Hello everyone!
I have started working on this medieval town game environment scene to experiment and learn new things to feed my knowledge and portfolio and I will try to use as many technical skills and different workflows as possible in this project.
I had chosen this concept artwork to be the main scene reference because it gives me the ability to experiment with a lot of new different things and I see that it's perfect for the game environment project that I want to have in my portfolio
I will work on this project on my free time which is very tight and I'm expecting it to take too long to be finished but I will divide it to small tasks and goals and I will be satisfied with achieving those smaller goals.
I wanted to share the progress with you and I would love to read your feedback and thank you so much for taking the time reading this
Why I would start this project?In my previous couple of years, I was fully dedicating myself to know how to be an effective team member and how to do the work as the client/lead expected. so my main goal of the previous couple of years was filling my gaps which were understanding the client's needs, feedback, and meeting the deadline with the expected memory budget, targeted storytelling, and design language.
But I eventually found that my
portfolio has old projects and which are mostly hard-surface projects so I have to show my other skills and learn new technics and workflows and apply them on this project which I hope will represent a lot.
Artwork by
Hyunsu Cha
Replies
Here is a video walking through the blockout in UE4
https://youtu.be/9qdq7jJUh9E
Here are reference boards I had collected for the project
Here is a list of the props, materials, and vegetation. and I will make a list of the buildings and modulars later.
Every task/asset card contains a link to Pinterest references board for the asset, priority, work stage, notes, or any additional information.
References of the Jars
Highpoly
Lowpoly meshes
Texturing:
I had created a smart material in Substance Painter on the jar down bellow and I will reuse that material on the rest of the jars. And after applying the material on the new jars I should do tweaks on the material settings and do some painting with the brushes for the dirt and dust black masks to get a convincing result
I had applied the earthenware material that I had made on the jars collection
Cart
High-poly
I had splitted the cart's wheel to use it as an independent prop
I had finished baking it, you can check it in the Sketchfab link
https://sketchfab.com/3d-models/medieval-cart-baking-test-5f85f087b2c84c85b7bb95a56321e160
And did you import directly all the scene from Blender to UE4 or did you import each assets one by one to recreate that scene?
I could make different season times for the scene when the project is finished (if it is finished lol)
It's easy to imagine what the concept artwork/design presents and every person can read it slightly differently and end up with a 3D project in his own way.
Unfortunately I'm realizing that I can't afford the time to invest in this project, I'm involved in so much work and my free time can't be enough for such a big project. Focusing on the result rather than the process with its time and effort expectations was a mistake.