Hi. My name is Jakub Vaja. I'm a freelance 3D artist mostly doing hard surface modeling, but for a long time, I'm fascinated by environments in video games. So I've decided to improve my skills and learn new stuff. The reason why I'm creating this thread is to receive feedback from a much more experienced artist then I am. So please share your thoughts, critique, and advice.
My goal is to create an environment in the Unreal engine using this image as a reference, but not to recreate it 1 to 1.
Create and use mainly tileable and trim sheet textures
Learn Lighting and overall workflow of assembling a scene in Unreal engine
Learn Speed tree
Learn Substance Designer
I was looking for some reference and come across this image
I really like the mood and I think it is a perfect environment to start with1. Step was to break it down to some modular pieces
- in the first image I have just quick blockout geometry snapped on grid. Walls are 4.5 by 5 meters (In Blender 2.8 project set to meters and grid size 0.1 allows me to snap in 3D view the same way as in Unreal)
- next image is the first iteration of the final assets2. Assembling in Unreal Engine
For lighting as it is right now I'm using SkyLight, DirectionalLight and AtmosphericFog
I've watched many videos from 51Daedalus and some from Epic youtube channel to understand how the lighting in Unreal works. but I still need to put some work in to it.
That is all for now. I want to polish all blockout geometry and start creating some tileable textures.