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Environment Design

Idea Generation

To start my design process, I began by looking through the different themes and sub-themes to try and come up with various different options for my environment. These are some of the combinations I considered:

  • Horror/
  • Fantasy/Decay – I came up with this combination for an idea for an asset, based on a magical item from a Dungeons and Dragons campaign I run, so I already have an idea of the environment around it, which is some ruins on top of a mountain.
  • Sci-Fi/Dystopia – This theme could be used for some kind of dictator’s office in a sci-fi world, such as the empire from Star Wars.
  • Sci-Fi/Decay – I thought about zombie apocalypse environment for this option, such as an abandoned building or camp.

After thinking for a while about the options, I settled on the mountains and ruins for the Fantasy/Decay theme. This felt like the best option because I already know a lot about the design for it, as I came up with it for my DnD campaign – however, I would also need to add an interior area to fit the assignment, so I decided I would add a cave with a small campsite within it.

Research

Once I’d decided on the environment I was going to be creating, I went online to search for images and ideas that could help me get a better idea of what I wanted the final piece to look like. I started by looking at images and artwork of Spear Pillar from Pokemon Diamond/Pearl/Platinum, as that is what I am planning to base the design of the ruins on.

I also gathered some images of fantasy-style campsites in caves for more inspiration.

Now that I had found enough inspiration and come up with my idea, I went into Unreal to begin creating my environment. First, I created a basic landscape, adding in the different lights and visual effects needed – a directional light, a sky atmosphere, a sky light, a volumetric cloud, a exponential height fog, and a post process volume – all used to properly light the scene and ensure it doesn’t look out of place or like it’s floating in a void. Then, I created a material instance of the sandstone material in Unreal’s starter content pack, which I then modified the colour of to make it slightly redder and darker to fit the way I pictured my environment looking. After applying that to my landscape, I could begin to sculpt the shape of the mountaintop where my environment would focus on.

After considering for a while about how to design the environment around the focus point, I decided that the best way to do it would be to surround it with giant cliff walls, which would hide the background to cover the large flat plane below. I used Quixel Bridge to find some canyon cliff assets that would fit the style and material of the landscape, which I found in the “Canyons of Utah” section, and added them around the section I had sculpted. I only added them around three of the sides, as the way I was presenting my environment would be showing it from only the one angle, due to the layout I had planned.

Next, I worked on making the main section look more high quality, as currently it just seemed like a flat lump. Using the same canyon assets I had found on Quixel Bridge, I placed them all around the edges of the main part, as well as covering the top, extending it slightly as well, in order to make it much more detailed and interesting than just a flat platform. I also covered the flat ground below, which would likely not be visible in the majority of the environment display, but I felt it was best to at least cover it so if it was visible, it wouldn’t look out of place.

Once I was happy with the way it looked, I began to plan out where the cave would be for my interior. I felt that the section on the left of the second image would make a good place, as there was already a small rock formation that could be modified to start to make the base of a cave area.

Then I needed to find a rock asset that could be placed on top of the part I had made to make a roof for the cave. Many of the “Canyons of Utah” assets did not have a back or bottom to them, which made it a little difficult to find one that worked, but I eventually found a working asset, which I added to make the roof of the cave.

The next step I wanted to work on was the ruins, as they would be the main focus of the environment, so it was important to get them right. I started with the pillars, using Quixel Bridge assets from the “Roman Empire” section, making two of them broken to emphasise the decay aspect of the environment. The pillars themselves are a different style and stone to the environment around them, which is intended – I wanted them to seem out-of-place to make the viewer wonder where they had come from and why they were there.

Once I was happy with the pillars, I then found a plinth, similarly from the “Roman Empire” section to fit in with the pillars, which would hold my asset I had designed previously.

The last things to add were the campsite, and my scepter asset. I started with the campsite. Instead of making it exactly like the example assets I used, I wanted it to seem empty and old, once again showing the decay theme. I added an unlit campfire, and some storage objects to show that it had once been used, but no bedroll or similar things so it seemed more empty and not lived in. I also adjusted the directional light to make the light shine into the cave, and also appear to be more of a sunrise or sunset, making the whole scene darker and adding a reddish glow to add to the atmosphere.

