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In the previous module, I completed a block out and asset list for a AAA Bhutanese village
environment(shown above). In this module, I aim to produce these assets, and polish the
environment.
Texture Creation: Stoney ground
Firstly, I sculpted some stones in Z-brush. I then baked the high-poly Stones to a plane in Marmoset, in order to convert
the high poly mesh to a texture. The colour map was made in Photoshop; I
used the ID map from the marmoset texture bake, to separate the dirt from
the stones, and also to variate the colour of each stone.
I decimated these stones, and imported them into 3Ds max. I then
duplicated and placed the stones, starting with the larger stones, and
finishing with the smaller ones.
Texture Creation: Grass ground
I modelled grass blades/clumps in 3DS max, and
duplicated these to make a section of grassy
ground.
The first layer of the path has this opaque, parallax mud material.
Mud Paths
The second layer has a
transparent decal material
applied, which creates a
smooth blend between the
path edges and the
landscape.
Mud Paths
I knew the stone walls would cover a lot of screen space, so I took extra care making these.
Firstly, I sculpted stones in z-brush, and placed them into a tiling stone I then used Z-Brush's noise generator to create a I then put the heightmap into substance designer,
wall pattern in 3ds max. grout which fills the gaps between the stones. where I added detail and created a colour map.
Stone Wall
I used one of Substance designers Finally, I made the base colour map in
I then flattened it, and added knots in z- substance designer, based on the height
grunge maps as a base brush. map.
Tilling wood texture
I made a basic wood material by combining this tiling wood texture with a grunge texture. I also added vertex colour controlled weathering/desaturation.
This is what the tiling wood texture looks like, when applied to the rabsel.
Roof
The wood roofing I made in pre-production was not ideal; The wood was generic and not accurate to the
reference.
Looking at the reference, I now realize the planks are split (not cut), and have a ridged texture to them.
I then grabbed
texture maps form
the Z-brush
viewport; an
ambient occlusion,
normal, and alpha
map.
Wood planks
To get an accurate wood Houdini
pattern, I made a procedural Node Graph
plank generator in Houdini. It
creates tree growth rings and
performs a Boolean cut
operation on them in order to
simulate the wood pattern
you would see in real lumber.
Reference:
How a log is cut into lumber
Wood planks
I wasn’t sure I could justify
the time it would take to
make the Houdini wood
generator add damage
and knots, so I sculpted
these details in Z-Brush.
I then Baked the HighPoly plank model onto a lowpoly plank in Marmoset. And created the Albedo map in photoshop
Wood Fence
I used this one plank to make a modular fence asset, which I used to create a Spline Fence tool in UE4. This Video shows the Spline Fence tool in use.
More Wood
I used the same Houdini + Z-Brush Sculpting workflow for other wood assets. However, I textured them in substance painter, as I found Photoshop texturing to be too unflexible/destructive
when I used it to texture the plank fence.
I used mesh vertex color to change the colour tint of each flag in
UE4. These flags can be applied to the scene as spline-meshes.
Flag
In order to make the roof I then decimated the I Applied a solid yellow
pole-flags, I simulated the flag geometry down to 171 material to the flag, with the
cloth in Marvelous designer. triangles. foliage shader model enabled.
Rocks and rock wall
I needed individual rocks to make rock
walls. These rocks also scattered about
the scene individually.
In order to create tree bark around the logs, I needed alpha brushes, which I obtained through photo scanning trees, and depth-grabbing the scans from the Z-brush viewport.
FireWood
Using my bark alphas, I sculpted a separate bark layer for each piece of firewood.
I UV mapped and re-topologized the logs in 3DS max, baked them in Marmoset, and
created the colour + roughness map in photoshop.
FireWood: Twigs
Since there is so much firewood in the village, it makes sense to have some twigs and
sticks in the scene.
I modelled twigs, ontop of photographs of twigs, in I then combined these into larger Which I baked to low-poly twig
3DS max. assemblies of twigs planes.
I stacked the firewood into a pile, using UE4’s physics simulation system, and merged it onto a modular
wood stack mesh.
Moss
You may have noticed moss in some of my previous screenshots. This page illustrates how this moss was made.
This moss was applied to the sky-facing parts of various assets in the UE4.
Scene Development
Some screenshots showing how my scene developed during this project.
Performance
On a laptop with a GTX 1060 GPU, the scene is generally performing at 60 FPS or more – See video bellow. Considering the small size of
the scene, this is not Ideal. In a real production, I would need to do an LOD and performance optimization pass on the scene.
Final Renders
This project did not go entirely according to plan due to time constraints and other commitments. However,
based on feedback, I view this project as a success.