Wednesday, 1 May 2013

Finished Environment

Some fly throughs of the environment in UDK.

Detailed Lighting only



Fully Lit and Textured

Updates and changes in UDK

Some notable changes:


  • Floor tiles are now sets of tiles instead of individual. This is more efficient for the engine and lightmass.


  • Walls have been replaced with meshes now from brushes. This is more efficient for the engine.

  • Tree replaced with lower poly model with normal maps produced with mudbox to add detail.

  • Added plants. These are just a series of planes at various angles with a texture with an opacity map.



Environment UDK Test


This video shows the first assets put into UDK. The walls are created with brushes so I could get the sizing right. After some experimenting I kept them this size.

The floor tiles are all individual so I could get as much variation and options when placing them. The large plant in the center is only a place holder too as its topology is messy and not very efficient.

More Concepts

This was another concept I started to model but it was at this point I stopped and began work on an interior environment.


I created this scene and rendered this image out. I liked this concept more because I felt that I could have a greater contrast between the nature and human elements of the scene as nature is taking over the structure.

Heres the final paint over.

This environment interested my and I felt I could do my best work with it over the others so this is the concept I choose.

Another concept

Another 3D model to paint over

The finished paint over.

With this concept I went for a duller and browner appearance. The rust and the plants share a similar colour palette but I think this makes the whole scene blend together.

Concept Workflow

For this project it required me doing more 2D art work, something I shy away from. I'm not as fond of 2D painting compared to 3D. I often find that using 3D I can quickly get my ideas down and in a program which allows me to take nice renders or enables me to change lighting or the camera angle with ease.

For this project I was planning on combining both my 3D and 2D to create concepts and ideas. I began with models in max and picked flat colors for the different parts of the models.


After picking a angle I like I render out the image and take in to photoshop were I fade it out ready for the next step.

I draw sketchy lines as a rough guide for detail.

Then I create a new layer and fill the whole layer with a dark colour. I then use layer mask to cut into the colour fill to pick out light areas and detail.

Here I add a layer of colour under the other layers.

finally I add more detail and highlights.

Some fixes with the levels tool and one done concept.