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3D Environments (2021-2022)
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3D Environments (2021-2022)

by TimEbenhoech on 1 Jun 2022 for Rookie Awards 2022

This entry shows my most recent 3D environments done between end of 2021 and now (June 2022). My goal was to basically just to make the best art I can do and see where that gets me.

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Chinese Temple

Based on the awesome concept made by Lok Du: https://www.artstation.com/artwork/wXYoO

I started this project during the 'Environment Art for Games' course at CGMA with Peyton Varney, where I created most of this scene. After that I revisited this scene during the 'Art of Lighting for Games' course at CGMA with Peter Tran to improve the lighting and composition of my scene.

Every model is done by me, except for the foliage which I got from Megascans. The tileable textures are mostly from Megascans as well. I brought most textures into Substance Designer or Painter and adjusted them according to my specific needs. Scene assembly and rendering were done in Unreal Engine 4.27.

Lichthof, Palace of Justice (Munich, 1963)

This project started with the 'Unreal Engine Modular Environments' course at CGMA with Clinton Crumpler. It was the first time I worked with modularity in mind and the scale was (and still is) the biggest I have worked on (yet). The reference for this project was the 'Lichthof' in the Palace of Justice in Munich and I tried to stick quite close to my real world reference because it's honestly just a stunning piece of architecture. 

The modeling is completely done by me and nearly all assets snap to the grid to be easily assembled. Since this was my first time creating modular pieces, it was a big challenge for me to keep the intricacies of my reference while maintaining a manageable and easy adjustable scene. Because of this, I mostly reduced the reusability of my modular assets to be used in specific areas in my scene.

Nearly all textures in this project are from Megascans and adjusted in Substance Designer/Painter or in the unreal material settings to be more suitable for my scene. 

This scene started in Unreal Engine 4.27 and ended in Unreal Engine 5. It was my first time working with UE5 but I think it was really worth the adjustment period because Lumen made the lighting of my scene so much more enjoyable.

Process


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