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Diorama - Festus's Potion Lab
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Diorama - Festus's Potion Lab

Justin Colombini
by JustinC on 25 Jan 2024

Module 2 of my course studying at Escape Studios. The brief required us to create a Diorama of our own choosing, I chose to create a Diorama set within Warhammer Fantasy.

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Specs: 2048 X 2048 - 3 X 3 M - Nanite - Lumen - High Poly Bake over Low

GOAL - Learn advanced modelling and texturing workflows via key asset focus on Hero Asset for Diorama. As well as understand production pipelines in creating organic meshes such as Foliage.

RESULT - Full understanding of Baking High Poly meshes over low poly models, using same workflow to create flat surface masks and textures. Learnt how to apply vertex paint over textured meshes in engine to add more variation and avoid tiling, using said mask. Saving time on modelling new meshes and optimizing with less processing data used, for a smoother frame rate.

Module 2 of my course studying at Escape Studios. The brief required us to create a Diorama of our own choosing, I chose to create a Diorama set within Warhammer Fantasy. 
This Module also allowed me the chance to showcase my work to developers from Creative Assembly which was a great opportunity to gain some insight as well as constructive feedback from industry professionals on the development of my skills in 3D Environment Art.

Building on from what I have learnt from the previous module. The specifics for this project requires that all models are of a high quality, to optimise this I baked High Poly meshes over Low poly meshes through Substance painter in order to maintain a balance of high quality with a low poly count. This module also introduces the use of Zbrush which I have used mostly on the tiling as well as in creating the masks for my materials, the Diorama is also required to depict some form of foliage which I created through the use of the vertex and foliage painting functions on Unreal 5.1.

Overview:

Base Colour - Normal - Roughness - Metallic - Lighting

In order to retain Texel Density, some assets needed separate material channels . In order to render a high quality texture for the asset. Stencilling normal alphas to surface so as to avoid needless topology during modelling and save on framerate when importing to game engine. 

Process by which I created Tiling through Zbrush, using an AO texture I downloaded from Megascans. After baking I hand painted the texture using Substance Painter. 

Close up on:

Real-time in engine render - Base Colour - Wireframe - Lighting - Detailed Lighting - Normals - Roughness - Metallic


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