Hi Guys
I recently quit my job in order to dedicate some time to improve and build my portfolio for applying for 2D/3D Games art related jobs over the next few months. So I've decided to make an environment to learn how UE4 works and learn new techniques/pipelines etc along the way.
Although it's not the most original idea I am currently working on a recently abandoned Mental Asylum environment (e.g Outlast), so I can improve on my skills in 3D modelling and texturing. I chose the Asylum idea as it will give me a wide range of interior and exterior props and environments to model and texture.
The exterior is inspired/modelled off the Kings Park Psychiatric Center in New York, I plan to have an small exterior and interior area detailed to extent of my abilities, I will also look into creating some game style elements (interactive objects, scripted animations etc) to make a short video to upload once the project is complete.
I'll post my progress in this thread as I go along, I am looking for any input/critique as I go along as I'm very new to this!
Wish me luck!
Replies
I agree with Patron, in that you need to scale down your project. I did a similar level YEAAARS ago, and this gave me a little nostalgia. I also took on projects where they were large in scope, and this ultimately ended up in half completed projects. Bit off more than I could chew.
Designing a level for me would take a solid month of 12+ hour days. Sleep, eat, design, sleep. So yes, pick a simple project, but make sure it is polished as a MF. People will always point out the flaws, no matter how grand the vision.
So, as Patron suggested, pick a very simple project, layout, design what-have-you, and make sure it is polished. By that, i mean that, all the textures are well chosen and placed, props are well created and laid out, all the textures align, you lighting is realistic, and creates the mood you're looking for. Also, to add to that, is think about this place you're building, and see how it makes sense in real life. What would such and such room be used for. Looking back at my map, I didn't do enough pre-planning it out, and cut too many corners. But, I didn't hear too much about that because I nailed the mood.
For a little idea where this is coming from, here is a run-through of a map I did in UE4 (maybe it was UE3), way back in 2002 for the game Raven Shield (part of the Rainbow Six series)
http://daniel-sanchez.com/-sanchez/insanityrun.mov
Keep in mind, this is 2002. I was pushing the polycount, and texture sizes. I had to do all sorts of things so that this ran at a solid 40fps. All those occlusion walls and zones and whatever. I focused on making sure it was polished though. This meant all my sounds, my custom static meshes, my lighting.
For an idea of a map where I bit off more than I could chew (or just i was forced to scale it down because of framerate issues) is this map of the Wall St. Stock exchange in NYC. This was beyond my skill-set on top. So in the map it showed.
Good luck!
@dsheadshots Thanks for your comment, really helpful advice with focusing on something smaller and making it look as tight as possible!
My plan is to solely focus on the interior reception area of the building, and start building and texturing props for the room. I thought a rough block out of the exterior environment might be useful to have to gauge the size of the building and to also be there when looking out the windows. Considering your advice I won't focus on the exterior as I had thought as I obviously need to scale down the project to something smaller and manageable.
Any advice in regards to pipelines/workflows to research and look into?
Take as much as you can from real-life environments. Find a building you want to remake or be inspired by. When was it made? What is the architectural style? What is is known for? How is it decorated? What part of the hospital are you making? How to people get around in it? Etc...What happened to it that it became abandoned? Was it left suddenly? Why? Maybe a storm hit it, maybe it flooded. Maybe a fire caught it.
Once you have these, start sketching out floor plans. What parts are accessible, which aren't? What's outside? Has it vandalized since closing?
Once you have that, list the custom models you'll need. Rank them in importance. Which need more time, which are vital to telling this story.
Once again, don't bite more than you can chew. Small, simple, polished. Make sure it tells a story.
Lastly, get the lighting right. How is this place lit? Florescent light? Fire? Moonlight?
some inspiration: http://www.huffingtonpost.com/2013/09/04/abandoned-asylums-photos_n_3866248.html
Etc...
http://technical-eden.blogspot.com/2011/12/beauty-of-tiling-trim-textures.html
https://www.unrealengine.com/showcase/amazing-one-texture-enviroment
http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html
You see these techniques used a lot in games to reduce the number of unique materials with a scene. Tor Frick, in his one texture environment took it to the extreme with very nice results. And of course it has to work together with your modeled forms, lighting and material definition to pull off the final look. Good luck!
@Subtle 1rony Learning some better or industry standard texturing workflows/processes was one of my main goals with this project as I haven't had much experience with texturing beyond the basics as you can probably tell! I honestly had no idea what to research so those links you posted are amazing, so much to learn! :awesome:
(Feel free to drop any more knowledge bombs in the future!)
JeffRobbins Could it be interesting for you a modular approach, when you plan your environment; I have collected some links on Pinterest about modular design here , however It depends on environment that you choose.
In this thread there are really great advice for all us, thanks!
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Take a page from real-life movie set design. You think they make a column or scene prop and use it once and throw it away? Nope, they get the most they can from it. The place it in one scene, doing one thing, light, shoot it, and then grab that thing and put it in another scene facing a different direction, light it different, and boom, new set piece.
http://screenrant.com/movie-famous-props-stolen-reused/
Get creative with the props you already have (or have made). Have a room built, copy, duplicate it, add enough to make it unrecognizable. Think like a set designer with a limited budget and time. Which is what you really are here.
One more thing, don't go crazy with the surface maps (bump, or whatever it's called today). 3D is a hyper-real reality. Everything is in focus. I've never seen a wall where I could all at once see and noticed every bump on the surface. All those details you should just get a hint of when seeing it. Don't use a battle ax when a scalpel will do.
I plan to redo the walls with vertex painting once I figure it out as it stumped me earlier this week! Also plan to have the wooden panels on the walls as a separate meshes so I can have some broken or out of place to mix up the repetitive look. Want to look into how to get puddles of water and leaves/debris on the floor next as it looks too plain.
Any input/feedback/suggestions for more props etc would be appreciated
Also had a play with Vertex painting but didn't turn out too great considering the repeating gaps all over the texture rather than just in the areas I've painted, presume it was to do with the edge masking but couldn't solve the issue!
You need to get some more light in.. you shouldn't have any pure black areas or atleast it should be limited to specific areas.
It is hard to read what is happening and that is not what you are looking for. Also be careful about colours of lights.. the lime green / yellow was from another universe. Use red sparingly and only if you want to get extra attention.