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Dirk Rider - A Quiet Village & The Server Room
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Dirk Rider - A Quiet Village & The Server Room

Dirk Rider
by dirkrider on 19 May 2023 for Rookie Awards 2023

These two environment projects were completed while attending Think Tank Online. The first is based on concept art by Ian Jun Wei Chiew - "Akashima Pots". Presented in Unreal Engine 5.1. The second is based on a real-world location and given a corrupted transformation. Presented in Unreal Engine 4.27

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For a very long time I have wanted to be able to create what I could imagine and make it into an interactive world.   I am very happy to have found a real passion for modeling, texturing, and lighting to create environment art.  

For my entry I am showcasing two of the environments I created while attending Think Tank Online.  The "Quiet Village" environment was completed for my demo reel (graduation) project during my mentorship term.  I give a special thank you my mentor, Kacper Niepokolczycki, for his help and direction throughout these last 4 months.

The second environment, "The Server Room" was designed after a real-world server room location that I help maintain during the day for work. It was fun to give it a corrupted transformation.  

Thank you for taking the time to take a look at my work. 
Presented in order: 1. Quiet Village  2. The Server Room

1. Quiet Village

Individual modular pieces of wood planks, bamboo, and timber were created for making building kits. The watchtower, pond dock and house variations were all build with these modular assets.

Various props for the scene. Tillable textures for the wicker basket and rope material were made in Substance Designer.  For the pots, teapot, lantern, and incense bowl I did the baking and texturing within Substance Painter.

Foliage:
-For the blue and purple flowers, TreeIt was used for the stem and altas textures used for the flowers. 
-The grass types were built with a simple multiple-plains method.  It was then used for procedural generation within the landscape material. 
-The lilies were modeled in Maya nd textures in substance painter. 
-The Ivy was a quick build using Maya paint effects.
-The Bamboo was made using TreeIt.

For the thatch roof I used a simple base mesh and applied a tillable to it from Substance Designer.
The base mesh was then covered with placed individual cards to provide the layering affect of a thatch roof.
I used vertex painting with a darker shade of the thatch material to give the shadows of the thatch cards a bit more boost.

2. The Server Room
The idea for this me as I was performing some late night maintenance. I put together a quick whiteboard mockup of the scene and began gathering references.  It is rather fun to see an upside-down version of a room I visit all too often.

Most surfaces in this scene were able to use tillable textures.  I maintained a texel density of 10.24 using 2k textures.  This gave me a lot of time to focus more on material creation in Substance Designer during this project.

For the chairs and couch.  I prepped a model, baked the Zbrush sculpted detail with in Substance Designer and applied the leather and wood tillable textures also created in Substance Designer.

This portal design gave me a lot of practice using kits, decals, vertex painting, panning textures, and directed lighting.  In order to achieve an alive, growing, and menacing look. 

After making a vine and portal kit.  Spreading the corruption went a lot faster.
I attached a panning noise texture to the affect the normal map of the vine material.  Giving each vine group a slight undulating movement effect. 


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