Text
Been working on a group project for college
We didn't end up going with this concept
But it was a nice learning experience
Niagara system within unreal engine 5 takes the shape of the mesh and then the particles fly away after a few seconds.
0 notes
Text
Development Project 02 Update 10
FINAL UPDATE! Really happy how this has turned out. Today is however submission day, so for now I need to stop here, but I will come back to this! Added a bunch of more decals to the scene, added a new camera angle and added a few more props. Added a screenshot of my Master material and the subsequent material functions, these material functions are used across all my projects. The gigantic one is a triplanar material with distance blend and tiling.
Also added a screenshot of the brick material I made in Substance Designer. Some of the textures were taken from Megascans.
Textures [Online] https://quixel.com/. Available at: <https://quixel.com/megascans/home>
January 17th 2023
#3dsmax#3d environment#3d#blender#unreal engine#ue5#substance painter#substance designer#harry potter#art#environment art
0 notes
Text
Development Project 02 Update 09
Update 9!! Added like seems like a massive amount of decals all over the scene, updated the lighting. Finished more of the overall scene. Like the position the scene is in, so decided to take way more renders this time
January 16th 2023
#3ds max#3dsmax#3d environment#unreal engine#ue5#environment art#environment#blender#substance designer#substance painter#harry potter
1 note
路
View note
Text
Development Project 02 Update 08
I love how the bank turned out!! Scene is looking more and more complete, but as always is never completed. added more decals and randomness to textures. So most of the repeating textures are reduced
January 15th 2023
#3d max#3d environment#3ds max#unreal engine#ue5#substance designer#substance painter#blender#harry potter
0 notes
Text
Development Project 02 Update 07
another day another update, made the overall scene more grungy and tweaked the pathway more. Update the roughness of the pathway to make it less reflective and less repetitive
Added a better block out for gringotts bank.
January 14th 2023
0 notes
Text
Development Project 02 Update 06
Heyo, Added the new pathway to the scene, looks amazing but requires a lot of tweaking, but for now the scene looks much better. Thanks Neil (aka my professor)
January 13th 2023
0 notes
Text
Development Project 02 Update 05
Well, received some required feedback from my professor. He asked me to change out the ground for some more realistic. So I proceeded to make this street that he helped me find. Love how it turned out Can't wait to add it to the scene.
January 12th 2023
0 notes
Text
Development Project 02 Update 04
Delayed update.... Took awhile but built out the street and added a block out for Gringotts bank at the end.
January 10th 2023
0 notes
Text
Development Project 02 Update 03
Slowly but surely, I'm getting there. Added more buildings
January 9th 2023
0 notes
Text
Development Project 02 Update 02
My slow but eventual progress. Some how bricks have stumped me, Designer is hard.
#3dsmax#environment art#unreal engine#3d environment#environment#blender#substance painter#substance designer#maya
0 notes
Text
Development Project 02 Update 01
Heyoo, Back again with a new project! This time recreating the entire diagon alley from Harry Potter! I've already made Olivanders' store in a prior project, so I decided to take that forward and basically make the entire street. Here's a few images of the progress I've made so far.
January 4th 2023
#3d max#3d environment#3d#harry potter#diagon alley#blender#unreal engine#environment art#substance designer#substance painter
1 note
路
View note
Text
Development project 01 Update 03
Hiya! Another Update Based on feedback I received from my professor, I changed up the roof of the house to a more wooden finish rather than terracotta. I also went ahead and added more plants, props and changed up the lighting and overall look and feel of the scene. I've paused here for now. I'm happy with the where it is, but I want to add to more things to scene and work on it more and more. But I have another assignment to work on!!
December 28th 2022
#3d environment#3dsmax#unreal engine#substance designer#substance painter#blender#environment art#old house#forest#foliage
5 notes
路
View notes
Text
Development project 01 Update 02
Follow up to the previous post!
Made these 2 textures for the scene. One for the walls, its a wooden woven material. The other one being a muddy ground material for various parts of the scene. The other 2 images are just my gigantic master shader for the landscape, Which includes multiple material functions. The shader is tri-planar, has layer blender between layers, is auto height slope blended [ blends between textures based on the slope angle of the landscape( for example, the flatter part of the landscape is filled with grass and the more sloped part reveals a more rocky texture)], also includes macro variations in the textures ( makes tile-able textures look less tiled, breaking up the texture), it also has procedural grass & plants based on where ever there is grass on the landscape ( this can be controlled to add any mesh) and finally it includes RVTs ( real-time virtual textures) but is not used much in the scene.
#3dsmax#unreal engine#3d environment#environment art#blender#substance designer#substance painter#forest#old house
0 notes
Text
Development project 01 Update 01
Its been a while since I posted on here! Swamped with art research and other assignments, but it's never too late to post! Been working on this for awhile Wanted to make a house in the forest! I know very descriptive. But based on what I've learnt from previous assignments, I really wanted to build this out. The house is made of modular parts. Will post a follow up, to show the technical part of it all.
December 14th 2022
#3d environment#3ds max#blender#substance painter#substance designer#photoshop#old house#forest#scenery#landscape
6 notes
路
View notes
Text
Assignment 06 Technical Wizardry
I wanted to add some water bodies to my scene and was playing around the water land mass blueprints within unreal, although the existing water shaders are good and do provide amazing customizablility but is limited by itself. So I decided to learn how to make a water shader within unreal.
Adding first panning shaders to fake water movement aided by slight world position offset to give the effect of waves crashing into each other. After which I played around with the depth of the water, so that when viewed for different angles still gives the same effect as realistic water bodies, added foam to the to areas where the plane and the landscape meet to simulate water crashing into it and also added slight opacity to these areas as well to simulate that the water is slowly disappearing into the land.
The depth of the water also changes based on the height of the objects underneath it.
The world position offset can also be increased of decreased to get the type of wave you want.
Additionally added the ability to change the colour of the water both on the interior and exterior. So you can have 2 different colours based on the depth along with the ability to change the colour of the foam.
This was quite a long process to get spanning 2 full days of research, work and constant troubleshooting.
But overall I love the way it turned out, and now I have a good looking shader added to my library.
December 8th 2022
0 notes
Text
Assignment 04 Light and Shadows Update 06
Update on the previous assignment
Just took a render of the scene in the current state its in
Going to build on this scene more and more
November 3rd 2022
0 notes
Text
Assignment 04 Light and Shadows Update 05
Update on the assignment
Completed the water shader really happy with how it turned out
Updated the entire landscape shader and now the grass and rocks appear procedurally depending on the angle of the slope.
Added distance fields and gave more texture variation.
Fixed the RVTs in the scene, was having a terrible time with my RVTs.
Created this gigantic material function, this probably needs it's own material function 馃ぃ
1 note
路
View note