Abandoned train station/ Tribal village near River / TV Remote prop
These are the projects I worked on during my time at Think Tank Training Centre (online). I chose Environments and props for games pathway.
Abandoned train station
This is the Advanced term 3d environment project for Think tank online. It is based on amazing concept by Li Xizhe. All the assets are textured and modelled by me with exception of decals, ivy atlas, foliage, fireflies effects which are sourced from Megascans. Ivy is done using speedtree and textured using Megascans atlas. Dynamic lighting is used. Maya, Substance painter, Substance designer, Speedtree, Unreal engine, Marmoset Toolbag are used to complete the project.
Breakdowns
Materials done using substance designer
Unique and modular foliage done using Speedtree
POM along with height blend in action. Separate parameters to control height of POM and hardness of blend between two materials
Shader of height blend between two materials
Junction box
Stairs
Ticket booth
Modular pipes along with other props used in the scene
Tribal village near river
This is my school's mentorship project. I wanted to choose an environment such that I can learn and implement Zbrush, Gaea for terrain generation, Marvelous designer for cloth simulation. I made this environment based off concept made by 女巫Alysa的家. I chose concept with overcast lighting, which is trickier than sunny lighting, which gives me opportunity to enhance my lighting skills. The chosen concept also gave me opportunity to layout my scene in modular way and enabled me to learn few advanced Unreal shader techniques.
Softwares used for making this environment are Maya, Substance Designer, Substance Painter, SpeedTree, Unreal Engine, ZBrush, Marvelous Designer, Gaea.
I used William Faucher's Easyfog blueprint for fog, Landscape material shader from Unreal Sensei. Tiedtke's blueprint for laying roped fence around the house. Foliage except ferns and trees, ground textures, rocks are from megascans. I used Unreal Engine's water system for creating river.
Overcast lighting
Sunny lighting
Breakdowns
Below image shows modular pieces made to construct the whole scene. Individual wooden planks are sculpted In zbrush and baked from high poly to low poly. These planks are arranged to make modular components of different dimensions.
Edge damages of planks are sculpted in ZBrush
Wood texture done in Substance designer. Parameters are setup such that it can be exported as SBSAR to be used in substance painter
By utilizing 2nd UV Channel of wooden planks, masks are created in Substance Painter which is imported as packed mask into Unreal Engine to be used for adding color variations to wooden planks
Shader for tinting colors using packed masks
Foliage made using SpeedTree
Modular thatched roofs used in the Environment. A base thatched roof texture is created. Another tileable thatched roof texture is created to be used as alpha cards for layering effect. For the meshes 2nd UV channel is used to add color variations to thatched roofs.
Props used in the scene, all the props except clothes are baked from high poly to low poly
For creating different color and design variations of shield to populate in the environment, advanced shader is built. By enabling custom primitive data, the design and colors can be varied on the fly without the need of creating multiple material instances. 5 shield designs are packed into 2 textures
Terrain for mountains and ground is made in Gaea and exported as height map along with masks to dictate where textures go in Unreal Engine
TV Remote prop
Here is a TV remote game prop baked from high poly to low poly. Textured in Substance Painter, rendered in Marmoset Toolbag. I had this old TV remote with me and wanted to texture it as close as possible. Table texture and pot are from Megascans.
Turntable
Breakdowns
Texture breakdown
Dirt breakdown
Texture maps
Floaters and high poly model are baked onto low poly model
Reference
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