3D Asset Development

3D Assets Sketches (References)

I want to experiment with 3D modeling in this project, as I have never had the chance to incorporate my own assets into an Unreal Scene. I wanted to add a few elements which would add to the meditation and zen atmosphere, therefore I decided to create some Chinese-inspired lanterns. I wanted to try out 3 different styles of lanterns such as a hanging lantern, a floating water lantern, and a traditional wooden floor lantern.

As this is my first attempt at 3D modeling and texturing, I thought, if I made three different assets, it might give me a variety to chose from.  Also, if one of them doesn’t meet the level of quality, or doesn’t look how I want it to, I can then just use my best asset.

I created some sketches to reference my 3D model experiment (using external references from Google Images). I drew these on ProCreate on my iPad, here is what they look like, I have also included the sketch process video:

(Figures 39-41)

Reference images:

Here are the reference images I used to draw my assets, I found all three of them on Google Images.

(Figures 42-44)

3D Modeling and Texturing 

The first model I created was the hanging lantern, I started off watching a few tutorials, and mainly just played around with it, to get used to the UI and the feel of Blender. I found the overall modeling process fairly easy, with a few issues and minor stresses along the way.

I had a meeting with my module lecturer and set a deadline to complete all of the 3D models ready for the next meeting so that he could advise me on the next step. This was very helpful as it allowed me to ask more questions, and the guidance was specific to my work and project. Whereas by using YouTube tutorials, it was harder to problem solve and fix any minor issues I’ve had, as they are only demonstrating their project, not mine.

With YouTube tutorials, I had to gain knowledge from what I’ve seen, then apply it to my own project and hope for the best, whereas having an online meeting, where my lecturer went through the work I have done and gave me an example of what I needed to do was very beneficial to my project and learning development.

Meeting recording: 

What did I learn from this? 

  • How to merge objects using Ctl M or Ctl J
  • Bevel Edges Modifier
  • Smoothing
  • Auto Smooth Option
  • Applying all transforms
  • Applying modifiers
  • Creating material ID’s for each section
  • Smart UV Unwrapping
  • Exporting FBX for Substance Painter and Unreal
  • Recalculating the outside normals mesh
  • Starting a project in Substance Painter
  • Using Smart Materials
  • Smoothing out the petals
  • Using the solidify modifier
  • Exporting textures for Unreal in Substance Painter
Hanging Lantern modeling and texturing process video:

I recorded the process of building and texturing each asset so that I could look back on the process, and see what I have done. This allows me to visually see my learning process and how my skills have developed, as I come to learn more and practice those skills.

I have narrated over the video explaining what I am doing in each section and my thought process.

 Material Nodes for Unreal:  

(Figure 45)

What did you find hard?

I had a lot of issues with this, being my first attempt. As shown in the video, I had a few small issues getting used to modeling and the hotkey shortcuts. The main issue which I found the hardest/ most stressful, was in Substance Painter. I struggled with exporting textures for Unreal. I did not realize that you had to export three different texture maps for every material ID. I watched a few videos on how to export textures for Unreal in Substance Painter and in the video they only exported three textures in total, whereas I had a lot more than that so I got very confused. This was because they had the materials for the 3D model all in one material ID so they only needed to export that to plug into the material for the 3D model in Unreal.

What I soon figured out, by going into Unreal and bringing in the FBX model I exported in Blender, is that each material ID (part of the model) has its own material, which I can then plug the texture maps into in Unreal. Then everything clicked and it made sense and the whole process seemed a lot less stressful.

What do you wish you could do better?

To make it better, I could add textures to the lantern such as oriental patterns to make it look more detailed. I could also add a paper shader to it to make the light shine through the lantern.

What do you like about it?

I am happy with how it turned out, especially for my first attempt at modeling and texturing. I am confident that it will fit in with the scene and complement the scene.

Water Lantern modeling and texturing process video:

What did you find hard?

