#Unreal Engine 5.3.2
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nyumpsartdirection · 8 months ago
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vimeo
In the Compartment
A film by Tom Chung
A subway compartment is running on an infinite track. From inside the compartment, you can see the Manhattan buildings pass by. At some point, your sense of reality distorts as the city looks somewhat different. Streaming through Asian metropolitan areas, cyberpunk cities, and steampunk cities, we wonder what reality is. Is reality a perception, an imagination, or a memory?
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abhinavuhblog · 1 year ago
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Practice 1 - Developing Skills
Introduction
Hi, I’m Abhinav Rshikesan Nair, an automotive enthusiast & an environment artist from Kerala, India. As I'm pursuing my master’s in Games Art & Design from the University Of Hertfordshire, I have to do some projects based on 3D. I'll be sharing more details about those projects through this Blog post. 
Development Project - 01
This was the first final project on semester - A. To do this project i chose one of the weekly project titled Light & Shadow.
Idea
I thought of many ideas and as it’s my first final project i have decided to create one scenery in unreal using my limited knowledge. As i was interested in Automotive visualization, i thought to create a garrage.  
References
I refered some pics which was available in google images for the concept.
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Process
I started my process by modeling the building in Blender 3.6.
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I made a plane mesh and extruded it's 4 sides upward to make it look like a room. And then made a upper birth platform and stairs resizing cubes, also handrails.
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I have then added a roof to made it look more realistic.
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And after that i exported this model from Blender 3.6 to Unreal Engine 5.3.2 as FBx format and textured it with adding materials collected from 'Quixel Bridge'
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To make it look like much more realistic, I added some properties which was available inside 'Quixel Bridge' and added a rectangular light.
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After that, I thought, placing a car which i have modelled will make it look like a garrage.
So i recreated Nissan GT R34 in Blender using it's blue prints.
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This model is later imported into unreal and placed with in the scene of garrage. And the final output was not so perfect as the car texture was not so good.
Final Output
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Resources
Quixel Bridge - https://quixel.com/bridge
#Developingskills #Developmentproject #Light&Shade
Development Project - 02
I'll be sharing my second final project for Semestar - A. For this project we can choose any previous assignment done for weekly project. So i chose the project done for the topic 'Places of Mind' for developing.
Idea
I have thought of creating a environment with a water body & an historical remaining of a building near to it.
Process
I have started with creating a landscape by sculpting the irregularities of ground.
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Then created a customised water body with the help of water plugin which was available in unreal itself.
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And to make the landscape look real I added some grass and trees to ground using foliage mode and with the help of procedural foliage spawner.
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After that, I added some natural properties and created an imaginative historical building remaing with the help 'Quixel Bridge'
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And to make it look more realistic i made some adjustments in 'Exponential Height Fog' and got my final output.
Final Output
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Resources
Quixel Bridge - https://quixel.com/bridge
#Developingskills #Developmentproject #places_of_mind
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