Tuesday, October 20, 2015

Subway and new environment

So this week I made some, what looks like, minor changes to my Subway environment. I added a lot of grim and dirt to the walls via decals, changed up the lighting, added in a little more trash, and fixed up some of the the pipe meshes I had in there. Oh and I adjusted the arches to better match the reference. All in all it looks like I haven't done much at first glance but it took a fair bit of time to complete.

Here are a few images of what I have at the moment:





I'm liking the lighting I have in there but there is still a couple more things I wan to do before I call this complete.

The last couple of days I have actually been working on a completely different environment. It's been swirling around in my head for a little while but yesterday I decided to go ahead and start on it. This my have to be put on the back burner for a little while after this week but I'm happy with the progress I have so far.

This is inspired by an area in Dark Souls II. It's a library deep inside a dungeon. I thought it was such a cool little area but I think I can improve upon it with some updated visuals and a little of my own artistic interpretation. Here are a few images and a gif. Next time I'll have something in engine but for now all these are just from Maya.





The reason that I might have to put this on hold next week is because I'll actually be working on my second environment for school. I graduate on November 24th so maybe if I get a lot done I can post some updates

Monday, October 12, 2015

Subway Environment Update

This is my progress on the subway environment for Week 2 of the Game Portfolio class.

Over the last two weeks I've pretty much remodeled the entire scene to make it a lot easier to edit. I knew that I would have to make changes as I progressed but the way I did it originally made it very difficult to do so. From the viewers standpoint you can't actually tell but I'm glad I took the time to do so.

Here are my current renders of my UE4 scene:





Again I still have a good bit of work ahead of my of refining the scene. I'm very happy with some of the assets but other things I have yet to figure out how to make them just right. For instance I wanted to add a bit of trash lying around to look like it's been visited by people. From a distance all you can really see are some dark lumps on the ground; and that's only if you look real close.

Here's what they look like inside of Maya:


In order to get a crumpled look I used Maya's nCloth simulation for my four pieces of trash. I basically just took a tessellated plane and dropped it on a misshapen sphere (hidden in GIF below) and let it play. Once done I reduced the poly count to get it to look right I applied the texture and viola; trash!


Of course I still need to figure out how to make them a little more visible in my scene. Lighting, I'm sure will play a large part in this.

The other thing I worked pretty hard on were my plaques. I used Zbrush to sculpt some of the more intricate details like the human figures. They aren't 100% accurate but I really just wanted to get the feel of them rather than spend days getting it perfect. But in the end they are pretty close to my reference images:


Since I have probably 95% (if not all) of the meshes and textures completed, this week will be focused on getting the lighting and post process stuff looking correct. I'm sure my instructor will also have some critiques for me to implement as well.