![Dr. Quill's Library](https://d3stdg5so273ei.cloudfront.net/jrobin44/2024-06-01/867005/1400xAUTO/LS_QuillLibrary_A-jrobin44-crop.0000.png)
Dr. Quill's Library
![Justin C. Robinson](https://d3stdg5so273ei.cloudfront.net/jrobin44/2024-05-31/085688/50x50/_62A9439-CR3_DxO_DeepPRIMEXD-jrobin44-crop.jpg)
This is an environment that I created for a game that I am working on titled, The Dark Before. My goal was to create this environment in 10 weeks using all of the colors on my digital pallet.
Project Overview:
Three months ago, I pulled together a team of 12 multi-disciplinary students at Savannah College of Art and Design to work together on a game concept I had in our off time. As a result, I created this environment for our game, The Dark Before. My goals for this environment are simple; establish our production pipeline for environment assets and demonstrate the visual fidelity we are aiming for. Additionally, it was my goal to create everything I could from absolute scratch.
Project Time: 10 weeks
Software: UE5.3, Maya, Blender, zBrush, Substance Painter, Substance Designer, DaVinci Resolve
-- PHASE 1: Conceptualization --
This is the original thumbnail sketch I used for the layout of the entire level where the Library is located.
Once the design was complete, I downloaded free online assets and used them in UE5 to conceptualize the space and how the player will navigate it.
--PHASE 2: Modeling --
Next, I compiled an initial mood board to generate ideas on how to best fill out the space. I used these references to create a detailed architectural analysis with an emphasis on modularity. Then, I create a prioritized asset inventory to get me started in modeling my architectural kit and hero assets.
*above is a .mel script that I used to replicate the UE5 grid so that the scale of my scene was correct.
--PHASE 2.25: zBrush Sculpting & Nanite testing--
--PHASE 2.5: Maya & Blender Cloth Simulations--
Using Maya nCloth I created two pillow variations. I switched to blender to simulate my curtains and blankets. I found that Blender's cloth simulations were more intuitive and yielded a more predicable outcome based on the user defined inputs.
During phase 2, I focused on optimizing geometry and creating assets for modular use in UE5 that will be reused throughout the game in various environments.
--Phase 2.75: UVs--
For the UVs, my goal was to use the entire 1-1 UDIM space to allow seamless placement in the game engine. Throughout the project I revisited the architectural kit's topology to provide enough density for vertex painting.
--PHASE 3: UE5 Kit Blockout--
--PHASE 4: Materials--
In order to make everything from scratch, I used Substance Designer to create custom seamless and repeatable textures for my architectural kit.
--PHASE 4.25: Substance Painter Materials--
*Going forward, my plan is to pack textures differently in order to optimize draw count in UE5.
--PHASE 4.5: UE5 Material Setup--
Here is an example of how I set up materials with parallax occlusion and vertex painting along with public parameters for material instances.
--PHASE 4.75: Material Optimization--
All of my textures for this project are exported as 2048x2048. To optimize them, one of the steps I took was adjust their compression size in the engine via property matrix. To determine the compression size I made a judgement call based on the object's screen size and purposefulness to the player.
--PHASE 5: Lighting & Post-Processing--
Lighting this scene was particularly challenging for me. The level takes place underground, so I wasn't able to rely on an outside source of light. I experimented with several different HDRI's but felt that sticking with a directional light gave me the ambience I was looking for.
--PHASE 6: Rendering--
--PHASE 7: Final Renders--
*Above is a demonstration of the environment being ran in real-time from a player's perspective to show the spatial relationships in the scene. It is not to be used as a reference for visual fidelity and was recorded using OBS.
* Original paintings are works by Francisco De Goya and Rembrandt.
--PHASE 8: Final Notes, Challenges, & Future Goals--
This project was completed in 10 weeks. My goal was to create everything here with my own hands. With the time constraints there were times when I had to cut corners to meet the end goals. One way I had to do this was downloading Quixel Bridge textures for the flowers and ferns. In the future, I plan to replace them with hand crafted Substance Designer textures. Looking ahead, I will use my architectural kit to fill out the rest of the level outside of the library. Then, divide it all into persistent/sub-levels and bake my lighting. Thank you so much for taking the time to observe the work I have created; I hope the scrolling fatigue you may have experienced was worth the time. Sincerely,
Justin C. Robinson
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