Creep It Real: Stray Fan Art

Hello everybody, my name is Alvaro, I am a student of a Masters Degree in Videogame Art in the Universal Arts School and I am here to show you a bit of the process and workflow that I follow for this Unreal Engine Challenge.

The first step for me is always to start with references. In this chase I decided to go for a fan art of the amazing game Stray.
After spending a couple of hours playing the game and taking screenshots from the actual game I starting creating the block out of the scene.
Due to the time is running I decided to go for Quality over Quantity, that is why I made a small set of rooms and corridors.





Once I was happy with the BlockOut I started modelling very basic modular pieces for the floor, walls and ceiling. I made them quite dense in terms of polygons to allow me using vertex painting for extra details.

I also started to work on the lighting a bit due to I consider it a very import fact specially while trying to make something creepy.





The next step was to create a set of modular pipes that will allow me to fill up the scene a little bit.



The barricade, doors and wall lights came next. But also I created a Fog Material to add an extra layer of fog on the floor of the scene to give some motion to the scene and a more creepy look.

And last but not least for the first two weeks is to set up the bookmarks for the future creation of the cameras.





For next upcoming weeks I will start working in the creepy and organic assets, I will keep ou updated so don’t miss it!

Please note that feedbacks are more than welcome!

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This second week of the proyect was more focused on the organic and creepy stuff of the scene. For that reason the first step was to create a creepy organic looking material with the help of Substance Designer:


Once happy with the material I started to use it for vertex painting inside of Unreal Engine. But also I used the same material for the texturising process of the hero assets, such as the eyes and the walls and floors bumps. Such assets were create by modelling a base mesh in Maya to later sculpt them in ZBrush:


I did also modify the lighting a little bit thanks to the post process volume by tweaking the exposure leves. And last I made the first video of the scene to be able to focus on more important areas of the scene for the future set dressing process.

Bookmarks:





Last week of the project was focus in set dressing, camera and video adjustments and final hero assets.

For set dressing I used some assets from Quixel Megascans. In terms of video and camera setting was mainly the implementation of a camera shake.

And the final hero asset was the columns to make the room more full.

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