I also made a tutorial of my moss material and published it on Gumroad for free! Hopefully it can be useful to someone.
Leah Augustine FIEA Art Blog
Wednesday, August 2, 2017
3D Class S3 - Personal Project 02 (And Moss Tutorial at the End)
Monday, July 24, 2017
Sunday, July 9, 2017
3D Class S3 Week 8 - Personal Project 02
This point marks the half way point for my current environment. I feel like I'm comfortably at that point at the moment.
I have made a few changes to the direction I wanted to go for with this environment. I decided that I would rather make the environment look overgrown, abandoned. This was mostly because I felt like I would have a lot more fun creating the materials for this and some potential for environmental storytelling - which I'm still developing.
First I would like to show off the technical stuff I have done so far.
I had a lot of fun making new materials in Substance Designer, which I do think I still need to keep refining.
Here's a few of the materials I made in Designer (not all, the rest need more refining):
I brought these materials in UE4 and created a few different vertex paint materials with world tiling so that I can texture my modular assets without seams.
Here's the material graph for my garden floor material (it's blending three materials):
Here's a gif of it in UE4:
I also created a four way blend for my tiles and here's a gif of that in UE4:
I also started high res detailing on some of my assets and began texturing so that I could set up my main master material that'll be on most of my assets:
I also began creating my foliage for the scene and have it all basically completed and blocked out with a nice working master material for them with nice movement. I still want to refine the grass especially because I don't want the hard line of the grass hitting the floor.
Here's a gif of the foliage moving in the scene:
A great tool that helped me build some of the foliage out quicker was a free program called TreeIt. It was a simple way to get base shapes down, but still required some editing of the textures and I found it easier to make my own textures and materials and bring that into UE4 instead of using the ones provided by the program.
Here's some of the meshes of a few I have in the scene:
Here's the material set up inside of UE4:
I also created a very simple petal falling particle effect for the tree:
And finally here's the scene currently:
I have made a few changes to the direction I wanted to go for with this environment. I decided that I would rather make the environment look overgrown, abandoned. This was mostly because I felt like I would have a lot more fun creating the materials for this and some potential for environmental storytelling - which I'm still developing.
First I would like to show off the technical stuff I have done so far.
I had a lot of fun making new materials in Substance Designer, which I do think I still need to keep refining.
Here's a few of the materials I made in Designer (not all, the rest need more refining):
I brought these materials in UE4 and created a few different vertex paint materials with world tiling so that I can texture my modular assets without seams.
Here's the material graph for my garden floor material (it's blending three materials):
Here's a gif of it in UE4:
I also created a four way blend for my tiles and here's a gif of that in UE4:
I also started high res detailing on some of my assets and began texturing so that I could set up my main master material that'll be on most of my assets:
I also began creating my foliage for the scene and have it all basically completed and blocked out with a nice working master material for them with nice movement. I still want to refine the grass especially because I don't want the hard line of the grass hitting the floor.
Here's a gif of the foliage moving in the scene:
A great tool that helped me build some of the foliage out quicker was a free program called TreeIt. It was a simple way to get base shapes down, but still required some editing of the textures and I found it easier to make my own textures and materials and bring that into UE4 instead of using the ones provided by the program.
Here's some of the meshes of a few I have in the scene:
Here's the material set up inside of UE4:
I also created a very simple petal falling particle effect for the tree:
And finally here's the scene currently:
Subscribe to:
Posts (Atom)