MA game art at Escape studios - module 2 breakdown. Within the timeframe of 6 weeks, the brief was to create a small themed diorama within a realistic area. Inspired from the 15th century, the idea was to explore a condensed, active Medieval blacksmith workstation in a secluded environment setting. This project didn't have a polycount limit, but we had a 2048 by 2048 limit on the texture size. All of my assets all share the same texel density and was consistently followed throughout the project. The lighting target was set to a dark moon lit theme with visible stars, clouds and a slight tint of blue to surround the scene for the atmospheric effect.
- With the project direction being Medieval themed focus, the intention of the project was to make the scene appear to be occupied, active, old and used. With that in mind, using Zbrush, most of my wooden assets that formed the scene were sculpted, damaged and weathered for a more natural/organic look.
- Maya ( the base camp for modelling everything in this project)
- Utilizing both high and low poly modelling, majority of the assets were retopologised in Maya/Zbrush and baked in Substance painter.
- Substance Painter (Baking and texturing)
- Substance designer was used for making tileable materials for both wood, stone and cobblestone that would be visible on the wood, walls and the ground plane.
- Quixel mixer (dirt, moss, ground) materials created. Used for Unreal engine vertex painting on wooden props and the floor surface.
- Quixel Megascans was utilised for foliage atlases. Created the cards in Maya and exported them to Unreal engine for painting, using the foliage tool.
- Unreal Engine ( Developing the scene, master materials, vertex painting, lighting, niagara particles, rendering, sequencer)
- Photoshop (Compositions, post-process and final edits)
Thanks for viewing.
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