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.

Introduction

This research and development blog includes all the background research, concept development, technical and artistic elements within the project, concluding with a reflection and bibliography. The purpose of the blog is to provide visual and written evidence of the progress and development of the Serenity project and understand the work behind the making of level design in Unreal.

The blog features a critical analysis of a project in relation to my skills and area. I will explain the impact of the artifact and how it inspires my work, as well as the technical and artistic points of view.  I have included relevant case studies which analyze various artists and their style and inspirations. I also explain how they inspire me. In addition to this, I provide various research resources such as software, video tutorials, courses, relevant assets, and articles which have impacted the learning of my skills for this project and helped my journey to the final product. Regarding the artistic research, I created a mood board to capture my creative intentions for the project and express visual aims and intentions for the scene.

To provide evidence of the technical and artistic development, I have incorporated videos to visualize any progress I have made on my project and added voice narration to add a personal touch and to support my thought process behind the project. I then included a write-up summary explaining what I learned, what I found challenging, and how I could improve on this in the future. I then finalized the development section with a software review.

Lastly, to complete my blog I included a written research and development conclusion, a project reflection where I focus on my strength and weaknesses and look back on the whole project and summarise my thoughts. I then added a glossary of terms and a bibliography to order all of my sources.

Aims and Intentions

My aims and intentions for this project are to:

  • Challenge and push myself to adapt and learn new skills to produce ambitious content for my specific outcome, platform, and audience.
  • Provide relevant research that supports my project in both technical and artistic views.
  • Ensure my blog clearly identifies and expresses the work that has gone into every aspect of my final artifact.
  • Maintain an industry approach in required software and artistic intentions.
  • Reflect on my work, identifying my strengths and weaknesses, and where I can improve.
  • Produce a high-quality cinematic sequence of a scene/ environment I have created using the Unreal game engine.
  • Experiment and explore my creative and technical skills to create a unique level design.

I have chosen the Game Design Strand because I personally enjoy the process of creating a scene in Unreal and bringing it to life. I feel satisfaction and accomplishment when an idea in my head becomes a visual artifact for others to see. I also enjoy gaming as it creates an escape from reality, game design allows me to build and control a fantasy. An abstract of my concept would be to create a cinematic sequence of a scene I have created in Unreal using a mixture of pre-made assets and custom assets. I want the scene to represent serenity and create a digital space for meditation.  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. As they will be looking for potential designers to add to their team. The platform I will be using is Unreal Engine 4, I will also use external software such as Blender and Substance Painter so I can build my own assets to add unique detail to the scene and learn new skills. My final form of output for the semester A project will be an MP4 video of my cinematic sequence, displaying my scene/ environment I created.

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. I can explore areas such as lighting, post-processing, 3D assets, and more.

Table of Figures

Figure 1. Process of Japanese Shrine scene by Tomáš Březík

Figure 2. Japanese Shrine rendered image by Tomáš Březík

Figure 3. Screenshot from mood board by Paige Gregory

Figure 4. Screenshot from mood board by Paige Gregory

Figure 5. Italian Village post-processing by  James Brisnehan

Figure 6.  Operation Claymore render by Adam Rzatkowski

Figure 7. Scene render screenshot from Ghost of Tsushima

Figure 8. Scene render screenshot from Ghost of Tsushima

Figure 9. Scene render screenshot from Ghost of Tsushima

Figure 10. Scene render screenshot from Ghost of Tsushima

Figure 11. Screenshot from a scene in House of Flying Daggers

Figure 12. CG texturing workflow process

Figure 13. Screenshot of the LinkedIn Learning course

Figure 14. Certificate of Course Completion

Figure 15. Screenshot of Blender’s official tutorials on their website

Figure 16. Screenshot of the Procedural Nature Pack

Figure 17. Screenshot of the Animal Variety Pack

Figure 18. Screenshot of the Scanned Poplar and Aspen Forest with Seasons Pack

Figure 19. Screenshot of the Nature Package in Environments Pack

Figure 20. Screenshot of the Water Materials in Materials Pack

Figure 21. Screenshot of the Realistic Forest Pack

Figure 22. Screenshot of the Megascans Goddess Temple Pack

Figure 23. Screenshot of the Arch Vis Polish Pack #2

Figure 24. Screenshot of the Japanese shrine tower model

Figure 25. Screenshot of the Japanese Temple 3D model

Figure 26. Screenshot of the Japanese Torii Gate model

Figure 27. Screenshot of a Japanese Temple 3D model

Figure 28. Screenshot of the texture maps I did not use

Figure 29. Screenshot of the Temple 3D model in Unreal

Figure 30. Notebook Sketches

Figure 31. Notebook Sketches

Figure 32. Notebook Sketches

Figure 33. Lanterns inspiration

Figure 34. Temple inspiration

Figure 35. Japanese arch inspiration

Figure 36. Temple at night inspiration

Figure 37. Forest inspiration

Figure 38. Lantern inspiration

Figure 39. Hanging lantern sketch

Figure 40. Water lantern sketch

Figure 41. Floor lantern sketch

Figure 42. Floating lantern reference

Figure 43. Hanging lantern reference

Figure 44. Floor lantern reference

Figure 45. Screenshot of material nodes in Unreal

 

 

 

Abstract

The purpose of this research and development blog is to reflect the process and quality development of my final product. Documenting all of my relevant and useful research and providing evidence supporting my skill development, this includes still renders, videos such as screen recordings, time lapse videos, blog posts and imagery for inspiration such as mood boards, in addition to written evidence.

The blog contains all relevant information on the project; Serenity: Complete workflow for an Unreal Engine scene. The aim of my artifact is to build a digital meditation space and create a sense of zen and relaxation.

It introduces the project by identifying the artistic and technical intentions. The blog also contains a list of all of the software required to build the finished artifact, in addition to the research in specific sectors and case studies, inspiring my project.

The blog contains full technical and artistic evidence of the creation of each section of the project such as concept development, 3D modeling, texturing and working in the Unreal Engine.

Lastly, it concludes with the finished artifact, an evaluation, reflection and the full list of references and a Glossary of Terms.