Hello everybody, Modular Sci-Fi Hospital vailable for purchase Web site facebook twitter I want to share with you the progress of work for my new project is the Hospital This setting is a modular environment I crea…
Hi! I'm working on a Space station interior hallway. I'm using 3ds for modeling, and assembling in UDK. Photoshop and Ddo for texture. Reference sheet:
Vitaly Zhdanov did a breakdown of his recent Soviet Warehouse environment, which he created as part of his CGMA course with Clinton Crumpler.
This is an environment I made for my first low poly-modular practice in the Master, at first I have tried to reproduce the corridor R-79 VincentLim did and which I find extremely awesome, but i ended up trying to make something different. I added screenshots from UE4 with different lightings.
FINAL UPDATE Hi guys!!!. Since the project is done, I've made a new thread (that also includes a breakdown).
We're back with Industrial Abandoned Buildings Environment! 📸 ✔️ Indoor / Outdoor / Underground map 🔥 ✔️ Day / Dark Overcast lighting 💡 ✔️ Photogrammetry HQ content with over 700 meshes ⚡️ https://www.unrealengine.com/marketplace/en-US/product/scans-industrial-abandoned-buildings-modular-environment TODAY 30% OFF
My attempt to make a quick real-time sci-fi environment! It was made in one day during 8-hour stream. Thanks to everyone who watched! ___ Join my Discord channel! https://discordapp.com/invite/KuzEpas
Hi! I designed a playable scifi level following the modular pipeline procedure, starting from designing the concept of the scene, then making a solid blockut in Unreal Engine, modeling the props in 3dsMax and creating the trimsheet texture in Substance Painter/Substance Designer. Added everything together in Unreal, as well as making an interesting lighting and also creating some materials in Unreal Engine and Substance Designer. All the assets were created by me, with an exception to both aliens inside the incubators, credits to Cameron Chung Art and Ryan Game in Sketchfab. I had a blast making this! and I learned soo much!
Sergey Tyapkin shared his experience in creating an awesome Sci-Fi modular environment pack for UE4 Marketplace.
Garth Travis talked about creating a high-quality Sci-Fi Modular environment in UE4 & Maya and shared a few helpful tutorials that he found along the way.
Finally, I started work on my Sci-Fi modular environment pack for UE4 Marketplace. Customizable, high-quality, modular and fast in production and it is almost unreal combination =) To make it real I decided to try the new technique for me from the Star Citizen game. In particular, they use Face weighted normal and various types of decals. More about this you can read here: http://wiki.polycount.com/wiki/Face_weighted_normals First of all, I created textures for trims, floaters and decals with NDo and PS, and after this base tile UE4 materials such as metal, rubber, plastic, etc. (I want to note that UE4 allows to create amazing procedural materials.) After finishing this set I realized "the sky is not the limit". Only auto UV's without baking and texturing, that gives you more time for creating the design and less for technical boring moments. With using Modo UE4 Bridge this approach is even more effective. It was made during 8-hour stream!
A set of sci-fi modular elements which allows to create high-quality interiors with customizable materials and proper element scales.It is friendly to a top-down perspective games. Demo level from the preview included.Preview: https://youtu.be/ztu8kN88UP8Feedback / support: https://www.facebook.com/tyapkin.artAlso you can read the article about this pack here!https://80.lv/articles/creating-sci-fi-modular-environment-in-ue4/Package features· High-quality static meshes with face weighted normals.· Floaters and Trims textures for fast creating new assets.· Highly customizable base materials.· Proper element scales, easy to combine elements together with grid snap.
One more sci-fi corridor! Also a bit of practice with the awesome MOP Booleans Kit. It was made during a 9-hour stream. Thanks to everyone who watched! ___ Join my Discord channel! https://discordapp.com/invite/KuzEpas
This is my second project, a Sci-Fi modular environment made in Unreal Engine 5. I made this at the master's degree of Art for Videogames in Florida Universitaria. The environment is composed of 5 modules with 4k set of textures each, also I have used some decals to vary the roughness information and add dirt in certain places. The lighting is in realtime with lumen, I used some lighprofiles to make the ligh more realistic. Based on Sergey Tyapkin's work: https://www.artstation.com/tyapkin
Environment Artist Giovanna Barcelos walked us through the Corners of Croatia project, explaining the step-by-step process of making the beautiful realistic town scenery and sharing useful tips and resources for beginner 3D Artists interested in mastering Substance 3D, Maya, and Unreal Engine 5.
https://gamesartist.co.uk/neoclassical-building-environment-breakdown-morgan-camenen/ Hey guys, today we are bringing you a breakdown of this amazing environment by Morgan Camenen, a Graduate Environment Artist. Morgan utilizes procedural techniques with Substance Painter/Designer and UE5 to add a large amount of modularity that insured he could finish his project to an impressive standard. There are some essential tips in here that everyone could do with knowing. Check it out! https://www.artstation.com/ruinemaniac https://www.artstation.com/artwork/PoWeyo
Tyler Anlauf prepared a detailed breakdown of his modular Roman environment and talked about blockout, assembly, lighting, post process, composition and more.
A sci-fi modular environment was created for the contest, which was later redesigned into a product for the Unreal Engine Marketplace - https://www.unrealengine.com/marketplace/en-US/product/modular-sci-fi-environment-02
Producing Dragon Age Inspired Environment