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Final Year University Work
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Final Year University Work

Aaron Burnhope
by Aaronburnhope on 31 May 2023 for Rookie Awards 2023

Here is a collection of 4 projects I created throughout my final year at Staffordshire University, within this collection is a wide variety of subject matter from fantasy to gritty realism. I learnt a whole lot while making these projects and enjoyed them all, all the way through. Thanks for viewing my post :)

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Project 1 of 4: Woodsman's Grove

Woodsman's Grove is a real time environment made in Unreal Engine 5, based on an excellent piece of concept art by "榴莲班". This project was my first exploration into a heavily organic environment. It's been a blast to test out all the different types of  workflows, from sculpting rocks, or using photogrammetry to capture some certain foliage assets. 

Foliage creation was particularly interesting to explore as I tested hand sculpted atlas's as well as 3 different photo scanning techniques. It's also been really fun to experiment with creating a more open environment compared to last years entry which was viewable from just the camera angles I submitted, whereas this piece was made to be a "vertical slice" of a game environment that you can walk through. This made me have to consider much more in terms of making the lighting look good from the camera shots and from the perspective of the player.

This project was created using: UE5, 3dsmax, Substance Painter, Substance Designer, Substance 3D Sampler, Photoshop, Reality Capture, Zbrush & Speed Tree

All assets were made by me apart from the fog cards which are made by "William Faucher" and are available on his ArtStation. 

I also used the "Advanced locomotion system"  to walk around the environment and it is made by "LongmireLocomotion" and is available on the Epic Games store.


Values + Detail Lighting

Assets

Tileable materials

Props

Hut kit

Hut blueprints

Foliage atlas's

Foliage assets

Here is my rock sculpt as well as some WIPs of my texture and shader development + some screenshots of early moss card testing:


Here's a screen shot showing the use of speed tree! This was an incredibly fun program to delve into 

Here is one of my scan data images for my photo scanned foliage and a couple images of my various set-ups, I tried 3 methods:

1) A regular dslr image taken out side

 2) Creating a makeshift lightbox 

3) Using a professional lighting set-up

Here is a couple of images showing my photogrammetry process for the bark material for the trees:

Here is the incredible original concept art that inspired me to create this scene its been done by "榴莲班" and is available here:

https://www.artstation.com/artwork/w6V23L

Project 2 of 4: Beelitz Hospital

My 2nd Project is a decrepit recreation of the Beelitz Heilstätten Lung Hospital in Germany, again this is rendered in real time in Unreal Engine 5, the main purpose of this project was to create moody interior and experiment with set dressing, modular kits and destruction. One of the cooler parts of the project was setting up a successful material blend between broken tiles and heavily damaged tiles. It was also a cool opportunity to explore creating debris meshes, which were also made by using self made scans.

This project was made with: UE5, 3dsmax, Substance Painter, Substance Designer, Substance 3D Sampler & Photoshop.

All assets were made by me apart from the decals (which are from megascans, these will be highlighted again later) I also didn't make any particles in the scene they were obtained via the "Infinity blade" asset pack on the epic games market place.

Progress Shots

Here is the outcome of the project compared to one of the main reference images I used

Asset Zoo

Modular wall kit + Debris kit, I made the debris by taking images of a broken floor, running them through substance sampler to get a nice albedo then displacing a plane and optimising it.

Modular Stair Kit

Tileable Materials

Trim sheet + Wood beam texture atlas

Pipe Kit and smaller props

Doorways and frames

Window kit

Hero prop assets

RGB Mask Usage 

I want to discuss how I made the wheel chair because I think it was a pretty savvy way of obtaining an asset. I modelled the wheel chair in max and unwrapped it twice using 2 channels. The first was mapped to my trim sheet and the second was mapped uniquely, the unique unwrap was used to bake some rgb masks. A shader was set up in unreal to multiply the mask detail over the trim textures. This made the wheel chair look like a uniquely textured prop when in fact the only unique texture it uses is a single 1024 mask texture. 

I also wanted to discuss how I made the polaroid's in the scene, I first took some images of myself  on my phone and messed around with them in photoshop to make them look a little spooky, I then channel packed 4 of them in to a single 512 x 512 texture. Each polaroid is stored in either the R,G,B or A channel

Below are the mega scans decals I used for the project

Project 3 of 4: Call Of Duty Zombies Perk Machines (FAN ART)

My third project is a recreation of the Stamin-up and Juggernog perk machines from Call of Duty: Cold War. They were made to test my hard surface prop modelling and texturing skills. They have both been rigged, animated & set up in engine in a Megascans diorama. It was a fun challenge to make props that are functional! The main thing aside from interactability that I wanted to practise with this project was prop texturing with a focus on story telling.

I do not own the designs, the audio or the logo graphics for both machines. Any logos used were used for texturing and presentation purposes.


Juggernog Turntable

Stamin-up Turntable

For this project I also modelled some cans and made textures in photoshop (Again I do not own the designs, the audio or the logo graphics for both machines. Any logos used were used for texturing and presentation purposes)


Project 4 of 4: Grindstone Prop (Horizon: Forbidden West Fan Art)

The last of the 4 projects is a grindstone hero prop based on a piece of "Horizon Forbidden West" Concept art. It was made mainly as sculpting practise as well as a nice focused texturing study this time with more organic weathering compared to the perk machines. It is presented in Unreal Engine 5 along side some Quixel mega scans foliage.


Again I don't own the design, I followed this excellent piece of concept art by Jordi Van Hees available here: https://www.artstation.com/artwork/Wm6ARD


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