This abandoned shed scene is part of my final year studying Game Art at the University of South Wales. The module was a mock art test. We were given a limited amount of time to create the scene which I saw as an opportunity to improve my skills.
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I decided to use Substance Designer for most of my materials. Being able to create tiling materials, adjust each detail at any point non-destructively has sped up my workflow. Anything not made in Substance Designer I put on a trim sheet.
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I also wanted to learn more about vertex painting, when and how it is used. I created the mould texture in Designer and used blend nodes in Unreal Engine to paint the mould on top of the other textures. Adding a height map in so the mould fills any cracks first really brings the scene together.
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Due to the time constraint I used Megascans for the foliage.
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The limited time for this project has been beneficial to my learning. It forced me to work smarter, be efficient with my time and plan accordingly.
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I'm very happy with the final result but I'd like to know how I could improve for the future. Any feedback or tips is much appreciated. Thanks for taking the time to look at my work!
Vertex painting the mould made the objects feel part of the same space.
I experimented with Niagra to make rain, but didn't include it in the final renders.