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Project Deny - Week 4 & 5

  • Writer: Emily Brown
    Emily Brown
  • Feb 19, 2020
  • 2 min read

Updated: Mar 8, 2020

This blog will be updated every week until May 1st, this will follow the production of my final year project at University, in the subject of Games Art.

Project Overview

As a refresher, I am working on a game-ready environment based on Nacho Yague's concept art from Watch Dogs 2. Last time I updated you guys I managed to get the overall blockout of the environment done, alongside with the cable blueprint to make the scene more empty.

Current Progress

So these past two weeks have been kind of slow due to being ill, however I'm back to progress now!

So this is how I left off, since then I have been working on some of the low poly models for the scene so it can be filled out a bit more.

I also messed around with some of the lights, I decided I wanted to make my scene set at sunset so I changed my sunlight settings and add in a subtle volumetric fog. Looking around the scene I realised some of the assets seemed small due to modelling to real-life scale. I then forgot that the UE4 character was 180cm/6ft tall, so when I was looking at the scene from my perspective everything seemed alright. That was until I migrated this scene into a first person template to test what the environment would feel like in game.

This was when I noticed that the scene was huge, so my plan for next week is to rework the structural design in the scene and probably create a modular kit instead for all the walls and windows. I was also thinking that I might go back to one of my original ideas which was to create a Rainbow Six: Siege environment, and create the walls and windows to fit the design of the game. This is something to be tested and tried.

Another thing I did this week was create a wood material for the floor in the scene, I looked into some videos by Substance Academy to create a material from scratch in designer.

This is the current progress of the material and there is still a lot to be changed about to fit the purpose of the scene. However in engine at the moment it is started to look like it's coming together.

Whats Next?

Next week the plan is to finalist the wooden material for the floor, and also get a modular kit sorted for the walls so I can get a more accurate structrual design for the scene.

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©2020 by Emily Brown Games Art. 

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