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2nd Year University Environments
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2nd Year University Environments

Rhiannon Chamberlain
by rhiarhiart on 27 May 2024 for Rookie Awards 2024

Here are two environments I created throughout my second year of study at Staffordshire University. I loved working on these projects and I learnt a lot throughout the 9 weeks length of each project.

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Project 1: Victorian Pub

Victorian Pub was a 3D Modular diorama I made based on The Albert Pub on Victoria St in Westminster, London. This was as part of a university project in the first semester where we were required to make a game-ready modular asset pack for a building by working from photo reference. Within this project I learnt about trim sheets, scene capture cubes and decals as well as how to create a modular asset pack for games. I feel that this project really helped me grow by teaching me industry standard techniques from macro, micro and hybrid blockouts to game ready baked models that have been grid modelled to work on the grid for easy placement in engine.

All assets were made by me within around 9 weeks except from the ‘Free Furniture Pack’ on the Unreal Engine Marketplace made by ‘Next Level 3D’ that I used to add furniture inside the ground floor room to create a livelier appearance.

This project was made using 3DS Max, Substance Painter, Substance Designer, ZBrush and rendered in Unreal Engine 5.

Process View:

Below is how I setup the scene capture cube to project the image of a room with depth in the windows. I created a cube and made it two sided and added some lights and assets within them. I then made some of the windows later on throughout the project emissive and some have no light to add variation. 

I struggled to wrap my head around trim sheets at first as this was the first project we had been taught them, however, I now understand how I can optimise the trimsheets I created better and use them more effectively by using multi-sub materials and mixing the trim sheet with tileable materials. Here are some examples of them being used however within this project:

I baked my high poly leaves onto planes by setting up material IDs and having the UV islands overlapping outside of the 0 to 1 UV space apart from the two that have the high-poly version positioned above them. I then used ID masks to colour select what I wanted to make opaque.

Asset Zoo:

Project 2: The Old Boat House

The Old Boat House is a game-ready 3D environment that I created based on another photo reference. The photo was by ‘Kenny Lam’ called ‘Faskally Wood’ (found here: https://toolkit.visitscotland.org/asset-page/99866-faskally-wood). In this project I made all of the assets including a variety of foliage to create a foliage based asset pack.

I learnt many new techniques, processes and software whilst completing this such as Speedtree, as well as using substance sampler to process photogrammetry RAW pictures and turn them into textures and adjusting vertex normals in Maya to make my tree’s leaves have a more natural appearance. 

I used 3DS Max, Maya, Speedtree, Zbrush, Substance Painter, Substance Designer, Substance Sampler and Unreal Engine 5. 

Process View:

I created photogrammetry textures from pictures of tree bark that I captured, as well as for the ground's material. I put these photos into Substance Sampler and added my pictures to the 3D Capture and this gave me a photogrammetry mesh and material which I next took into 3DS Max and wrapped a plane around the mesh to bake the texture onto it using a transferred texture map for the colour within Substance Designer.

Asset Zoo:

Video Walk/Fly-throughs:

Clay Shaded Renders:

Detail Lighting Only>Lighting Only

Thank you for taking the time to look at my two projects!


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