I found the water lantern the most difficult 3D asset to model due to the unique shape and advanced structure. The area I found most difficult is creating the petals, although I watched a video that helped me create that shape, therefore making the process a lot easier. I found a lot of issues with this model in Substance Painter. For some reason the materials did not want to wrap around the map correctly, resulting in stretched materials, this looked very unrealistic and unpleasant. I couldn’t figure out what the issue was, I tried realigning the normal maps, and UV unwrapping again but I currently do not have enough knowledge to troubleshoot this particular issue. Also, this was a challenge for me because I didn’t know what the actual problem was, therefore I did not know what to search for to find a solution. To solve this issue I ended up just adding a fill layer and then altering the settings of the color, roughness, and metallic to create the desired look. This prevented the visual tearing and stretching which came with the smart materials.

What do you wish you could do better?

To improve this, I would spend more time trying to understand the material issue and then work with alpha masks and brush tools to create more detail into the model.

What do you like about it?

I do like how the flower shape turned out, as it looks nice with the point light in Unreal, I think this asset will complement the scene nicely, maybe on the ground or floating in some water.

Floor Lantern modeling and texturing process video:

What did you find hard?

I found the floor lantern to be the easiest 3D asset due to the simple block shapes, the most challenging part was creating the lightbulb shape. This was the asset I am most confident with, although I did have to get used to some things such as aligning normal maps to prevent any errors in the model while opening it in Substance Painter. Also, I should have separated the bulb and the bulb holder in Blender because I ended up painting separate materials in Substance Painter, although this did teach me how to use paint layers and the brush tool.

What do you wish you could do better?

To make this better, I could have figured out a way to make the light bulb emit light, as a lightbulb does. Maybe if I have time I will look into this.

What do you like about it?

I am pleasantly surprised by how this turned out, I initially thought that this would look really bad when I brought it into Substance Painter because the lack of shadows made the materials look very strange. But when I brought it into unreal I liked how it looked with the atmospheric lighting and adding a point light added an extra touch, bringing light and depth to the scene.

Using the sourced Temple 3D Model and setting up the material nodes:

What did you find hard?

I have never used 3D models from Sketchfab for Unreal before, and I did not realize that all of the nodes and materials needed to be built together. I am used to using assets from the Unreal marketplace and Quixel Bridge which don’t require the texture maps to be plugged into the asset materials. The first temple was confusing me a lot because I thought I was missing something and was not plugging in the maps correctly, but as soon as I found that other people were having issues and that maps were missing it made sense so I found another model. The second model worked so much better but I did have to understand which maps to use, as there were 2 extra maps. I also downloaded another asset which was just a blank FBX file that can be used in Substance Painter. I thought maybe I could create my own material for the temple, but when I opened it in SP I found that there was only 1 material ID so I would have had to paint each section using the brush tool which would have taken a long time, which I didn’t really have.

What do you wish you could do better?

To make this look even better I could incorporate my hanging lantern with lights to add more depth to the model. It would be interesting to be able to make my own materials for this but I did not have enough time.

What do you like about it?

I like the way this temple looks in the Unreal engine and I think the temple is a necessary asset to create the oriental meditation space scene, as it adds Asian architecture to the level.

Concept Development

Initial Thoughts

Whilst in the first workshop, I started developing my ideas by writing down notes and mind maps in my notebook. In Figures 30 and 31, I wrote down visual ideas of an aesthetically pleasing scene I had in my head, and something I would enjoy creating. I was thinking about making a game for girls/ women who enjoy weddings and dressing up a bride, as it is an escape from reality and links to nostalgia and childhood fantasies, bringing the aspect of the magical dream wedding to reality. I also thought this could be used for wedding planners to create the perfect wedding digitally to then give to clients for feedback. My issue with this was that the target audience is very slim as it would mainly be for the female audience and only people who enjoy weddings. I was torn between doing a UX/UI Product, as this is another area I am interested in, although my mind was always returning to Unreal and Environment/Level art.

In Figure 32, I thought of the idea to focus on building a scene in Unreal for this project, then for a later project, I could create a showreel/ UX product to showcase my work in Level Design. This would join both areas I was torn between and also be beneficial for after my degree when I need to show my work to employers. I could record elements of me creating the scene and use motion graphics to create an explainer video and introduce my showreel. Then I could make a website/app to feature all of my Unreal Engine work. I even created a mini Storyboard so I don’t forget this idea.

Regarding this project, I want to create a digital meditation space in Unreal. I thought this would be a pleasant scene to create and hopefully provide a calming sensation for viewers. I can showcase the scene by creating a cinematic sequence that will be an enjoyable viewing experience. The level could also be used as a setting/ location for a game later on.

