producing.
My proposal is subject to change as the project moves forward.