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 Fallout Style Environment
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Fallout Style Environment

Dario Robaldo
by DarioRobaldo on 28 May 2024 for Rookie Awards 2024

This environment was created by me at BigRock school using Unreal engine, quixel assets and external assets during the environment class, during the week I refined my skills in creating environments that are beautiful to look at and also very studied in their composition.

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MY FALLOUT STYLE ENVIRONMENT

ABSTRACT.

During the environment class at BigRock Institute of Magic Technologies for the Game course, my classmates and I tried our hand at creating a "playable/navigable" level using Unreal Engine 5.3 and Quixel Bridge. 

We had a week to prepare everything but we weren't able to create every single prop from scratch and some of us including myself have resorted to using third-party models.

Credits for third party content will be given at the end.

WHY DID I CHOOSE FALLOUT AS A REFERENCE?

I have always been a fan of Fallout since way back in 2008 with the release of the third game of the franchise.

The game world had captured me and I have always had a weakness for the post apocalyptic.

So I said to myself, why can't I try.

WHERE DID I START FROM?

I started my project by searching for references online, and after collecting them all I sorted and separated them, using an incredibly useful program, PureRef.

Thanks to this program I was able to follow the style and lighting in a much simpler and more direct way.

LANDSCAPE.

For the landscape, I created my own landscape material, the structure is very simple and light.

BLOCKOUT.

once I had decided on the main references I began to imagine the environment and the layout of the buildings, initially I wanted to do it flat but then I decided to tilt the world to make it seem uphill, with this small modification I managed to make the image more interesting and more readable.

Following the concept, I began to position blocks that represented the houses and the road, after which I looked on bridge for different models that would be useful for creating the sidewalk, piles of debris and pieces of rusty machinery to stack, barrels, punctured wheels, pieces of rusty frames and everything that would have been useful to make the environment more detailed and realistic.

I mainly used 3D models and decals from these libraries.

JUNKYARD VOL. 1

ROADSIDE CONSTRUCTION

HERO ASSET.

Once I created a convincing blockout I started replacing the volume blocks with corresponding models.

When I finished the entire environment I noticed that something was missing, so I decided to insert a hero asset in the foreground, searching online I found a free model of a Fallout robot, but after downloading it I had to create custom textures for it using Substance 3D Painter

1 - As you can see in the first image of the slider above showing the Unlit view, I set all the background assets so that they make the robot in the foreground stand out more, I managed to do this by making the textures of the various models slightly darker.

2 - In the second image you can see the roughness, the houses look white but they too have a minimum of roughness, not much but it is there.

3 - The third image shows the world normals.

4 - The fourth image is the representation of the intensity of the lights and their complexity, it is all blue because I used only one light source, the sun provided by the ultra dynamic sky.

RENDERS

And now here are the renderings of the finished environment, since I used the ultra dynamic sky I was able to set different lightings that clearly change the mood of the environment.

having also added the fog the environment becomes much more similar to the more contaminated parts of the Fallout world


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