Saturday, September 6, 2025

Modular environment creation part 2

Throughout the process for part two, I decided to change up the design of my kit from part one to try and add more variation, as well as make the pieces fit better. Beginning part two, I made some cuts and gouges into my shapes that I made in part one:




After importing my cut shapes into Unreal and updating the meshes I had before, I created an emissive material, a rotation blueprint, and some additional code for the level blueprint:

Emissive material:


Rotation blueprint:



Level blueprint:


Then I set up the max walk speed/jump height for the player character:



After finishing up editing the blueprints, I set up the lighting and atmosphere for the level, as shown here:




Here are my final shots!








Thursday, September 4, 2025

Basic shapes assignment

For my blockout in Zbrush I decided to combine both elements that were circled on my silhouette printouts, aiming to combine what were the most wanted elements of each design. I adjusted the cloak's design in Zbrush, aligning it more closely with the Journey art style by simplifying it down to an overall cone shape, rather than having a cut down the middle that would have separated it partly. Here is my sheet:

Additionally, these are my files in perforce:



Modular environment creation part 2

Throughout the process for part two, I decided to change up the design of my kit from part one to try and add more variation, as well as mak...