I gathered some imagery to attempt to capture my artistic intentions during the workshop, as I didn’t want to lose the idea from my mind.

I created a mood board, explaining why I have chosen such imagery as inspiration. Click here

Campfire Pitch

Summarise the concept into a paragraph
My concept is to create a cinematic scene/ level using the Unreal game engine. I want to explore available assets and develop my technical skills to create a high-quality scene, which could be used for a potential game setting.
Who your concept is targeting & how it will meet needs/expectations?
I am targeting possible employers in the gaming industry. Their needs and expectations are for me to demonstrate a high level of research and development skills, in partnership with technical skills and the willingness to experiment to create a high-quality artifact. I will meet these needs and expectations by demonstrating strong evidence of research and progression, for example, watching tutorials and practicing for myself, then visually capturing my progression.
How this concept will push your creativity and technical ability?
This concept will allow me to explore the endless possibilities within the Unreal game engine, allowing me to have creative flexibility within this process, as well as advancing my knowledge and technical skills within game level design.
How is this concept pushing the subject area it belongs to?
By creating a scene/ level in Unreal, it allows me to explore other skills such as; architecture, design, research, 3D design, understanding the ‘real’ world, and how to bring this knowledge into the process of creating a realistic scene, etc.
Would your project benefit from collaboration with your peers within Digital Media or outside?
I want this project to represent my artistic and technical skills through a visual product, so I think that I would benefit more from working individually, rather than in a team. Although it would be beneficial for me to collaborate with my peers for feedback and inspiration.

Asset Resources

I have found a variety of accessible and free assets that I think would work well with my project.

Procedural Nature Pack Vol.1

(PurePolygons, 2019) (Figure 16)

I thought I could use the water and foliage assets from this pack for my own project, as it matches the forest/ river aesthetic which I intend to create. I also think this could give me a lot of creative flexibility as it uses branches and stems to create unique structures.

ANIMAL VARIETY PACK in Characters

(Protofactor Inc, 2018) (Figure 17)

Nice Assortment of 5 animals to populate your projects.

I can use animal blueprints and animations to bring life to my scene and add more depth and natural elements such as animal life. This also matches the forest theme.

Scanned Poplar and Aspen Forest with Seasons

(Tirido, 2017) (Figure 18)

Here are some more tree/ foliage packs which I could use, this is a good pack as it includes different assets based on seasons, so I can create a winter, autumn, spring, or summer scene.

Nature Package in Environments 

(SilverTm, 2020) (Figure 19)

This is a beautiful pack and the assets are fairly new, as it has recently been added for free to the Unreal Marketplace. The quality is very high and it looks very realistic and visually appealing.

Water Materials in Materials

(Tharlevfx, 2018) (Figure 20)

I thought this pack would be beneficial as I do intend on adding water to my scene, maybe as a river or a lake. This pack gives me some interesting water materials.

Realistic Forest Pack

(DigitalTris, 2020) (Figure 21)

I have previously used this before in other projects, therefore I am comfortable using this pack. I think they are very beautiful trees and look stunning in the light and fog.

Megascans Goddess Temple 

(Megascans, Goddess Temple) (Figure 22)

This pack appealed to me a lot due to the warm lighting, as it creates a sense of comfort and a soft lighting effect which I can incorporate into my scene.

Arch Vis Polish Pack #2

(Marshall, 2018) (Figure 23)

This also follows the soft lighting theme and allows me to add more depth to the project.

Japanese shrine tower 

(Kensaku, 2015) (Figure 24)

Here is a temple that I found on Sketchfab, although does not have any materials, therefore giving me an opportunity to create my own texture maps.

Japanese Temple

(Galaxxxy, 2018) (Figure 25)

This is a very high-quality temple also found on Sketchfab and would complement my scene nicely, following that Japanese architecture style.

Japanese Torii Gate

(Virmani, 2018) (Figure 26)

This gate could add a smaller, and more impactful touch to the artifact, as it is not too big and can be used to accentuate certain areas of the scene.

“Japanese Torii Gate” by Sahir Virmani is licensed under Creative Commons Attribution. https://skfb.ly/6RISt To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.

Japanese Temple

(Pathak, 2018) (Figure 27)

This temple is subtle, yet bold enough to be a key element to the scene. Focusing on Japanese architecture, this model will bring a lot of detail and personality to the scene.

