Working on a new VR UE4 Project
Met so many amazing artists and fellow game devs at GDC 2018. After seeing so many amazing projects I felt I needed to start my own!
So I am working on a new UE4 VR Environment!!!!!
After thinking about it on the plane ride back home, and doing some research on the mood and themes I wanted to hit. I landed on the idea of a Cryptocurrency Investment Firm weeks after the market crashes.
I have always been fascinated by the idea of cryptocurrency and wanted to play around with the idea. So the weeks after the collapse of the worldwide cryptocurrency market, the firm is in the middle of liquidating all their assets, including their home office.
I need to work on having more detail in the building structures as well as create office furniture to bring the scene to life. Things like Desks, Chairs, Computers, Fans WATER COOLERS!!
BUT I thought it would be useful to my self and others if I started posting my Work in progress shots here, along with any cool tips and richness I come across.
(The current state of the scene as of 04/01/2018)
I am learning a LOT about the concept of trim sheets and how to use them appropriately in your scenes. For example, everything you see up here is using Two Normals maps. I have very very basic trim sheets at the moment as I am still trying to wrap my brain around how to use them. BUT DAM is it fun to use them to add detail to SIMPLE models.
I am using Substance Designer to create my sheets, as I don't really know how to use the Quexel suit just yet.
(Trim Sheets used in the scene as of 04/01/2018)
I use Maya to model and test Modularity of my walls and such.
Using Substance Designer to create trim sheets
(UPDATE APRIL - 04 - 2018)
Taking a break from adding props to the environment, and learning a little bit about blueprinting in Unreal. I wanted to add some light flickering to my scene but I wanted to make a blueprint that gave me more control then just multiplying a sine to the emissive channel. Still working on the Blueprint but it's turning out rather well.
I am trying to add more movement to the scene to make it feel more visually interesting. So elements like the light flickering and stock market light stips help.
Next, I need to take a little bit of a break from this scene and think about what look I want to go with. So far it learning into a more darkly lit scene but I want to and experiment with different lighting scenarios and see what kind of mood I can get.
Update 04/06/18
I felt like it was hard for me to work on congruency of the shapes as well as the materials in the lit scene. So I decided to create a "control group" map for the assets. This should help me better match everything in the scene later.
First Pass
Second Pass
Third Pass