Thursday, 3 March 2022

Backyard: Decal, Implementation and Presentation

Making the decal and putting the scene together were the last steps of my project. For the decal, I needed something to break the repetition of the cobblestones and also to give the tree a hole in the pavement were it could be growing from. So I made a decal for that, with cracks at the edges. I first sculpted it in ZBrush using Mallet Fast and Orb Cracks: 


Then I took the resources into Substance Designer and began editing them to make the decal. I used the grass and flower nodes from the cobblestones to keep the same look for the flowers, since they are the same as the ones sprouting from between the stones. I added a bit of noise to the cracks, but otherwise I kept it simple, to match the rest of the floor. 



I then took everything into Unreal and started building up my scene. I added blue lights to the windows and fire (that I had built beforehand using a particle system and aiming for a stylized, cartoony look), to make them glow brighter and have a bigger impact. I added warm light to the lamp. I love how it contrasts with the cold one from the fire. 

This was the final result:











I think it turned out alright, although there are some things I would change now:
- add more colour variation to the tree crown
- add something to frame the scene and not make it seems so empty (like some wooden posts framing the wall and maybe a little part of the roof of the house on top of it.)
- I also would make the tree trunk a bit less shiny, cause even if it's stylized I could have toned it down a bit. 

Overall, I really like how the assets turned out, but I think I could plan out my scenes a bit better. 





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