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Project 38
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Project 38

Daria Kononenko
by 20Daria00 on 1 Jun 2024 for Rookie Awards 2024

Enviroment project made at BigRock School. Have a good reading and thank you for your time.

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Hey there! I'm Daria Kononenko, a graduate in Marketing who had the crazy idea to start a Master's program in Computer Graphics. It's my first time posting here, hope you'll enjoy my environment project. MADE IN BIGROCK!

Choose your Reference!

The first thing we had to do was to choose one reference from a ton of them (it was a difficult choice, to be honest...). As this is my first time approaching a project like that with the use of different programs interlinked inside the pipeline, I decided to choose something more regular and simple. I ended up choosing this abandoned church inspired by the game "Banisher: Ghost of New Eden". (spoiler: the texturing part wasn't easy at all).

The Mama Maya

As a newborn baby in this field I was thrown in the hands of Maya, the mother of modeling; obviously with the supervision of my professor (big thanks to them). I started with little steps: one cube here another cylinder there and so on. Starting from the base I started modeling the first and second floor, then the tower, and at the end I added the details such as the front steps, the door structure, the balcony, windows, and the shy little bell.

Everything was okay until BAM UVs entered the scene. Probably this is the process that I disliked the most but now I'm getting used to it. Indeed, I made the UVs in Maya one by one sometimes with the help of the Transfer attributes tool, especially for the windows.

Mission Impossible: Texturing on Substance 3D Painter

After the UVs, I got directly into Substance 3D Painter skipping Z-brush as I didn't have anything to sculpt specifically. I used the texture material "Grey Roof 01" to make the roofs that I found inside Poly Haven.

However, the totality of the church was painted by hand. I put a layer with a material, masked it, and decided to get crazy and paint it selfishly.

Give it a Mood on Unreal Engine

The texture is ready and it's time for the final part of the environment: put all the necessary to express the mood of the environment. I've used Unreal Engine to compose my environment in a more horror style. As you can see down there I chose this specific type of foliage as this template was able to represent normal trees and bare trees.

To convey the horror mood I played with the ultra-dynamic sky choosing the night as the final setup and adding the rain with thunder; moreover, I set up the lights inside the church to give it more drammacity.

The final result

Thank you for reading about my first project! Hope to see you soon.

Daria 


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