WIP (discord name:BestBefore)

Forums Big & Blocky Challenge WIP (discord name:BestBefore)

  • Post
    Anonymous
    Inactive
    Here is my first post, i have gathered some reference and im planning to base my blockout around an abandoned and overgrown city with similar density of venice

    I’ve quickly made a few block out pieces to throw intothe engine to get some base buildings that I can copy and paste around the block out the level relatively quickly

    first block out in unreal is a small sunken building and a washed up gondola, in the design process I need to figure out if the town will be behind this in the background or leading up to this area.

    Day 2

    I managed to get in a little time after work to try and get a rough start on the main camera angle

    I then used the same modular piece to make some main buildings that I can then duplicate and add larger varieties. My next day will consist of noting down what wall modules I’ll need to make the buildings feel unique as this is just a placeholder to build out the level and get the sizing correct

    left side will also contain building and a more compact manner where as right side will have alley ways leading into a building thats collapsed which will lead through to the sinking building area

    I’ve gone into speedtree to practice some foliage creation after following along a few of Emiel’s Environment tutorials and added to the sinking building. i removed the opacity mask as this felt like it gave the blockout a fuller feeling and removed the base texture to meet guidelines of the challenge

    I’m looking forward to blocking in the main buildings as I’m hoping this will give it the large environment feel

    DAY 3

    I have been away the last few days but had a chance to jump on today to model some more pieces.

    I initially thought building more modular pieces for this would be the best solution but decided to build modules for the main buildings on the left side of the canal

     

    After adding a couple more modules, i reimported the meshes to see how it’d looked in unreal scale wise and to see if the bridge needs to be shifted down. i still want to add more detail to the buildings on the right side (additional roof pieces and corner pieces)

     

    next step is to fill the right side in towards the end a little bit more and add the path leading to the other lake area. I can’t wait to start making the foliage blockout for this I feel like that will really bring it together

    Day 4

    It’s been a while since i’ve worked on this and decided to rework the buildings on the right side and do as larger modules

    I’ve added a few buildings with the idea of the last building to be destroyed and fallen down into the alley way

    My  goal for this week is to complete all detailing on these buildings and add some buildings/walls that might block of the distance and mess around with the lighting the following week to work on placing the overgrown foliage and adjust lighting again if need be

Viewing 4 replies - 1 through 4 (of 4 total)
  • Replies
    Hi buddy, Im liking idea of a ruined Venice like city, a once glorious place sunken into the waters it once sat upon. The current place holder you have could work as a focal point of the scene, and i  like the gondola at the front of the scene, looking forward to seeing how this environment comes together 🙂
    Anonymous
    Inactive
    Day 2

    I managed to get in a little time after work to try and get a rough start on the main camera angle

    I then used the same modular piece to make some main buildings that I can then duplicate and add larger varieties. My next day will consist of noting down what wall modules I’ll need to make the buildings feel unique as this is just a placeholder to build out the level and get the sizing correct

    left side will also contain building and a more compact manner where as right side will have alley ways leading into a building thats collapsed which will lead through to the sinking building area

    I’ve gone into speedtree to practice some foliage creation after following along a few of Emiel’s Environment tutorials and added to the sinking building. i removed the opacity mask as this felt like it gave the blockout a fuller feeling and removed the base texture to meet guidelines of the challenge

    I’m looking forward to blocking in the main buildings as I’m hoping this will give it the large environment feel

     

     

     

     

    Anonymous
    Inactive
    Thanks Steven, I can’t wait to block this out further.

    I’m trying to think about the blockout as if it were in a playable level in a game so my goal is to have a collapsed building at the end of the main town that you’d climb under/over and and open up to this big open lake scene with the sinking building that offers the relief from the busy looking town, this could also act as a point to unload assets and texture from the previous scene

    Anonymous
    Inactive
    It’s been a while since i’ve worked on this and decided to rework the buildings on the right side and do as larger modules

    I’ve added a few buildings with the idea of the last building to be destroyed and fallen down into the alley way

    My  goal for this week is to complete all detailing on these buildings and add some buildings/walls that might block of the distance and mess around with the lighting the following week to work on placing the overgrown foliage and adjust lighting again if need be

Viewing 4 replies - 1 through 4 (of 4 total)
  • The forum ‘Big & Blocky Challenge’ is closed to new topics and replies.