Reflections: I am mostly happy with my environment however there was many things I did not manage to complete. This was mostly due to time constraints and technical limitations. The overall aesthetic of my environment lines up pretty well with what I had envisioned for it in my concept blog post. The architecture captures the brutalist style very well with the frequent use of steel and concrete construction in the building. The lighting and wide use of skulls captures the dark and gritty aesthetic of my inspiration material "Totentanz". I learned a lot through the process of making this environment mainly about 3D modelling workflows, UV Mapping, Texturing and Lighting in Realtime engines. My speed at which I can create, UV map and texture models has increased dramatically. The topology of my models is now at a much better standard compared to last trimester. I have gained a good understanding of Unreal Engine 5 which should be very useful moving forward. My knowledge of Sub...
Fleshing out Environment concept: Playable Environment: Sci fi nightclub with brutalist architecture (lots bare steel and concrete). Club Aesthetic is inspired by the Totentanz club as seen in Cyberpunk 2077 (Link to Totentanz reference material https://www.artstation.com/artwork/QrB81L ) Clientele theme is future punk/goth Music being played in the club will some form of techno Lots of exposed cables and electrics to give of edgy aesthetic Outside City Aesthetic: Sci fi dystopian theme Very tall skyline Heavy smog Space elevator next to the city Flying Cars and highways Huge Seawall between the city and the space elevator Interior Lighting: Lots of red neon lights in different forms Ideally I will implement monitors that will display custom audio visualisers that match the song playing I can use Adobe After effects for audio visualisers Exterior Lighting: Planet time is currently night in the scene Distant light form nearby buildings Anti Collision li...
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