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IMS 218 Project- Tudor Scene
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IMS 218 Project- Tudor Scene

by noahisaacdavis on 6 Feb 2022

Throughout my college course, we were tasked with developing a modular environment that can be transformed into a scene of our choice. This would be the first large scale 3D model project I have ever done, not to mention my first experience with the Unreal Engine.

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Update - 1 May 2022

As the project accumulated into creating a modular environment pack, my assets can all be viewed in their pieces and combined modules all together. 

Home Assets Slideshow

Small Assets Slideshow

This modular environment pack is able to produce and fill a medieval atmosphere. The modular meshes available make it possible to develop a house even more filled and realistic than its complete form. From the kitchen to the living spaces, a medieval home can truly be filled with these additions.


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Update - 1 May 2022

From my accumulated skills so far gained from creating a development process, I wanted to fill in the spaces within the rooms with significantly more models and assets than previously planned. It was truly enjoyable to watch as piece by piece each room gain its own set of assets. I wanted to explore making simple, large, small, and complex models as much as I can within the rest of time alotted for the project. Alongside this, I further explored better texturing and particle processes. Small objects were an absolute joy to develop.

Final Exterior Views

Final Interior Views

By the time I developed each room, I continually wanted to add more assets to further bolster the dynamic atmosphere each space. From carpets to barrels to flagons and knives, I wanted to evolve my understanding of my 3D model process to a new level than before.

At the end of this project, I was able to develop a product that I can be truly proud of for being my first Unreal Environment.


Update - 8 Apr 2022

I used to not understanding lighting or particle systems until this point of the project. But by experimenting better dynamic lighting, I was able to create much more beautiful lighting alongside understanding how to create light and fire particles to be present and fill my interior. 

Large assets such as the stove pit and detailed door was an absolute delight to witness come to place. As they became true waystones for the plan of the interior of the project.

Furthermore, the rest of the exterior was fully realized, with a much more interesting setting holding more simple houses made from my modular set of assets filled in a calm picturesque atmosphere.

Development from here had no holds barred...


Update - 4 Apr 2022

Slideshow of Exterior

At this point, crunch time was developed. With the exterior environment set, the interior was due for heavy development for being the crux of the final project. The environment outside was quite enjoyable to develop, by additionally utilizing water assets to layer a pond, as well as developing a more personalized skybox began to provide the project a more realistic setting.

Brief Interior Slideshow

The final floor plan was a farcry what what was initially postulated. But with the two floors and rooms, the interior set up became extensively more interesting to plan within.


Update - 18 Mar 2022

The project was slowly coming together gradually at this point. With the setting in mind, the feel for the medieval style was slowly being able to be sought. A major attempt at this was through creating the wall lantern asset. The lantern itself was a large hurdle to overcome with its shapes that were harder to understand. After the lantern, the principles in smoothing meshes in Maya as well as more natural shapes were further learned.


Update - 13 Mar 2022

Setting the Environment

Next however was a large jump in understanding creating an environment. For generating a custom landscape, World Machine had to be utilized. Originally the landscape was planned to have the house rest alongside of a river, but I decided against making a river and settled on making a pond instead after this phase. 
The foliage and textures (and unused crow) were free assets used from Unreal's asset store and were not needed to be made for the project as the project was more centered around making a modular building.


Update - 6 Mar 2022

We were originally tasked with making a single model of a floor, however I was developing a personal pipeline of creating 3D assets much quicker, and made 2 editable and modular floor assets, with having different textures to use per. 

After this point, I became more comfortable with creating 3D models in Autodesk Maya and grew quite fond of the tools within Substance Painter.


Update - 26 Feb 2022

As the roof was being planned, I originally was considering a small building with a more cramped interior. However as development continues I had to notice alot more should be added to the building itself to make it more interesting. This however was made with the thoughts of maintaining modulation for larger assets in mind.

Underside of Roof

Realizing that my material of the wood felt unnatural, I was able to learn to edit my materials in substance painter in further updates to match its pattern to flow in specific ways for more realistic effects. The underroof was edited correctly in later posts.


Update - 20 Feb 2022

The project became more understood

At this point in development, it became clear to me how I should scope and plan the building for the rest of the project. As more modular assests were considered to add to a final product, practices in substance painter were becoming much more easy to approach.


Update - 13 Feb 2022

The previous basic window was expanded upon and given a wallframe that established my style for the project of a medieval Tudor Style. Modulation was beginning to become considered at this point in development, as planning how to add more styles of creating a fuller wall were being planned

Interior View

The backview of the wallframe was not properly developed at this point as I was beginning to figure out how to create and map materials.


Update - 6 Feb 2022

Before I realized my final design, we kicked the ball rolling with the project  by creating a repeatable window. I started with the only basic style in mind as an exaggerated fantasy Tudor-style.

The window was modeled in ZBrush, brought to Substance Painter, and implemented in Unreal Engine. As I continue to figure out a workflow pipeline when developing this project, I begin to instead model objects in Autodesk Maya instead of ZBrush.

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