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Unreal Environments
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Unreal Environments

Claire Sincock
by ClaireSincock on 31 May 2023 for Rookie Awards 2023

This is a project created during my second year 3D for games class, as a part of my Flinders University/CDW degree. Over a period of 12 weeks, the aim was to model, texture, and render three different environments in Unreal Engine.

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Environment 1 Process:

For the first image I started by creating a terrain map in Gaea, before exporting the heightmaps into Unreal engine. I then went through and created a height texture in Unreal and applied it to my map, creating the difference in textures across the image. I then went through and repainted some areas where there was too much of the snow texture, before finally finishing the environment with Quixel Megascans assets.

Environment 2 process:

For the second image I created a more urban environment, taking reference from alleyways. I first created a basic block out in Maya, before adding detail to the models and refining the lighting and camera placement. I then imported these models into Unreal Engine and began the texturing process, starting with the major walls and rooves. I then finished with a final detail pass using a mix of Quixel Megascans and poster projections, before adjusting the lighting to create both a day and night scene.

Environment 3 process:

For the third image, we were tasked with taking a videogame environment from before 2010 and revamping it using all we had learned in our previous two environments. I chose Kokiri forest from Legend of Zelda. I first started with a block out in Maya before importing it into Unreal Engine. I then started texturing and remodeling areas of the map, as well as adding Megascan trees to determine the best lighting/shot angles for my final render. I then began to add more shrubbery to get a better 'look and feel' in my scene, before texturing my main objects. The tree stumps were textured using Substance Painter, and the tree stump images were then projected on top of the objects in Unreal. The water was then added, and the paths were sculped in around the main houses. I then adjusted the lighting to reflect various times during the day for different effects.


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