This week I began my final project at university before graduating (hopefully) in June time. I decided that I wanted to focus my project around building an environment that I was proud of and that could be the "wow" piece of my portfolio when I apply for jobs. At first I struggled a bit to finalise my idea that I wanted to take forward and create, going through 2 or 3 ideas. But after some research and thinking I have decided to base it off this concept
Eddie Del Rio. I want to create a mantlepiece/hero asset to go in the middle of the floor that will be the focal point of the environment and then use Quixel Megascans to fill up the rest of the exhibits.
I have began a very early blockout inside Maya which I have then exported into UE4 to do some basic material/lighting iterations and make sure the scale feels right. Any critiques/tips are always appreciated
Thanks!
Blockout in Maya
Playing with lighting/basic colours in Unreal.
Replies
Thanks man, will do!
Maybe increase the lights radiuses (i forgot the terminology) so that the shadows on the ceiling are much softer. Or adjust their attenuation so that the light doesnt reach the ceiling as much
Got the hologram in the scene now!
This is how the project is looking at the moment, slight adjust to the lighting and materials. Yesterday got setup with the Quixel suite and began to play around with megascans in the exhibits!
So haven't posted on here in a while. The project has made a fair bit of progress since the last update, which is good! Built/changed the scene up quite a bit based on feedback from both my peers and tutor. Here is a GIF of what the project is looking like currently!
https://gfycat.com/educatedvillainousannelid
*coughs* Yes, I see. That is some lovely concrete. *winks*
9 days till the deadline! Thought I'd post an update