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A Game Asset Viewer Scene
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A Game Asset Viewer Scene

by hardus96 on 31 May 2020 for Rookie Awards 2020

A quick little project. One week Challenge.

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I decided to challenge myself by creating a small project for the last week of May 2020.

To model, fully texture and add it into a realtime project, all from scratch. The final Realtime result can be downloaded here:

  GameAssetViewer 

(Here's a video that I captured showcasing the content of the project down below..)

I'll be handling this post like a blog post - just talking about what I did and focused on during this project.

I worked in blender, Substance Painter and Unreal Engine 4.

I used this project to push myself into learning new techniques and to produce a good portfolio piece. I improved on my modeling and topology flow, I made sure to keep the poly count in mind ( I was modeling with optimization in mind). I worked non-destructively ( using modifiers and instancing to keep my workload at the minimum up until needed to be applied).

I used references for inspiration but mainly played around in 3D until I found interesting looking shapes. I ended up making a Hammer, a war hammer, used by dwarves, the Nordic folk influenced these designs quite a bit. For all my processes of creating this scene, I tried new techniques and tried to basically one-up the other one (model for model) in terms of the different phases of creating assets (modeling, optimizing, unwrapping, texturing etc. ).

I even tried Unwrapping in 3DsMax.. (ノ °益°)ノ 彡 ┻━┻ . I went back to blender after unwrapping one model.. I find Blender's unwrapping workflow easier. 

I made sure to keep within a tri-count limit (which was +- 3000 tries per model) but most models were so simple that most of them were well under 2000 tries .╮(. ❛ _ ❛.)╭

Modeling is great, everyone loves it, right?.. But I focused on texturing rather this time, painting in surface imperfections and finding out ways to do so was a ton of fun, creating my own smart materials was an awesome plus for my limited library of materials in substance painter. 

I made some Blender Cycles Renders like these:

After Texturing-

I created another scene within the blend file, keeping the second part in the same file. This way I can easily access the other scene if I need to change anything. The second scene was to prep for UE4. I also used the second scene to first plan out the layout within EEVEE.

After Environment Layout - 

I turned my focus to lighting and made sure to create an interesting but simple composition with what I had. I used the IES Lighting Profile Pack provided free from the Epic Games Launcher a couple of months ago and for sound I used the Fantasy Orchastral Pack also provided free at some point in time - big thanks to Sound phenomenon studios and Bobby for creating these assets!!!!!!!!!

I'm pretty new to blueprints, but I managed to get a local rotation setup going for all the models.

I made some B-E-A-UTIFUL HD screenshot compositions:

3D Model :

Also

Some topology renders :

And..

Some extra renders:

Overall a great learning experience - I'll be creating some other assets too, like swords, shields and axes to start with, and I'll update the Game when it's finished. 

ヽ(^Д^)ノ


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