User Tag List

Results 1 to 28 of 28

Thread: UE4 Student Project - Slum Environment Pack

  1. #1
    0

    UE4 Student Project - Slum Environment Pack

    Hey Everyone!

    We are Game Art Design students at De Montfort University UK, creating a slum environment pack and demo environment for our Final Major Project at Uni. Hopefully we will create the assets and tools to allow anyone to create a level or environment based in our city or just a generic slum environment. We’re putting a British twist on the city but other than that we are mostly creating modular, reusable asset packs.

    The city is set in a large cove providing shelter from the harsh storms and winds experienced on the flat planes above. As time went on the cove has been slowly opened up by the extreme weather and the cliffs have broken down opening the city up to the incredibly harsh waves and storms from the sea. This city is struggling to survive between the windswept heaths and the destructive sea. To protect the city a breakwater was created which had little affect on the huge waves and so an even larger breakwater was created to protect the lucky and wealthy leaving behind a section of the city to face the elements. This is where our level will be situated the slum near Breakwater 31. We watched films like Children of Men, Snowpiercer, District 9, Elysium and have used game worlds such as Half-Life 2, Last of Us and Homefront as reference for various ways to create the depth of world.

    Concepts:
    Name:  Thumbs-1.jpg
Views: 2719
Size:  330.8 KB
    Name:  Keyviewpresented.jpg
Views: 2701
Size:  590.3 KB
    Name:  Buildingpainted.jpg
Views: 3011
Size:  454.8 KB
    Name:  Vista2.jpg
Views: 3241
Size:  521.0 KB

    I am Elliott Pacel, a Technical Artist, working with me is Kit Grande, an Environment Artist. Kit’s main focus is on the material definition, construction of the art assets and building the demo level. The assets are going to be realistic and high fidelity for use on PC and VR and LOD-ed enough to run on mobile giving the asset pack a wide scalability.

    My focus is to create the tools to work alongside these assets:
    - Building blueprint which will create an easy way to create buildings of varying sizes, wall meshes, materials and colours.
    - Spline-based positioning for things like cables, hanging lights, barbed wire and cliff sections.
    - Random asset placement system which will allow the user to add meshes and randomly position them to quickly populate areas.
    As well as shader and VFX work later on.

    We’ll be posting up updates on the project as it develops. But equally you can follow our project website and blog (www.keproject.co.uk) as well as following me on Twitter @KEProject_E for live updates on the project.

    Portfolios:
    Kit - www.kitgrande.co.uk
    Elliott - www.elliottpacel.co.uk

  2. #2
    0
    This project looks fantastic, those are some of my favorite films as well. Good design an great taste, look forward to seeing how this progresses!

    Also, is that a Greggs and a Pub amongst the buildings lol? Love it.
    Last edited by Neptune; 02-09-2015 at 09:30 AM.

  3. #3
    0
    This looks awesome. We definitely follow your progress
    - Martin

    https://twitter.com/neryun
    Project Management at GoodGame Studios
    Private UE4 Project - LV147

  4. #4
    0
    Maybe that's a greggs can't say for sure. I'm hoping some assets will allow people to make things like that, not sure how to approach things like the text yet but we'll see.

    cheers for having a look

  5. #5
    0
    This is looks very promising! I really like the look you're going for and the reference material you have is very good. I'll be following your progress

  6. #6
    0
    Hey guys,

    Bit of an update, I've been getting some of the base materials down for the asset pack. They are SUPER clean at the moment so they need to be grunged up and worked on but they should provide a solid base to work from.

    I used Substance Designer for most of the materials, some, like the tarpaulin are completely procedurally made in substance.

    I have sculpted the breeze block and feel I need to do the same for the brick. I also want to make a brick variant which is less well constructed for some of the slumstyled buildings so that it looks as if they haven't been there long and aren't particularly well made.

