Ancient Site (Mini-Environment)


Ancient Site (MegaScans powered mini environment): 
This is the second miniature environment that I created in Unreal Engine 4 using 3D scanned assets created by MegaScans and provided for free use by Epic. I continued to push myself to focus more on the overall environment creation and cohesion instead of spending large amounts of time creating my own assets.

As with the Abandoned mini-environment, I have hand placed all assets (including foliage painting the ivy on the rocks), lit the scene, and set up post processing myself. Additionally, I gave myself an extra challenge and learned how to do a basic render optimization pass so that the scene does not fall below a constant 60fps+ while in play/running. 



Abandoned (Mini-Environment)


Abandoned (MegaScans powered mini environment): 
For this piece I wanted to focus on placing and lighting a small environment in Unreal Engine 4 without having to manually create all of my own assets (so that I could reproduce a more studio-centric setting with assets created by "other team members"). I accomplished this by using 3D scanned assets created by MegaScans and provided for free use by Epic.
I manually hand placed all assets, lit the scene, and set up post processing to provide the results you see here. 



Kitchen


Kitchen Environment: 
The inspiration behind this environment was a kitchen created in the 1950's that has been lived in and upgraded over time. A large amount of reference and inspiration came from houses aged around the 1950's and late 1970's - early 1980's. 

While working on the environment early on it began to take on a more rustic look from those time periods, which I then intentionally continued with moving forward to help everything within the environment feel more cohesive.

I also chose to challenge myself with this environment using only materials that I had created in Substance Designer while also pushing to get the most versatility out of them as possible (without making the material too heavy or complicated).
The finished environment uses ~8 different materials which I was able to use across multiple objects after setting up any parameters I needed within SD to change the materials in real time.

The star of this environment in my opinion would be the wood material. Within the single material (and all the parameters I set up in SD) created, I was able to get a wide variety of output with real time feedback to help all the wood feel cohesive, yet also help it feel distinct.

The final render is done in Marmoset Toolbag 3 with several of the screenshots containing at least some post processing. A few others were taken without any post processing enabled to help with overall scene visibility.


UE4 Stylized Shader

Post-Process Shader: 

I wanted to try and expand my knowledge of Unreal Engine by creating my own post-process shader from within the engine. The goal was to focus on providing a stylized result and trying to push readability of the assets within the scene while learning about shader creation.

Assets used within the scene are pulled from the Soul Cave asset pack provided by Epic.



Without Shader: 


Hard Surface Modeling/Whitebox - Lighting Test


Lighting Test: 
After settling on the general layout and lighting for the whitebox level in Unreal Engine 4, I started the first lighting test by setting up a "horror" style scene including flickering lights and floating dust.

The flickering lights were created with blueprints and set to flicker on randomly generated intervals while the game is in play.

The dust itself is a particle system that uses basic mesh collision with a slight emissive applied for visibility and mood.





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