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WW2 Bunker & Type A Suitcase radio MK III
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WW2 Bunker & Type A Suitcase radio MK III

Santi Monte Algaba
by SantiMonte on 29 May 2023 for Rookie Awards 2023

I have done these two projects during the advanced master of AAA Environments & Props at voxel school. These two are my final master projects.

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WW2 Bunker (UE5)

This is the first environment that I’ve ever created, a real time environment developed in UE5. It is based on a Timothy Rodriguez concept. For the looks of the environment I wanted to give it a realistic look but at the same time wanted to preserve the videogame look playing with the models and lighting the scene. My main objective was to learn as much as possible and learning the workflow of how real time environments are created.

For the planning of this project I used Pureref, a really useful program really easy to use to keep all of my references packed in one single file. I broke it down into different parts, I had prop references, general references, texture references, atmosphere references and the main references.

The aim for this project for the “beauty shot”, that means that my main objective was to capture the environment just from one camera shot, although I was aiming for that I tried to make the other parts that are not seen in that shot but not as detailed as the main one. I started the blocking In 3dsMax and once I had the look that I wanted I moved to Unreal Engine. 

To save time and achieve better results I used some textures and some props from the megascans Library. I modeled all the floor, ceiling and walls modules and modified the textures that I got from megascans in mixer to achieve the result that I wanted with each texture. Most of the props seen in the scene were modeled and textured by me. For all the pipes and vents I did a modular system so I don't have to model every part of it In Max. 

In addition to the textures from megascans and the modeling of all the modules I also used some hand crafted edge decals to give it a better look in all the corners of the walls and floor modules. It is also really important don’t keep the edges straight, so I tweaked the corners so they have a better and more realistic look.

For the walls I used vertex paint to break it down and also used some megascans decals to give a more realistic look. 

For the lighting I wanted to keep it as simple as possible, not using too many points of light giving some cold tones to the scene. I also played with the exponential height fog to get some cool result with the light and some reflection captures. 

Here are some higher quality renders for the main props of the scene

Type A Suitcase radio MK III Realtime Model

This model Is not based on a concept, it’s based on a real WW2 radio used by the English army. For this project I used 3dsMax, ZBrush, Substance Painter and Marmoset toolbag. I also used some texture and props from megascans to dress the scene a little bit.

I did most of the high poly in Zbrush, I imported the base that I did in 3dsMax to Zbrush and with the deformation modifiers and using booleans I achieved a really good result. 

For the low poly I used 3dsMax, as I had most of the main shape already done from the blocking stage It was a really easy and fast task to make my low poly. As I wanted to optimize it as much as I could I had a problem with the shading that the triangulation of the radio cage model did. To fix It I added In 3dsMax a modifier called edit normals and manually fill all the normals. 

Secret6 Internship props

As I did for the other prop, I also follow the same workflow with these two props that I did while doing my internship in Secret6 Madrid.

Gas Lamp

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