    Name:  Final_Brick.jpg
Views: 2303
Size:  802.5 KB
    Name:  Final_Concrete-y.jpg
Views: 2272
Size:  658.5 KB
    Name:  Final_Chipboard.jpg
Views: 2321
Size:  772.8 KB
    Name:  Final_CorrugatedMetal.jpg
Views: 2247
Size:  696.7 KB
    Name:  Final_Tarp.jpg
Views: 2245
Size:  577.1 KB
    Name:  Final_Tarmac.jpg
Views: 2250
Size:  754.4 KB

    More materials to make but next up is the tileset to be used with Elliott's building blueprint

  7. #7
    0
    Bit of an update on the level, things have changed a bit lots in the works and elliot should be doing some videos explaining the tools he's made soon

    Name:  12.jpg
Views: 2034
Size:  221.0 KB
    Name:  10.jpg
Views: 2029
Size:  222.0 KB
    Name:  7.jpg
Views: 2034
Size:  213.1 KB

  8. #8
    0
    A great Start yo. Keep it up.
    -----------------------------------------------------------
    3SORiN Games llc.
    www.3SORiNGames.wordpress.com
    PROJECT: PEACEKEEPER
    -----------------------------------------------------------

  9. #9
    0
    nice progress
    Keep it up!

  10. #10
    0
    Cheers guys! Here are some of the assets I've been working on recently:

    Name:  Untitled-2.jpg
Views: 1779
Size:  637.7 KB
    Name:  Untitled-3.jpg
Views: 1778
Size:  875.7 KB

  11. #11
    0

    Blueprint Tools Update

    I've put together a quick video to show the 3 main tools that will be included with the Environment Pack.
    They're still WIP but most of the functionality is there now.



    I'm hoping to do more in-depth video's for each one when they're done explaining how to use them.
    You can follow their development more at: blog.keproject.co.uk
    Last edited by ePacel; 03-14-2015 at 06:16 PM.

  12. #12
    0
    Quote Originally Posted by Kobalt-Kiwii View Post
    Cheers guys! Here are some of the assets I've been working on recently:

    Name:  Untitled-2.jpg
Views: 1779
Size:  637.7 KB
    Name:  Untitled-3.jpg
Views: 1778
Size:  875.7 KB
    I LOVE those broken windows. They look fantastic!

  13. #13
    0
    This is coming along great, assets are really high quality. I'm not feeling the bendy pipes though

  14. #14
    0
    Thanks a lot! Kit's been working really hard to get all the assets as higher quality as possible.
    The pipes are based off the overground pipes in Berlin. http://goo.gl/ycwOD6 Obviously they are unfinished in these shots but we do have plans for them.

  15. #15
    0
    Promoter
    Join Date
    Apr 2014
    Posts
    183
    Oh my Gawd! This is indeed sooooo sexy! Nice work mate!

    Click the tiny bird!
    It'll take you to my stuff!

  16. #16
    0
    Quote Originally Posted by ePacel View Post
    Thanks a lot! Kit's been working really hard to get all the assets as higher quality as possible.
    The pipes are based off the overground pipes in Berlin. http://goo.gl/ycwOD6 Obviously they are unfinished in these shots but we do have plans for them.
    Ah gotcha, I had a closer look and realised the bends were on separate pipes, from the angle it looked to me it was all on 1 pipe xD. Keep it up!

  17. #17
    0
    Really like what you guys are doing here!

  18. #18
    0

    Decal and Tools Update

    Update on some of the decal work I've been doing, and the tools I've made in blueprint to support them.
    Everything to be included as part of the Decal section of the Environment Pack.

    Road Markings:

    Name:  Road Signs.png
Views: 1370
Size:  916.8 KB



    Graffiti:

    Name:  GraffitiDecals.PNG
Views: 1362
Size:  738.1 KB



    They've still got some work to go but that's where they're at now.
    I've also got some particle effect stuff I've been doing, hopefully post that up here soon.
    You can follow their development more at: blog.keproject.co.uk

  19. #19
    0
    @ePacel

    Where did you learn to make interactive actors like that? I would love to see how you did it.

  20. #20
    0
    Nice work guys! Are you guys planning on releasing those tools maybe selling them on the marketplace?

