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Game Character & Environment Models
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Game Character & Environment Models

Ker Wei Qi
by kerweiqi on 8 May 2023 for Rookie Awards 2023

Projects completed during the 1-year game art diploma in 3dsense media school. Specialised in 3d game modelling

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Demoreel

3D Game Character

Character Showreel

Character Turntable with Wireframe

Beauty Shots

3D Environment Model - Fantasy Shop at Night

In a quiet, unassuming corner of the town, there lies a shop fi lled with wonders like no other. Based on the concept art by yang sohyeon.

This environment project has been the most unforgettable experience, being my fi nal project in the 3dsense Media School curriculum, and also being my proudest work thus far.

Going into this project, I was made aware of the diffi culties and challenges that came with tackling a stylized piece. And it truly was a challenge – from hand-painting over textures to achieve the stylized look, to endless hours of adjusting settings in Unreal Engine to achieve the dreamy lighting, and so much more. But thanks to the feedback from my mentors in 3dsense, I was able to pull through and produce an environment I am truly proud of.

The project was modelled primarily in Maya, with some unique assets brought to Zbrush for further detailing, which were then baked as normal maps. It was then brought to Unreal Engine 5 for lighting and rendering.

I started by blocking out the entire scene in Maya, and also brought into Unreal Engine to check proportions, positions and camera settings.

Arnold Render of Blocking in Maya


Then, it was a long process of detailed modelling and texturing. Tileables were used for the floor, walls and ceiling, and trimsheets for larger assets like the bookshelf, wood counter, wood beams, etc. Since Substance Painter did not have many stylized textures, I had to look online for resources and make my own adjustments, or hand-paint the textures from scratch.

With the textures in place, I then focused on adjusting the lighting in Unreal Engine. It was a mix of adding and tweaking lights, as well as making use of post process eff ects such as bloom. Lastly, to add some extra oomph to the scene, I added particles – the embers around the candle fl ames, the glittering dust around the window, as well as general ambient dust. Exponential fog was also added for that dream-like eff ect portrayed in the concept art.

3D Environment Showreel

3D Environment Breakdown

Beauty Shots

Callouts


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