“Japanese Temple” by Jainesh Pathak is licensed under Creative Commons Attribution. https://skfb.ly/6Twyt To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.

How to use diffuse, height, and albedo maps? 

(Kaisellgren, 2016)

(Figure 28)

(Figure 29) Here is a picture of the temple rendered in realtime in the Unreal Engine, with the materials and texture maps plugged in.

Substance Painter Learning Resources

(Substance, 2018)

What it is and what did you learn? 

This resource is a video tutorial series for beginners, understanding the basics of using Substance Painter. From this tutorial I have learned:

  • How to start a new project
  • How to access texture material IDs
  • How to use fill layers and paint layers
  • Navigation hotkeys
  • Smart materials
  • Exporting texture files for Unreal

How it will help you with your intent and desired output?

This tutorial will help with my output as it teaches me how to use the required software and increase the speed of my workflow, therefore allowing me to have a higher quality of work and knowledge. This means I am able to have assets with better textures and materials.

How it measures up against industry use of the tool/skill?

This series is made by the official Substance Painter account, meaning that it is the industry-standard method of using this software.

(Jayanam, 2020)

What it is and what did you learn? 

This resource is a Youtube tutorial that taught me how to export textures and importing and plugging in the texture maps in the Unreal Engine.

How it will help you with your intent and desired output?

This helped me with my intent and desired output by teaching me the process from Substance Painter to the Unreal Engine, which is a vital part of the project, ensuring that I can use my custom assets in the level design.

Unreal Learning Resources

Unreal Engine Investigation (Level 2 Project Blog):

For my level 2 Digital Media project, I investigated level design in the Unreal Engine. In this project, I focused on gathering research and deeply looking into this subject area. I really enjoyed this as I explored some new skills and became more familiar with the software. This inspired me to go deeper into level design and even encouraged me to create my own assets. I have included the Project 2 Digital Media link to support my findings in this project, as I have reflected and used this blog throughout my project.

Level 2 Research Blog Link- (Gregory, 2019)

Brushify:

Free Brushify Environment Shaders Pack (80.lv) (Garth, 2019)

I previously used this pack when I was experimenting with the Unreal Engine and I want to use it in this project as I think it will help with my final artifact a lot as it enables me to easily build a landscape and paint on different materials and textures such as grass, mud, puddles, sand, rock, etc. It also comes with an alpha mask brush so I can create realistic mountains and hills while sculpting in Unreal.

Previous Experimentation:

Software/ Hardware Review: World Machine/ UE4  (Gregory, 2019)

This video showed me that using World Machine for the landscape heightmap was not the best solution for my project, regarding my timeframe, preferred result, and flexibility.

Brushify Experiment Link (Gregory, 2019)

In this video, you can see I used the Brushify pack to build the landscape. This was beneficial to my project as I can reference this when I come to build the landscape for my scene. The specifics I can use from this are:

  • Adding the landscape material to the level
  • Creating layer blend files
  • Using the alpha texture brush to sculpt the terrain
  • Painting different materials onto the terrain such as mud, grass, sand, etc

 

At the start of this video, I experimented with the foliage tool and importing assets into the scene. I learned how to add meshes to the foliage tool where you can alter the settings to make more realistic foliage and arrangement of trees, such as size, positioning, density, collision, etc. I also learned how to place singular assets such as rocks. I also wanted to add a river/ lake but hadn’t worked out how to make it look realistic yet.

In this experiment, I explored the achievability and realistic potential output I could create using free assets I have found through Quixel Bridge (Megascans) and what I have been given, such as the Brushify auto materials and alpha brush. I also used free music and sound effects online which I used for the output. I have attached the links below. I have recorded the process of creating this, similar to the tutorials by Maverick where I did not include a tutorial on how to recreate this, but visually shared how I achieved the final output. I thought this would help with my development because I could test how much I have learned through the tutorials and resources I had found. By trying it out, I am able to develop skills by practice, as well as research. It also made me feel more confident about my future projects, as I will be able to take what I have learned through this experiment and make it better. Also by experimenting, I can solve problems, which I may have not found from just watching a tutorial or reading about it.

