Goals for project:
What is the environment:
A small snapshot of a weathered New York City Psychic storefront at night. A heavy focus on realism.
Mood:
For this project, I wanted to create a more mysterious inviting mode that is represented in the concept image. As you are walking back from a late night of work, you stumble upon this rundown psychics storefront.
Possible complications:
I think a complication of this project might be the lighting due to how strong the contrast in the lights are, ranging from very dark to very light neon.
List of props:
List of Building Assets:
Substance Designer Materials
05/14 - 05/23:
05/23 - 05/30:
05/30 - 06/06:
06/06 - 06/13:
Resurface and Texture Props
UE4 final render + marmoset scene
This milestone I was able to complete everything task I set for my self. I also made a google sheets document in order to keep up help with project management.
So here is the Maya block out.
And here are the assets imported into UE4
- Learn more about modularity and making environmental kits
- Recreate a realistic Unreal shot that closely matches up to a photograph image
- Integrate Substance Designer workflow directly into Unreal
- Learn more about how to create ware and tear using material blending in UE4
- Learn how to mimic the lighting by matching the master reference shot
- Learn about the creation of cloth in Marmoses designer
- Learn about the creation of neon light in UE4
What is the environment:
A small snapshot of a weathered New York City Psychic storefront at night. A heavy focus on realism.
Mood:
For this project, I wanted to create a more mysterious inviting mode that is represented in the concept image. As you are walking back from a late night of work, you stumble upon this rundown psychics storefront.
Possible complications:
I think a complication of this project might be the lighting due to how strong the contrast in the lights are, ranging from very dark to very light neon.
List of props:
- Folding Door Gate
- Display Case Props
- Neon Sign
- Hand Palm Guilds
- Photo Frames
- Head Bust
- Stretched Male Statue
- Tarot cards
- Neon Sign
- Neon Sign Power Cables
- Frame
- Curtains
- AC unit with a Plastic cover
List of Building Assets:
- Display Box “StoreFront”
- Two Small Doors
- Door Lock
- Wall Pillars
- SideWalk Curb
- Sidewalk Cellar Door
- Awning
Substance Designer Materials
- Chiping Painted wood Yellow
- NYC Sidewalk
Schedule:
Project Begins 05/14 and ends 06/13
05/14 - 05/23:
- Blockout Pass in maya representing every props and shape that will be in the final scene.
- Base UE4 scene set up, begin importing props
- Working on lighting
- UE4 Camera Set up
05/23 - 05/30:
- High Poly Pass on every major building asset
- Display Box “StoreFront”
- Two Small Doors
- Door Lock
- Wall Pillars
- SideWalk Curb
- Sidewalk Cellar Door
- Awning
- Door Lock
- Continue Lighting
- Work on Neon Light in UE4
05/30 - 06/06:
- High Poly Pass on Props in the display case
- Folding Door Gate
- Display Case Props
- Neon Sign
- Hand Palm Guilds
- Photo Frames
- Head Bust
- Stretched Male Statue
- Tarot cards
- Neon Sign
- Neon Sign Power Cables
- Frame
- Curtains
- AC unit with a Plastic cover
- Resurfacing and texture work on Building Assets
- Lighting
- Substance designer Materials
06/06 - 06/13:
Resurface and Texture Props
UE4 final render + marmoset scene
Mile Stone 01 Submission (05-21-18)
This milestone I was able to complete everything task I set for my self. I also made a google sheets document in order to keep up help with project management.
So here is the Maya block out.
And here are the assets imported into UE4
Mile Stone 02 Submission (05-28-18)
Ok time for Milestone 2 due to date (Half way). While I have been making good progress overall I think I might be a little behind of my original goal for this turn in. It had been hard balancing 3 different projects at the same time.
I did get a chance to make some substance designer textures for the sidewalk and learned a little more about material instancing as well as Vertecy colors and material functions.
I broke down all the assets in my Maya scene and placed them individually into UE4, setting up the bridge for the geo. I am in the process of getting the first pass on as many structural assets as I can, in order to have texture files linked.