UE4 Environmental Scene

! WIP !
As I recently started working in Unreal Engine 4, I figured I’d make a small Demo Scene where I can show off my skills in Level Setting, Asset Building, Texturing and lots of other elements of Game Design.Cave Screenie 02

I started by making 4 different Rocks which fit well together and form a Modular Set. The rocks have adjustable Shininess depending how wet the environment is.

Large Rock (Diffuse)

Large Rock (Diffuse)

Rock (Dry)

Rock (Dry)

Rock (Moist)

Rock (Moist)

I won’t get around it~ Stone alone won’t do! So I’m making a few other textures for general assets … here’s an example of a Wood (old) texture I made.

Old Wood Texture

Old Wood Texture

Old Wood - Graph

Old Wood – Graph

I’d like to add a dynamic bonfire to the Scene (which you can extinguish / relight / kick around using physics).
For this purpose I created a parametric substance that lets you control the charring of wood, the glowing bits and the overheating – in realtime! Here’s how it looks inside of Substance Designer 4.

Wood Charring Side

Wood Charring
Side

Fully Charred and still hot

Fully Charred and still hot

Fully charred, superheated on side

Fully charred, superheated on side

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Desert Eagle

Reworked the Topology of a model I made in 2011 to have an evenly distributed Square Topology, added proper UV-Maps, material colormasks and created a High-Poly model within Maya. WIP

Topology Exploded Ortographic

Topology Exploded Ortographic

Topology Exploded Perspective

Topology Exploded Perspective

Topology Perspective 2

Topology Perspective 2

Topology Perspective 1

Topology Perspective 1

High Poly

High Poly

High Poly "Functional"

High Poly “Functional”

Colormask  R=Rubber G=ShinyMetal B=MatteMetal

Colormask
R=Rubber
G=ShinyMetal
B=MatteMetal

Colormask Applied

Colormask Applied

Problems with Glossiness in Sketchfab :(

Problems with Glossiness in Sketchfab šŸ˜¦

Diffuse

Diffuse

Normal

Normal (Paint Resize Artifacts)

Specular

Specular

Mars Refinery Concept

A mini-project I started after the “Making Games – Talents” Event.

The idea is to show Sci-Fi, Architecture, Environment as well as the “Process of Creation” all in one!
This model was featuredĀ  as a “Staff Pick” on Sketchfab, which I’m very happy about.
I made use of all of the following:

  • High Poly Modeling (Solar Array)
  • Low Poly Boxmodeling (Main Blockout & Refinery)
  • High Poly Sculpting (Rock & Refinery)
  • Hand Vertexpainting (Platform)
  • Photo-Texturing (Rock)
  • Baking everything (Solar Panel)
  • Procedural Generation (Refinery)

 


Details and Textures

NRM SPC DIF

Normal, Specular and Diffuse

Normal & Specular

Normal & Specular

Normal Map

Normal Map

Diffuse

Diffuse

Specular

Specular

Normal

Normal

High Detail Normal

High Detail Normal

Hand Painted / Textured

Hand Painted / Textured

Procedural Gen. Graph

Procedural Gen. Graph

Greybox Blockout

Greybox Blockout

The Initial Concept

The Initial Concept