I learned how to create a landscape, paint the landscape, and add foliage, import 3D assets, meshes, and animations. I also learned how to add lighting and fog effects, as well as playing around with the bloom/ post-processing settings which I learned in the Mountain House post, to make the scene stand out and look more aesthetically pleasing. I found the lens flare effect and added a slight flare to give it a little something extra.

Video Tutorials/ Resource Review:

(Unreal, 2020)

This tutorial is useful as it teaches all of the essential steps in creating a landscape-level design in Unreal.

(Unreal, 2018)

This video helped me learn how to use exponential height fog, lighting, and post-processing which positively impacts my work.

(Harle, 2016)

(Gamefromscratch, 2019)

This video explains how to use the Procedural Nature Pack. This would be beneficial if I used this pack for my scene.

(Cirillo, 2017)

I decided to learn a little guitar tune to add more depth and make my scene stand out. It would also contribute to my intentions of creating a digital meditation space.

 

 

 

Blender Learning Resources

CG Texturing Workflow Spark Page

Link to the CG Texturing Workflow Spark Page – (Holmes, 2019) (Figure 12)

Skills which are included on the page:

  • UV Unwrapping
  • 3D model distribution
  • Texture Painting
  • Shader Building

I found this image helpful in understanding the production pipeline, and the process of texturing a 3D model.

LinkedIn Learning Course

I found a course on LinkedIn Learning for building assets for Unreal in Blender. The course duration is 1hr 41mins. Here are the link and screenshot to the course:

LinkedIn Learning Link- (Lile, 2016) (Figure 13)

I have also included the Certificate of Completion to show proof of the course:

(Figure 14)

What it is and what did you learn? 

This course shows the process, in detail, explaining how to build an asset in Blender for the Unreal Engine.

The skills I learned include:

  • 3D Modelling Basics
  • Loading a Background Image
  • UV Mapping
  • Sculpting details
  • Baking and applying textures

How it will help you with your intent and desired output?

This course will help me with learning the process so that I can go on to model my own assets for Unreal.

What it does well?

The main area where this course excels is regarding the level of detail and explanation. I found this tutorial very easy to understand and the narrator does a very good job at simplifying the process.

Where it falls short?

I later found out that the version of Blender was too old and everything I learned was for the previous version of Blender, therefore I needed to watch a more recent and updated tutorial.

Which specifics can I take into a production project and how?

The specifics I can take into a production project are the overall pipeline and process of creating a 3D Model. The overall course was educational and effective in explaining what I need to do in order to build a 3D asset. I can take this knowledge and apply it to my own work, and just keep updated with the required software and updates.

How it measures up against industry use of the tool/skill?

As it is a LinkedIn Learning course, it means it provides industry-level knowledge, meaning that I can use this in a professional project.

Blender’s Tutorials

To ensure that I was learning the correct software version, I went onto Blender and chose the ‘Help’ and ‘Tutorials’ section, which opened an external page with a number of tutorials on YouTube.

(Figure 15)

(Blender, 2016)

What it is and what did you learn? 

This video teaches the basics and controls in Blender for the most updated version. It even explains what Blender is used for.

The skills I learned are:

  • Basic navigation in Blender
  • Basic modeling tools
  • Adding meshes
  • Manipulating meshes (scale, rotation, position)

How it will help you with your intent and desired output?

This was actually a very beneficial tutorial as it made my overall workflow with Blender a lot easier. I found basic navigation and manipulating meshes harder than usual to understand because of the hotkeys and the updated layout of settings in Blender.

How it measures up against industry use of the tool/skill?

This tutorial is from the official Blender website, therefore it is an industry level artist narrating the video.

YouTube Tutorials:

(Guru, 2020)

What it is and what did you learn? 

This is a very beginner Blender tutorial from a very talented artist. It shows the basic process of 3D modeling in Blender.

What I mainly learned from this:

  • Adding a background image as a reference
  • Modeling based on an image reference

How it will help you with your intent and desired output?

I didn’t realize how easy it is to import an image into the scene as a reference so this video helped me a lot, as it means I can reference my asset on a sketch or image sourced from google. This will improve the quality as I will have more guidance on what I want my asset to look like.

How it measures up against industry use of the tool/skill?

The artist is very talented and has an industry level and is very experienced in Blender, therefore learning from him is very effective in practicing a professional approach.

