Development time:
- 16 weeks
The intent of this project was to create a modular environment kit based off an existing piece of concept art, and then use those pieces to recreate the scene inside of Unreal Engine 4, over the course of one semester.
Modeled in 3ds Max, high res detailing done in Zbrush, texturing done in Photoshop and 3D-Coat, scene compositing and material creation in Unreal Engine 4.
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal
Concept art by Ben Zhang for Blizzard Entertainment, Overwatch (All rights reserved)
- 16 weeks
The intent of this project was to create a modular environment kit based off an existing piece of concept art, and then use those pieces to recreate the scene inside of Unreal Engine 4, over the course of one semester.
Modeled in 3ds Max, high res detailing done in Zbrush, texturing done in Photoshop and 3D-Coat, scene compositing and material creation in Unreal Engine 4.
Texture Maps used:
- Diffuse
- DET (Roughness/Metallic/Ambient Occlusion/Opacity)
- Emissive
- Normal
Concept art by Ben Zhang for Blizzard Entertainment, Overwatch (All rights reserved)
Initial scene set-up in 3ds Max before demodulation. All unique meshes (the mod kit) are represented in green; all blue meshes are duplicated instances.
To demonstrate the robustness of the mod kit, I built a variant scene with a different layout, using the same meshes.
What I Learned:
- Always keep in mind how pieces will be demodulated, while building the individual meshes.
- The use of trim sheets and multiple UV channels to create variation in tiling modular assets.
- Always keep in mind how pieces will be demodulated, while building the individual meshes.
- The use of trim sheets and multiple UV channels to create variation in tiling modular assets.