Hello everyone!
After getting portfolio feedback from multiple sources, the general consensus was that I have too many stand-alone props (they are 100% correct) and not enough environments so I decided to remedy that situation and work on an environment for my next project. After much deliberation and many, many different concepts I decided that I was going to model
Tim Kaminski's Sanctuary Tomb Concept. I feel in love with this concept the moment that I saw it up on ArtStation and I've wanted to model it for quite so I'm glad that I'm finally getting started with it.
PROJECT GOALS
- Learn Substance Designer
- Implement trim textures into workflow
- Learn techniques to create stylized foliage / grass
- Further develop knowledge of Unreal Engine
- Learn how to properly light an environment in UE
- Create a polished stylized environment for my portfolio
PREPARATION
Before starting to create any assets in Maya I took some time to break down the concept so I had a reference of what unique assets / textures / trim I would need when moving into the asset / texture creation stage of the process.
Props
Foliage
Texture Sheets
Trim
During this stage I also gathered style references and compiled them into a mood-board.
Mood-board
I've always been a huge fan of stylized PBR so I want to have a similar aesthetic as games such as Spyro: Re-ignited, Crash N-Sane Trilogy, and Overwatch, while still being unique.
BLOCK-OUT
After a few days of stressing myself out researching methods of blocking out environments and how to match perspective from a concept perfectly in Maya, I decided to stop worrying so much and to just start creating. Once I stopped stressing out about finding the "perfect" methods I started to have a lot more fun and eventually this is where I ended up with the block-out. I'm sure it's not perfect but it's a good start and it gives me a solid base that I can refine and develop further moving forward.
After a few tests and some iterating on the placement and scale of some of the objects I imported the block out into Unreal to get a feel for the scale of the environment.
Here's the scene with a 3rd person character for scale.
Remarks
Ultimately, this is relatively uncharted territory for me. I don't have a whole lot of experience when it comes to creating a cohesive environment like this so I'm figuring it all out as I go. I'm going to take my time with this project as I want to use it to test new workflows and learn new software. In the end I want to end up with the most polished portfolio piece possible.
I appreciate any comments, critiques or advice that anyone has for me during this journey. I want to learn and grow as much as possible during this project and I welcome any help along the way. I look forward to posting more progress (hopefully) soon.
Thank you all!
Replies
Nice work btw the blockout looks really good, looking forward to some updates 😊
Did you mean that the ring/platform seems wider and the chains seem thicker in the concept or in my blockout?
UPDATING ASSETS
Asset Overview:
Low Poly:
High Poly:
Maya Scene:
Unreal Scene:
TRIM TEXTURES
Trim Sheets
Tiling Texture Sheets
Trim Sheet 1:
Trim Sheet 2:
Going Forward:
Trim Sheet 1:
Trim Sheet 2:
Trim 1:
Trim 2:
Trim 01:
Trim 01 Graph:
Tiling Bricks:
Tiling Stone:
Trim 01:
Trim 02:
Tiling Stone Bricks:
Tiling Stone Base:
Trim Sheet 1:
Trim Sheet 2:
Grass Tiling Texture:
Dirt Tiling Texture:
Brick High Poly:
Low Poly Meshes:
Assets In-Engine:
Current Scene Progress:
Wall Segment (Unreal):
Well (Unreal):
Step (Unreal):
Low Poly Progress (Maya):
Current Scene Progress (Unreal):
"Finalized" Low Poly Models:
High Poly Bases:
Current Progress (Unreal):
High-Poly Sculpts
Lighting:
Detail Lighting:
Textured:
Master Material:
Door Sculpt:
Current Progress:
"Finalized" Door Asset:
Updated Master Material:
Current Scene Progress:
Detail Lighting:
Master Material:
Archway Sculpt Progress:
Current Scene Progress:
Base Lighting:
Detail Lighting:
Sculpts:
Arch Asset:
Current Scene Progress:
Base Lighting:
Detail Lighting:
Sculpts:
Well (In-Engine):
Lighting:
Detail Lighting:
Current Scene Progress:
Sculpts:
Props (In-Engine):
Distance Field:
Distance Field AO:
Lighting:
Detail Lighting:
Current Scene Progress:
I'd like to give a huge thanks to Josh Evans (https://www.artstation.com/joshevans) for all of the advice and feedback that he provided during the course of the mentorship. I'd also like to thank Tim Kaminski (https://www.artstation.com/tim) for allowing me to create an environment based on his amazing Sanctuary Tomb concept. Lastly, I'd like to thank everyone on Twitter, Polycount and Discord that provided critique along the way.
Thank you all for checking out the project!