(Effects, 2020)

What it is and what did you learn? 

This tutorial is based on creating a flower asset in Blender. The skills I learned from this are:

  • How to manipulate a shape to form a petal
  • Hotkeys to speed up the process such as R-Y (rotate on the Y-axis), TAB (switch to edit/object mode)
  • Subdivide modifier
  • Solidify modifier
  • Apply transforms

How it will help you with your intent and desired output?

As I wanted to create a flower water lantern, this was very beneficial to building the petal shape in Blender.

In the process of building my asset, I only used the first half of the tutorial to get the shape of the flower petals. To improve, next time I will use the whole process when I have more time to make the flowers a better quality regarding texturing in Blender.

How it measures up against industry use of the tool/skill?

The level of quality of this flower was very impressive and measures up to industry standard. The artist was also very familiar with the software.

Case Studies

 James Brisnehan – Italian Village Link

(Brisnehan, 2020) (Figure 5)

“James Brisnehan discussed in great detail his huge UE4 project Villaggio Toscano talking about level design and assembly, modeling in Maya, texturing with Substance tools, foliage creation, lighting, and polishing.” (Brisnehan, 2020)

What it is?

James created an Italian village scene in the Unreal Engine. The skills he worked on include level design, 3D modeling, texturing in Substance Painter, Foliage, detailing and decorating the scene, and lastly, lighting and polishing the scene. He was studying Game Design and wanted to gain enough skills to make him employable and demonstrate industry standard work. In the article, he explains his thought and technical process of creating this level in Unreal and you can visualize the progress through the imagery he provides.

What is the artist’s style/ inspiration?

The artist clearly has a talent for natural outdoor scenes, as proven in the level of quality in his work. In his previous work, he created a Bonsai tree and a Merlin’s Cave scene. Both contain strong natural elements and assets such as trees, architecture, and photographic composition. The artist’s style is very bold and creative. This project was inspired by small Italian towns with cute, romantic architecture. It has a very art nouveau style with elegant and feminine themes as featured in the signage, props, and colors.

What exactly will you learn from it and how will it help with your project?

From this case study, I can see the technical and artistic progress and development for a similar project to mine. The final output/ artifact has a similar level I aspire to recreate in my work. This project allows me to know and understand the steps required to get to the final product, as well as setting a visual goal for me to work towards. I can also learn the industry level of skill required for a project like this, and how it measures up to industry tools/ quality.

What do you like/ dislike about this?

I really like the post-processing and lighting in this project, the soft, warm lighting effectively complements the scene and creates a romantic aura within the level design.  I love the realistic and impressive detail and quality of the 3D assets, especially that they were made by the artist as well. It ensures that the assets match the desired aesthetic and bring history and life to the level. To add a cinematic touch and to creatively feature all of the hard work that has gone into the project, the artist could incorporate video into the article by making a cinematic sequence with audio to bring the visuals and audio together for an even more interesting experience and a more intense connection with the artists work.

Adam Rzatkowski– Operation Claymore Link

Operation Claymore: Complete Workflow for an UE4 Scene

(Rzatkowski, 2020) (Figure 6)

“Adam Rzatkowski discussed in great detail the production of his UE4 environment Operation Claymore and the mindset he re-approached the initially unsuccessful project with.” (Rzatkowski, 2020)

What it is?

The artist Adam Rzatkowski created a scene in Unreal using a new approach, he did a lot of research on the building and architecture. He also used his skills in 3D modeling to create his own 3D assets for the scene, such as the building and surroundings. He also worked on the textures in Substance Painter and used Blender for his 3D modeling.

What is the artist’s style/ inspiration?

The architecture is the main focus of the artist’s work, Adam’s work is strongly based on 3D modeling and creating the main assets. Some of his previous work includes a Hobbit Hole building, a futuristic sci-fi scene, and a space leaf blower. The Operation Claymore project is inspired by a World War 2 commando raid carried out over the area of Lofoten, Norway. The landscape is inspired by a winter mountain/ lakeside environment.

What exactly will you learn from it and how will it help with your project?

This case study is relevant to my project as the artist has a very similar approach to me, and uses the same software I will be using for my project. Such as Blender, Substance Painter and Unreal. I like this project by Adam because he explains his thought process and the struggles he has faced with his work. He also includes a project reflection which helps give me a personal and informative understanding of the struggles I may have for this project.

