UE4 Environmental Builds
Forest Build
This forest is more focused on the presentation rather than
making an interesting level for the player to explore with the environment
consisting of a straight corridor. However, this small focus results in a very good-looking
scene. The materials used are of a much higher level than I am used to with a
lot of different nodes and displacements blending multiple textures together
naturally as well as providing the illusion of depth. Foliage is dotted around naturally via the
use of the brush tool. The foliage tool is even used for things like twigs.
Atmospheric fog is used to allow the lighting to bounce around the environment
realistically as well as adding a slightly damp and foggy atmosphere to the
scene. The modelling of all the assets used is well done too. Interestingly the
designer creates the main pathway in maya rather than using the landscape tool.
This is so he can have more control on how the textures tile.
Medieval
Center
This small medieval town is a less
natural environment than the others I have covered with the vast majority of it
consisting of man-made objects. This project seems to be made on the fly rather
than following a pre-made level map.
The creator uses different 3D
models and stitches them together, rather than making entire buildings as a
single asset but breaking them down into chunks. This piece meal approach allows
for a greater deal of freedom in how they are placed but also means the creator
can make entirely new looking buildings on the fly. This approach to asset
design and placement works a lot better than I thought it would as the assets
fit together seamlessly to a degree. I like this approach as it allows for
rapid creation of ostensibly entirely new assets. This saves time and in a
professional environment, money. The designer also uses some tricks to make the
game world feel larger than it is as they place 2 doors on a wall that lead to
nowhere. Little useless details like this make the game world feel more
realised as long as you take steps to make sure the player isn’t likely to confuse
them with functional doors.
Light shafts are enabled on the light
source with it’s position carefully adjusted to make the light shafts shine on
the water fountain which draws the players attention an establishes it as the
centre. If this was an area the player was supposed to travel to on a mission
or quest this fountain would be a good focal point to guide the player to their
objective.
This creator also makes use of the
landscape texture/material painting tool as well to blend different materials
from mud, to grass and stonework naturally. The Landscape tool is used a little more
sparsely than the other levels I have looked at creating a small valley for a
river to sit in and a small slope at the gated entrance to the town. The river
is a simple plane with the default water material shader on it
Good stuff more regular posts though!
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