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Abandoned train station/ Tribal village near River / TV Remote prop
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Abandoned train station/ Tribal village near River / TV Remote prop

by sreenivasareddy on 1 Jun 2023 for Rookie Awards 2023

These are the projects I worked on during my time at Think Tank Training Centre (online). I chose Environments and props for games pathway.

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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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