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The Hideout/Project Alpha
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The Hideout/Project Alpha

Helen Chamberlain
by hchamberlain on 21 May 2024 for Rookie Awards 2024

These projects are from my final year of university. The Hideout was created as part of my dissertation exploring the effects of environmental narrative on player experience and Project Alpha was a personal experiment of using trimsheets and master materials.

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The Hideout

The Hideout was created as part of my dissertation and was used to test how an audience interpreted the narrative within it.

For the lighting of the scene, I used Lumen to allow for sun rays to come through the window and to naturally highlight key areas of the scene. I also used a Niagara system to add dust motes in the scene to make it feel more dynamic.

For the textures I used a texel density of 5.12 on 204x2048 maps. I also wanted to maximize the map space so I added as many assets as I could to them. For the assets with emissive values, I put these in the same set to reduce the amount of maps.

To create the prop textures I used Substance Painter, for the walls I used Substance Designer and the floor tiles Substance Sampler.

To add more visual variety of the walls parallax occlusion, vertex painting and decals were used.

When gathering inspiration and reference images, I chose sci-fi artwork as well as real-life images to ensure that the items within the seem still seem functional and grounded in reality even though they are in the sci-fi style.

Project Alpha - Freehorn Freighter

Project Alpha is my final project for university, where I textured the vast majority of the spaceship with a single trimsheet. Due to how time consuming this was the rest of the environment is not to the quality I would have liked. However, I learnt a lot from making it which is the main thing.

I wanted to make the master material as versatile as possible and adaptable to the different types of assets within the scene. For the trimsheets the colour of the paint, metal and dirt can be changed as well as a procedural dirt mask to hide some of the seams from the trimsheet placement. Vertex painting, parallax occlusion and world space normals were used for the structural elements. Emissive controls were also added.

I created a spline and rotating blueprint for the overhead wires and the aircon.

Like The Hideout I gathered both sci-fi and real-life images to use as modelling reference.


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