For a Diorama project in my Video game art classes, I choose to work with the concept of the Eastern air temple, from the Avatar animated series. I started with analysing the shots and architecture from the series, and saw that a few doors, towers, … are similar. This could be used as a modular system. The modelling happened in Maya and will be exported back and forth to Unreal Engine. At the moment I am learning more about materials, instances, and decals to be able to texturize the assets later in the process.
This week, I have been working on the blocking for the air temple, as well as the hero asset. This is a statue that can be found in this location. At the moment, I am still working on the asset in Zbrush. Getting the right position, in the first place, takes some time and analysing. Right now, I will give the model a tone like look with the brushes, and add the details it needs. For the face, I started from the one available in Zbrush. This I am modifying, so the features look like they are carved out of stone.
The blocking is needing some more buildings and details that I can partly recreate from the ones I already made. Overall, I am enjoying the process of this project, even tho I would have liked to be finished with this modelling part.
Hi there @Sara_Verschueren,
Hope you’re well and having a great week so far Also, huge WELCOME to the Unreal Engine forums! So nice to see a new face around here.
Just wanted to pop in and say these reference pictures and models (so far!) look great I’m a total sucker for Avatar so the temple made me completely nerd out. I genuinely cannot wait to see what the final product ends up looking like. Good luck!
Hi, thank you for your reply @PresumptivePanda
Yeah, I understand, I guess that’s why I chose this concept
I will be posting updates every week and learn in the meantime, until the temple is ready.
Greetings!
Last week I have been working on searching materials that could fit the buildings, and adding bevels where needed in the scene. I used Substance sampler to be able to create maps from a rock and tile texture I searched online. After that, I used the color maps in a Trimsheet and measured my UV’s according to the sheet in Maya. When the texture and UV’s had a good scale, I reimported them in Unreal to see how it really looks. This week, when the rest of the UVs are done, I will connect the rest of the texture maps in Unreal.