Finally, I added in the scepter asset. I imported it from Maya, applied the materials, and placed it onto the plinth I made earlier.

All that was left was to make some finishing touches to the lighting to get the tone and atmosphere to be as good as it could be, and with that my environment was complete.

Categories
Asset Design

Asset Design

Idea Generation

To start my design process, I began by looking through the different themes and sub-themes to try and come up with various different options for my final asset. These are some of the combinations I considered:

  • Horror/Corruption – I thought about the idea of a kind of parasite monster, but quickly realized that modelling a creature like that would be much more difficult than I could likely manage.
  • Horror/Beauty – An evil or dangerous plant/flower could have been an interesting option
  • Fantasy/Alien – This could be chosen for something like an Aberration from Dungeons and Dragons, like a Beholder or a Mindflayer, but any of those seemed much to complex and confusing to attempt to model.
  • Fantasy/Decay – Also inspired by Dungeons and Dragons, I had the idea to create a destructive scepter that is a magical item in a DnD campaign I run.
  • Sci-Fi/Alien – While this seems like an obvious choice, I could not think of any particularly interesting or exciting to do with this theme.
  • Sci-Fi/Decay – This made me think of some kind of zombie apocalypse setting, but I couldn’t come up with a good specific asset to create for that.

After thinking for a while about the options, I settled on the scepter for the Fantasy/Decay theme. This felt like the best option because I already know a lot about the design for it, as I created the item for my DnD campaign, and it is both simple enough to model with relative ease while still being complex enough to be an interesting design.

Research

Once I’d decided on the asset I was going to make, I began looking for images online to use for inspiration and ideas. The scepter itself was originally based on the Scepter of the Ancients from the Skulduggery Pleasant book series – a golden scepter with a black crystal at the top, which could create destructive black lightning, so I started by finding some official and fan-made art of that scepter.

I then also found some other images of scepters for other potential designs of the shape and form of my asset.

Design

The next step was designing the basic shape of the design I was going to go with. I experimented with a few different designs before settling on the one I would go with.

I decided on the last design, where the crystal would sit in the center of the top segment. Next, for the crystal, I decided that because it is based on my DnD campaign, I would use the shape of a d20 dice. I then began to work on the final asset.

Creation

First, I worked on creating the top of the scepter, which would hold the floating crystal. I used the premade “Pipe” shape to create a hollow cylindrical shape, cut a section of the top of the ring out using the face selection tool, filled in the hole using the “Fill Holes” tool under the Mesh category, then used the “Extrude” and “Bevel” tools to flesh out the shape. Once I was happy with it, I duplicated the shape I had created and rotated it 90 degrees to create the other two arms of the crystal holder.

Next, I created another “Pipe” shape, which I resized and similarly extruded and bevelled, which I placed around the center of the arms to create a ring around them.

Next, I added the crystal using the object creation tool by selecting the “Platonic Solid” for the shape, and bevelled it to make it fit more with the rest of the asset.

The last part to add was the handle. I made this out of one cylinder, using the extrude tool to expand it downwards as well as the bevel tool to make more segments, then bevelling again at the end to once again make it fit the rest.

Next I needed to add textures and colour to the asset. To start with, I sorted the UV’s of the asset so I would be able to see them when exported into substance painter.

Then I imported the asset into substance painter, where I began to paint the asset.

The UVs for the main scepter in substance painter.
The UVs for the crystal in substance painter.

I started by painting the main part of the scepter with the gold texture, then added some patches of the brass and coated metal textures to add variety and make it seem slightly more old and worn-down.

I then painted the crystal with the carbon fiber material, but made it slightly transparent to make it seem more like a crystal rather than just a floating object.

Then I exported the texture back into Maya and applied the materials to the scepter.

Finally, I worked on animating the scepter for the final display video. I made it rotate around slowly to show the entire thing, and made the crystal within slowly move up and down while rotating slightly faster. The transparency of the crystal did not seem to show up in the video, but it did not affect the overall appearance very much, and looked good enough that I did not feel like it needed to be changed.