Hello,
I started this project originally a year ago when I decided I want to learn Blender. However soon after the proto / whitebox stage I gave up on the project and its been almost a year on hold now.
I picked the project up again and thought I create a post of the progress here on polycount hoping this would force me to keep going with the project and help me stay motivated till I finish it. I have a bad habit of starting things that I never finish... I think this might be also my first post on the Polycount as well lol^^
My initial goal for this project was to get more familiar with Blender. Then UE5 came and I thought why not move it to UE5 as well so I could learn something on that front too. Also its kind of learning project for Substance designer so quite many new challenges here for me at once. I hope this will not end up being too much to handle..
I am excited to read your comments and feedback and make new friends^^. Also all kind of help and tips and tricks are always welcome and feel free to ask if you are curious of anything.
Below is my main reference & inspiration for the scene. However I am planning to take some freedom since the idea is not to execute a copy of this but instead make something that feels similar & similar theme.
Replies
Line of props and modules in my Blender file.
Beginning of my scene assembly in UE5
Assembled scene in UE5. Proto & whitebox stage. I did quick pass on terrain too to have a bit of variation going there.
The level exploration:
A - The abandoned tram yard. This is where my scene camera is. A bit mysterious view with some signs of people living here. The main focus is the tram and once you get closer to the tram you would discover the camp (B) and a door leading to the next area (C). If you do more exploration you might discover the unlock-able shortcut. There could be a treasure at the end of the path in case this is discovered before reaching the roof.
B, C, D - Some signs of people living here, could be people hiding from something in the post apocalyptic world. B is a bit like a guarding station. C is their main living quarters and D is where they have setup some comm device and are trying to contact someone but this is obviously not working so the people are stuck here. The level would continue inside of the tram yard building where the boss-fight could be but I didn't want it to be part of this sketch.