What do you like/ dislike about this?

I like the use of directional and point lighting to add more detail to the scene, as it looks different at different times of the day, therefore representing reality. I really like the still renders for this scene, the photographic composition is very complementary to the asset placement, making it look aesthetically appealing and the snowy theme suits the building architecture nicely, creating a unique element to the scene. I also love the colors in the sky as they are subtle yet beautiful.

Speed Environment – Winter Forest Cabin – Unreal Engine 4

(Studios, 2019)

“Time lapse of an environment created inside Unreal Engine 4 by 3d artist Tom Adams. Created using assets from the VR title Unhallowed: The Cabin.” (Studios, 2019)

What it is?

The artist shows the process of building a cabin scene set at night, through the form of a timelapse video, he said it took him around 3 hours to make, which shows he is highly skilled in the software.

What is the artist’s style/ inspiration?

Tom Adams has previously worked on 3D models such as scene props like old books, street modular buildings, coke cans, and more. His work is typically based on street props, which makes this scene unique for him. His style focuses mainly on small details and bringing props to a scene to complement the aesthetic.

What exactly will you learn from it and how will it help with your project?

From this project, I can specifically take the artist’s technique to record his process to visualize the technical and artistic steps taken to reach his desired result.  I also really like the use of height fog and light post-processing to get the soft glow and add depth and mystery to the scene. I also learned how to create a pond/ lake in Unreal from watching how the artist works.

What do you like/ dislike about this?

The most appealing aspect of this scene is the power of the lighting. The soft glow emerging from the inside of the building, shining out onto the pond and the mysterious fog creating a magical illusion. The artistic skill in this project is very impressive as the scene is simply stunning. The asset placement allows for effective photographic composition and height difference adds variety. I like that the artist recorded the whole process and uploaded it as a timelapse video, this allows me to see the steps required to get to the finished artifact.

Ghost of Tsushima- Game- (PlayStation, 2020)

 

Five Little Flourishes That Help Make Ghost Of Tsushima Great - Game Informer

(Figure 7)

Ghost of Tsushima' Length Explained: How Many Acts & How Long to Beat

(Figure 8)

Ghost of Tsushima Review: Living the Samurai Dream in Stunning Feudal Japan

(Figure 9)

Ghost of Tsushima: "A worthy swan song for the PS4" | GamesRadar+

(Figure 10)

“Tsushima is on the brink of destruction. In the wake of a crushing defeat at the hands of ruthless Mongol invaders, noble samurai Jin Sakai must sacrifice everything to protect what’s left of his home and people. As he embarks on an epic adventure for the freedom of Tsushima, he must set aside samurai traditions, embrace unconventional methods, and forge a new path—the path of the Ghost.” (PlayStation, 2020)

What it is?

Ghost of Tsushima is a game by Play Station which incorporates Japanese architecture. The visual detail and quality of this game represents beauty due to the impressive level design and props/assets.

What is the artist’s style/ inspiration?

The style of this game is strongly inspired by Japan. Japanese temples and architecture, colorful forests, soft lighting such as lanterns and candles.

What exactly will you learn from it and how will it help with your project?

I am inspired by the artistic elements of this scene, such as the Japanese assets, nature elements, soft lighting which I intend on incorporating in my work.

Mood Board

Mood Board Link

The imagery chosen for the mood board represents the artistic intentions of the artefact. I like the mystical Forrest aesthetic, with atmospheric fog and soft lighting. The traditional Chinese / Japanese / Balinese style temple with pond/ river surroundings, creates a tranquil and peaceful environment. My intention is to create a digital meditation space, therefore such imagery will be used to inspire my scene. I want to incorporate Chinese lanterns into the scene, to create a warm hue lighting effect and add an extra element to the level.

(Figure 3 and 4)

I will research into Asian styled temples and architecture as I associate them with meditation and spiritual/ religious retreats. A safe and calming place to pray, reflect and meditate. I want to bring in elements of nature into the scene through elements like water, earth and air. I will do this by setting the temple amongst trees, water and using lighting and fog effects.