  21. #21
    0
    @hallatore - Everything I have learnt has been through watching youtube videos and experimenting. They're mostly a cost of exposing variables that set options in the components or in the material applied.
    @Defused - Unfortunately as it's all being done as part of a student project our University owns our work so we can't currently apply to get it put on the marketplace. But we are hoping to get it released in some format when it's finished. I'll post an update on here when we find out more about getting it released.

  22. #22
    0
    Visionary
    Join Date
    Mar 2014
    Posts
    3,344
    Very nice work, interested in seeing how this progresses. =)

  23. #23
    0
    Quote Originally Posted by ePacel View Post
    @hallatore - Everything I have learnt has been through watching youtube videos and experimenting. They're mostly a cost of exposing variables that set options in the components or in the material applied.
    I'm mostly interested in how you make actors interactable. That you can drag stuff in the view. Do you have any tutorials you can link to?

    I made a forest generation. But I only render it in-game, and there is no interaction. https://forums.unrealengine.com/showthread.php?65268-WIP-Procedural-mesh-generation

  24. #24
    0
    Quote Originally Posted by hallatore View Post
    I'm mostly interested in how you make actors interactable. That you can drag stuff in the view. Do you have any tutorials you can link to?

    I made a forest generation. But I only render it in-game, and there is no interaction. https://forums.unrealengine.com/showthread.php?65268-WIP-Procedural-mesh-generation
    Just to note none of these are editable at runtime, they’re all made in the construction script. The Unreal Engine YouTube channel is a great resource for tutorials, https://youtu.be/2iNcGQMJp9s this shows the basics of how to start working with construction script.
    For the Graffiti tool most of the work is done in the shader and all I’m doing using the construction script to effectively access those exposed parameters. This is what the blueprint for the graffiti tool looks like:
    Name:  graffitibp.png
Views: 984
Size:  166.4 KB
    Hope this helps
    Last edited by ePacel; 04-15-2015 at 01:59 PM.

  25. #25
    0
    wow those tools are absolutely awesome! I have a lot more to learn xD

  26. #26
    0
    Cheers for all the feed back everyone!

    Sorry for not updating the thread. We handed in on the 22 May with the display level looking like this.

    Name:  1low.jpg
Views: 720
Size:  536.9 KB

    Name:  2low.jpg
Views: 731
Size:  533.3 KB

    Name:  3low.jpg
Views: 1975
Size:  646.9 KB



    After that we worked with David Gurney (a Masters student at our Uni) to make some sounds for the level (still need to render out the flythrough with sounds) which are nice and positional, makes the VR build pretty cool. We are also really excited by different platforms, I'm a bit of a VR-nut and Elliott is quite keen on how awesome mobiles are getting at all this stuff. So we both took the final level and started optimising for our respective platforms.

    The main thing I found trying to get the level at a constant 60fps in DK2 on some slightly outdated hardware was that ALL LIGHTING MUST BE BUILT after I had done that I was getting a pretty steady 55-70 but I needed it to be 60 at the absolute least so various different tricks later I managed to achieve a steady 60fps in time for our Degree show where I had an Oculus Rift set up for people to see. baring in mind I haven't made any LODs for the assets and all the textures are 2k I'm pretty impressed with UE4

    If anyone is interested in walking around the environment in VR I got some pretty good feedback from a lot of people who have tried VR so would really like to hear what more experienced people have to say. Give it a download and just press ALT+Enter when you have a DK2 plugged in and it should just get itself sorted.

    Breakwater31-VR
    Breakwater31-PC

    Thanks to Mitchemmc for the VR Template. I've been using that as when we started the project things were less fluid for vanilla UE4 to DK2.

  27. #27
    0

    UE4 Project Tools Update

    Thanks Kit for the update.
    As some of you where previously interested here's a playlist of all the videos I produced showing most the tools I made for this project.

    >>> UE4 Tools Video Playlist <<<

  28. #28
    0
    This is really, really inspiring work mate! I'm starting with UE4 next semester at school, and I'm really looking forward to it after seeing what awesome stuff you can make with it!

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •