Time-Locked Garden - Neo Tokyo - Art challenge

1920x1080 - 16:9 - 24 FPS Garden Entrance, based on artwork by Yari Lute.

Base Colour & Wireframe of props in Maya

Base Colour & Wireframe of props in Maya

Prop assets modelled and used for level with original materials

Prop assets modelled and used for level with original materials

Roof trim texture made using Substance Designer with Albedo, Normal and AORM maps displayed.

Roof trim texture made using Substance Designer with Albedo, Normal and AORM maps displayed.

Base Colour of Modular Kit in Maya

Base Colour of Modular Kit in Maya

Wireframe of Modular Kit in Maya

Wireframe of Modular Kit in Maya

Modular Kits with original materials.

Modular Kits with original materials.

Real time render of Materials on UE 5.1 - All textures made using Sub D.  Row 1 MM, Row 2 Mat, Row 3 Mat Ins. 6th Mat based on world position mixed with noise texture.

Real time render of Materials on UE 5.1 - All textures made using Sub D. Row 1 MM, Row 2 Mat, Row 3 Mat Ins. 6th Mat based on world position mixed with noise texture.

Demo of random value material based on world position.

Overview breakdown of layers composing Scene.

Overview breakdown of layers composing Scene.

Wireframe, Lighting, Colour, Roughness, Metallic, Normal, Scene Depth and Final Image.

Wireframe, Lighting, Colour, Roughness, Metallic, Normal, Scene Depth and Final Image.

Timelapse of project development during challenge

Timelapse of project development during challenge

Concept Art used in reference, credit goes to Yari Lute for this wonderful illustration.

Concept Art used in reference, credit goes to Yari Lute for this wonderful illustration.

Call out sheet of environment art by Yari Lute

Call out sheet of environment art by Yari Lute

Specs: 3 X 3 M - 2048 X 2048 - Lumen - Nanite

GOAL - Refine production workflow of modularity kit as well as optimize in 3D asset modelling and learn technical process of texture creation through Substance Designer.
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RESULT - Refined skills with topology in order to create detailed assets through minimal vertices as possible. Using what I learnt in Substance Designer to create illusion of Hard Surface details through use of Height maps, adjusting values in masks for variation in detail based on surface light as well as stencilling normals for specific details such as roof tiles and wood grains.
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Back in October I took part in Artstation's Art Challenge called Neo Tokyo: Exponential Reality. Participating under Real-Time Environment Art, this was my first time taking part in the challenge as well this being my first project outside of my studies, the work is based on another Piece from another contestant, Yari Lute called Time Locked Garden. After submission I decided to put more time to my work and further polish before publishing, overall it has taken about 10 weeks to develop this project. To see my breakdown of the project during the challenge, link is provided https://www.artstation.com/challenges/neo-tokyo/categories/185/submissions/82750
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I wanted to focus on optimization for this project and so paid close attention towards my poly-count and be as frugal as possible with my modelling. I tried limiting the number of materials as possible through trim sheets I made during the competition using Substance Designer. I also took the time to familiarize myself with materials based on world position so as to avoid repetition with my tiles. As well as better understanding blueprints to enhance my modular kits.