Critical Analysis

Tomáš Březík – Japanese Shrine Link

“I was recently very fascinated by Japanese architecture. After looking back at the last ArtStation challenge I got really inspired to create an environment with the Japanese theme. I started with a concept by Mengxuan Li. After doing the block out of the main palace I decided to place a small shrine behind it and got very fascinated with it. I decided to get rid of the big palace and only use the small shrine to make a peaceful sanctuary in the woods. I really enjoyed working on this project and fell in love with Japanese architecture.” –  (Březík, 2019)

I have previously researched this project in my Level 2 studies. This case study has inspired a lot of my artistic intentions for my project. I remember seeing this last year and I loved the work and aesthetic. I want my work to inspire others, as this inspired me, therefore it is fitting that I include this into my research.

What it is?

Student Tomáš Březík created a scene in UE4 inspired by Japanese architecture and nature. This beautiful scene was created in his free time, as he wanted to challenge himself and create something based on his interests and fascinations.

This scene is truly stunning, the use of lighting, architecture, and natural assets provides so much depth, creating a mystical and enchanting aesthetic. The artist thoroughly demonstrates the technical and artistic process of his work and how he achieved the final result.

Style and Inspirations

The artist has shown in his work a passion for outdoor landscape level design in Unreal. He builds beautiful outdoor scenes, which usually contain natural elements such as lakes, trees, paths, and an architectural element. He has made two levels in Unreal based on Japanese architecture and inspired by Japanese concept artwork. He made the project Samurai’s Path which reflects a similar Asian inspired theme. The artist has a very high standard of quality and all of his work looks extremely crisp and professional.

Technical Point of View

The artist demonstrates a strong use of technical skills to reach the final artifact. Such skills include; producing clean and effective cinematic sequences, photographic composition, and creating depth in the high rendered screenshots. 3D Asset generation such as 3D modeling, texturing, and positioning in the scene. Creating an atmosphere in Unreal and using post-processing effects and lighting the scene to complement assets. The artist is strongly experienced in building landscapes and scenes in this software, showing a high level of the required technical skills required for my project.

Progress(Figure 1): https://cdna.artstation.com/p/assets/images/images/023/327/808/original/tomas-brezik-webp-net-gifmaker.gif?1578859387

Artistic Point of View

From an artistic point of view, this artifact is beautiful. The complementary lighting, elements, and effects bring the scene together, from the choice of architecture to the selection of trees. The cherry blossom tree is an effective touch in adding color to the scene, as well as contrasting with the traditional colors of nature and greenery. The warm lighting of the sun hits the temple in a soft way, creating an attractive shadow and level of depth to the architecture. The scene is both magical and realistic at the same time. The positioning and level of detail in certain assets make the scene look real, yet the picturesque setting it creates connotates with a mystical oriental forest that would appear in a game or animated film.

(Figure 2): https://cdna.artstation.com/p/assets/images/images/023/327/886/large/tomas-brezik-14.jpg?1578859526

How does it inspire me?

Both the artistic and technical aspects of this artifact stand out to me, therefore being my main inspiration. When I saw this project, I instantly fell in love with it and wanted to create something like this myself. This piece of work strongly impacted me and gave me a sense of excitement to build a scene in Unreal. The thing that inspired me the most is the peaceful and pleasant emotions that came alongside watching the cinematic video. The visuals and soothing audio created a sense of comfort and relaxation. Therefore creating a digital meditation space.

What is the relevance to me?

This artifact relates to my skill area and focus, being the Unreal Engine and scene/ level building. My main intention is to produce a digital meditation space, therefore I will use this as an example of the final result.

Resources

Here is the list of resources I used in my project:

  • Blender– The purpose of this software is to use the modeling tools to create 3D Models, export the FBX files and UV Unwrapping.
  • Substance Painter– The purpose is to produce texture maps and add content to the material IDs for the 3D model.
  • Unreal Engine 4- The purpose is to build a scene and use the cinematic camera to produce a cinematic sequence.
  • Quixel Bridge– The purpose of this software is to use this tool for materials and 3D assets.
  • Unreal Marketplace- The purpose of this is to find and gain access to asset packs for the Unreal scene.
  • Adobe Premiere Pro- The purpose of this software is to edit any video for my project.
  • Microsoft In-Game Recorder- The purpose of this is to record my screen.
  • Sketchfab-The purpose of this is to find and download 3D models that I can use in my project.