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[Finished] Desert Temple - First Project in Unreal

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Hello!
Yeah this is my first project in unreal which I spent the last couple of months on.
I'm not new to 3D as I've worked in VFX for film and tv for the last few years, but would like to try making a move towards games.

The aim of this project was to hit on a few key things. I wanted to show use of Trim Sheets, Modular Assets, lighting and non-nanite workflow in Unreal. I felt that if my first project was using nanite then I wouldn't challenge myself enough to consider performance limitations and potentially pick up some lazy habits for future projects.

Software used:
Unreal Engine 5, Houdini, Substance Painter and Zbrush.

Walk around:
https://youtu.be/xL3YBWu0X7E


Final Renders:




Asset Turntables:
AssetSet01
https://youtu.be/TGXBxY1bFiU


AssetSet02
https://youtu.be/OPFJbfNrDLk


LargeModularRock01:
https://youtu.be/aI8ttTQrSqE


AOV's for QA



Trim Sheets:
This project was the first I'd had used Trim sheets in my workflow. found it easiest to block in the basic forms and project the UV's from Y axis in Houdini, then sending to Zbrush to sculpt the high res geo. In substance painter I'd make the high-poly to a flat plane. The ID map was generated in Houdini and imported to painter for breaking up any repetitive patterning.



Houdini Cloth Sim to UE5:
I wanted to bring some movement into the environment through a cloth sim. I have multiple flags through out the scene. The two methods i looked into were Vertex Animated Textures and Bones. I opted for Bones as I haven't really worked with them before and wanted to see how tricky it would be to get from Houdini to UE5.
Upon reflection as the motion for this is really simple and the flags are not key assets, I could have probably optimized this by going for noise turbulence driving a world position offset in UE5.



Shader Set ups:
Decal Material
The Decal Material Set up I wanted to minimize the amount of draw calls I'm doing. I channel packed the image file so that I had different patterns on in different RGB slots. My material set up allows me to blend two of the channels (could be the same or different ones) and apply position, rotation or scale offsets all using one decal actor.


Rock Z-up Layered Material:
https://youtu.be/N94WgJ1S_vY

Threedscans.com:
There's some really cool scans on threedscans.com. I downloaded this one and cleaned it up in Zbrush. From there I baked a high to low poly texture set out form substance painter and the low poly version is used in the scene.


Level Stats:


Any feedback is totally welcome. Definitely some stuff I could do better next time around. But always happy to hear what you think!
Cheers,
-Alan
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