Module 2 - Diorama - Festus’s Potion Lab

1920 x 1080 - 24 FPS - Real Time Render using UE5 Sequencer, compiled on Da Vinci Resolve.

Overview on Base Colour, Normals, Roughness, Metallic, Depth of view, Foliage as well as lighting.

Overview on Base Colour, Normals, Roughness, Metallic, Depth of view, Foliage as well as lighting.

Workflow on texturing props that required multiple divisions in order to retain a texel Density of 2048 as specified on my brief. Use of applying normal alphas in Substance to add more detail to surface as depicted in reference image.

Workflow on texturing props that required multiple divisions in order to retain a texel Density of 2048 as specified on my brief. Use of applying normal alphas in Substance to add more detail to surface as depicted in reference image.

Close up on tiling and props with vertex mask and foliage applied. Particles used as ambience to illustrate spores released from slime mold. Tiling textures also adjusted through MM parameters. Such as Roughness and Normal.

Close up on tiling and props with vertex mask and foliage applied. Particles used as ambience to illustrate spores released from slime mold. Tiling textures also adjusted through MM parameters. Such as Roughness and Normal.

Step by step node layout in creating slime mold texture through vertex painting. Vein mask was created via Zbrush and Substance Painter on a flat plane mesh. Textures and colours can be swapped out through instance parameters seen on next image.

Step by step node layout in creating slime mold texture through vertex painting. Vein mask was created via Zbrush and Substance Painter on a flat plane mesh. Textures and colours can be swapped out through instance parameters seen on next image.

Vein mask, Textures and Height lerp nodes combined through a Blend Material Attribute node in order to connect to main node converted into a Material Attribute.
In order for material to be applied nanite must be disabled on selected meshes.

Vein mask, Textures and Height lerp nodes combined through a Blend Material Attribute node in order to connect to main node converted into a Material Attribute.
In order for material to be applied nanite must be disabled on selected meshes.

Specs: 2048 X 2048 - 3 X 3 M - Nanite - Lumen - High Poly Bake over Low

GOAL - Learn advanced modelling and texturing workflows via key asset focus on Hero Asset for Diorama. As well as understand production pipelines in creating organic meshes such as Foliage.

RESULT - Full understanding of Baking High Poly meshes over low poly models, using same workflow to create flat surface masks and textures. Learnt how to apply vertex paint over textured meshes in engine to add more variation and avoid tiling, using said mask. Saving time on modelling new meshes and optimizing with less processing data used, for a smoother frame rate.

Module 2 of my course studying at Escape Studios. The brief required us to create a Diorama of our own choosing, I chose to create a Diorama set within Warhammer Fantasy. 
This Module also allowed me the chance to showcase my work to developers from Creative Assembly which was a great opportunity to gain some insight as well as constructive feedback from industry professionals on the development of my skills in 3D Environment Art.
Building on from what I have learnt from the previous module. The specifics for this project requires that all models are of a high quality, to optimise this I baked High Poly meshes over Low poly meshes through Substance painter in order to maintain a balance of high quality with a low poly count. This module also introduces the use of Zbrush which I have used mostly on the tiling as well as in creating the masks for my materials, the Diorama is also required to depict some form of foliage which I created through the use of the vertex and foliage painting functions on Unreal 5.1.
Overall I am happy with this project as not only have I got less restrictions on Polycount I had more opportunities to further expand my use of lighting as well as experiment with emissive materials and other advanced materials such as translucent glass, learnt through a mixture of lessons at the studio as well through tutorials I have been watching on Youtube. 
Not only this but I also began exploring more on the Niagara effects function to depict steam as well as the spores in the air through my own initiative as well as creating my first showreel with the Sequencer function