This was what I worked on during my last three months at Vertex School! This stylized tavern took heavy inspiration from the attack team spawn room found in Overwatch's Blizzard World map. It was created in UE5 and was an immense learning process for me. I am pleased with how it turned out in the end. Everything outside of the food and flour sacks (due to limited time) was created by me in Maya and Zbrush. Majority of the textures were made in Substance Painter, but tiling areas, such as the floor and walls, were textured with Substance Designer. I also used the Niagara System in UE to create FX for the torch flames, fireplace flame, and floating dust particles that can be found throughout the screenshots. The candle flame was a separate material all on it's own! For the cloaks and other cloth objects, I used the ncloth abilities found in Maya, as well as created a material with specific blueprints to edit the substance intensity and thickness of the meshes.
This project is also found on my ArtStation (link to the right).
I made this cityscape in Unreal Engine 5.2. It took me two weeks (July 2024) and was completed in my second term at Vertex School. I was given the static meshes of the building pieces but was granted the freedom to create my own version of a cityscape. I took inspiration from streets in Japan, as well as looked at certain maps from Overwatch 2, such as Lijiang Tower or New Queens Street. From there, I made a basic block-out of the city, then started placing the building pieces together, slowly puzzle-piecing them until I was satisfied with the build. Then, I added in the neon signs and extra props lying around in the city: street lights, construction equipment, cars, graffiti, trash cans, foliage, etc. After, I added point lights, rectangle lights, and spotlights, then edited their details: intensity, radius, fog attenuation, color, etc. I used Megascans for the foliage and the trash bags and got the cars from the UE Marketplace! I also added an HDRI to my sky to add in the stars. I had a lot of fun building this scene and learning about the lighting and post-process volume settings in Unreal Engine. There are still things to improve, but I am proud of the work I've done and can't wait to grow and accomplish more in the future!!!
This project is also found on my ArtStation (link to the right).
I started this project in the fall of 2023 and completed it in the Spring of 2024.
For this concept, I decided to base it around something I am typically drawn to, the ocean.
The first program I used was Maya, a program I have four years of experience in, for the character designs and rigging process. The second program I used was something new to me at the time, Unreal Engine. I used Unreal to create the environmental elements, as well as add animation loops for my models. I created and gave the models a skeletal system in Maya, then transferred them over into Unreal to make them come to life.
At this stage in the project development, I would consider my work to be successful. I have modeled over 12 different underwater models, including fish, mammals, starfish, etc. At this point in my Maya career, I am faster at the modeling process and am quicker to find solutions to problems that may pop up in my models. In terms of Unreal Engine, I wanted to try to expand my skill set and knowledge of 3D modeling and techniques. For someone who has not touched a game engine prior to this project, I have made two entire underwater environments with the correct blueprints and commands.
There were many obstacles I faced during this project. The main challenge I initially dealt with was working on a new platform that wasn’t taught to me. I had been learning Maya for years, as it was a basis for my animation classes, however, Unreal Engine was a completely different experience. So, I would say that learning how to use that platform was definitely a challenge, but I was excited about it. Since August, I made great strides when it came to utilizing the program and its assets.
The way I overcame some of the roadblocks I faced was by watching and re-watching tutorials, asking questions to people I knew had experience with the platform, searched the internet for possible solutions or workarounds, and even contacted experts in the Unreal Engine field who could have potentially helped me. It helped that I was not afraid to ask for help and always tried to stay communicative with my peers and those around me.
I have since learned many new skills, and even improved ones I already had by going through with this project. Originally, I planned to create the entire animation in Maya, but I wanted to push my limits and see what I could do. It was, and still is, a daunting task to attempt to use a platform that not even my professor would be able to help me with, but I know that once I put my mind to something, I will be able to accomplish my goals.
I believe it was an added bonus that Maya was able to import and blend in well with Unreal Engine. I am able to take everything I learned about Maya in class and immediately bring that into Unreal without major issues.