Over the last several weeks Ive been assembling a scene in Unreal for the Modular Environment course on CGMA with Clinton Crumpler. Its a 10 week course, which Im aiming to complete the environment in, and then release on the Unreal Marketplace.
My goal with the scene was to create a small environment that I can focus on more details and lighting. I chose a location based off of the Kindergarten in Pripyat, but did not aim to follow the references completely.
Here are some images of progress over the weeks
Week 2:
Week 3:
Week 4:
Week 6:
Week 7:
I still have a few more weeks until the course ends, but any feed back at this stage is appreciated!
This week is the 8th week. Ive got a bit done this week with some smaller details, as well as changing some of the atmosphere a bit more to reflect a more intriguing space.
Mighty damn fine if I can say so. How much of the course covered lighting? (looks great)
Only one week is dedicated to lighting, but we havent got there yet (week 9). I mainly took the course to get feedback from Clinton on my work as I often dont get any proper feedback and he is a fantastic environmental artist.
I really enjoying the sparse fog from the previous images more but regardless this whole project looks great.
I decided to go for a more dusty look after I got some feedback, and so changing the fog around was a good choice in that respect. It really helps define objects and separate them from the background better.
Fine work you have here Do you think the course is worth the price?
It completely depends on what you expect to get out of it and your level of comfort. The class says its geared towards advanced users, but Ive found a lot of it to be basic foundational information, a lot of it is theory based. So your mileage my vary.
You've captured that spartan Pripyat look. As a crit I would say the door frames and edges need some broken edges. The tile in a few spots is too clean and needs some more depth. Good stuff.
hi @Shirk amazing work I love the material work on your scene are you using substance or quixel ? and would you mind sharing the process of achieving those craked effects on the walls
Incredible environment and assets, I'm working on something similar at the moment, also set in Pripyat, and the way you've set up the peeling walls and general debris is inspiring!
Could you give some insight into how you created your props? Are they all using unique bakes or sharing a library of tiling materials and trimsheets?
Incredible environment and assets, I'm working on something similar at the moment, also set in Pripyat, and the way you've set up the peeling walls and general debris is inspiring!
Could you give some insight into how you created your props? Are they all using unique bakes or sharing a library of tiling materials and trimsheets?
All the props are unique, except some such as the wall trim, some radiator pipes, and the metal bars which all share a simple trim sheet.
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Personally I'd remove the letterboxing, I think the images would look better without it
good job
Could you give some insight into how you created your props? Are they all using unique bakes or sharing a library of tiling materials and trimsheets?
https://www.unrealengine.com/marketplace/en-US/slug/abandoned-russian-building