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Uninhabited City
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Uninhabited City

Gabriel Morimoto Nosaki
by GabrielNosaki on 5 Apr 2024 for Rookie Awards 2024

That is my Demo Reel of 2023 which I have done in my mentorship in Think Tank Training. This is an environment scene for games project created in Unreal Engine 5 using some techniques like, nanite, sculpting, trim sheets textures, 0-1 UVs textures. material layers, and baking.

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Uninhabited City

This is an environment scene for games project created in Unreal Engine 5 using some techniques like, nanite, sculpting, trim sheets textures, 0-1 UVs textures. material layers, and baking. Every element of this project was developed by me, with the exception of the foliage assets, which were sourced from Megascans.

Concept Art - 十 不自

Breakdown

Progressing

Modularity

For the creation of the buildings, I used the Nanite workflow. It began with the generation of the base mesh in Maya, followed by exporting to ZBrush for displacement the plane to be projected onto the base mesh. While projecting the edges of the mesh display burrs, but these were successfully resolved by applying a negative boolean operation to generate the modular component.

For the textures was created some tilebles in Substance Designer and masks in Substance Painter. Which these contents was able to apply layers materials which was set in Unreal.

Props

This props was used 0-1 UVs workflow and textured in painter. The awnings was modeled in marvelous designer and used cloth simulation in Unreal.

Trimsheet

All this props was used the Trim sheet workflow. These props have 2 UVs sets, one for baking and other for the trim sheet material inside of Unreal.

Hero Prop

Vending Machine

This hero prop I created using the traditional workflow for games, containing a low poly mesh with 7171k (left) and 6744k (right) polygons. The UVs was worked in 0-1, baked and textured in Substance 3D Painter.

Bicycle

This hero prop was made with the nanite workflow. I have created the base in maya and sculpted the details inside Zbrush. Was baked and textured in Substance 3D Painter.

Foliage

This was the foliages which was modeled in speedtree and used textures from megascans.


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