Welcome to my first blog post, where you will witness all the work I have done for my class Environment Art at Full Sail University.
Here are the competencies:
In game modeling
Physically Based Materials
Pipeline for creating a basic environment in UE4
This was my environment reference I chose to recreate in Unreal Engine 4.
First, we did a quick block-out of the basic shapes in our chosen environment using UE4 meshes. I also set up my own camera for the beauty shots. Here is my first beauty shot:
After the block-out, we then set up the lighting for our scene, creating lightmaps in Maya by creating a second set of UV's and adjusting them in both UE4 and Maya. I did a daytime and nighttime beauty shot:
The next competency was using Substance Designer to create our own materials. This was a crazy week for me, but I learned a lot! I had never used Designer before this class and was always curious about it. We created six different basic materials for this assignment. Here are my six materials:
For the final competency, we were asked to create one more material in Designer, but this one was to be a complex material, made up of three different materials. I used SubstanceShare to find three different materials and then blended them together in Substance Designer to create one complex material, as shown below:
Here is the final render of my scene, after adjusting the first set of UV's and importing all my textures/materials into UE4 from Substance Designer: