Hello everybody and wellcome again to a new entry of my portfolio. This time I am very exicited to present you the development process step by step of how to create an Stylized environment following Overwatch style. In this thread I will explain my workflow step by step as well as some tips and tricks that I used during the creation of the scene. So let’s go!
Starting a project
First thing every 3D artist do in every project is findind references. Such references help us to visualize what are we looking for as well as speeding up our modelling, texturising and composition process. But in my opinion references is not a step to only do at the beginning but a task that follow us over the entire project depending on the needs of itself.
For that reason my first references are always related to the overall look of the project, tryng to define style, help with the blockout/level-design and ideas about the main assets and materials to be used in the project.
As mentioned before, during the process of gathering references I like to start working on the blockout, just trying to set up interesting level design that will make my modelling process easier in the futre, specially in a project like this where modular assets are very important. Ensure the right size and proportions of the elements is a key factor.
Materials
Once having a main idea of how I want the project to look, thanks to the references and the blockout I like to start working a bit in the materials that I will use later in the project. Making the materials at this early stage of the project help me a lot to define the style of the project, but due to possible future changes I always work in a not destructive workflow that allow me to add changes at any point.
Here you have some of the materiales that I considered important for this scene:
As you can see in the last material I also decided to export diferent versions of the same material to be used with vertex painting in the future to avoid patern repetition when using the material for big surfaces such as the floor will be.
First steps inside of Unreal Engine
Before to even start modelling and texturising assets for the project I like to create certaing shaders inside of Unreal Engine that I know I will need in the future. Some of this shaders are basicaly a Master Material that could be used either for tileable textures such as for individual assets/props.
Master material remains simple at this stage, but you can see some interesting features such as the use of the BumpOffset node to fake displacement thanks to the Height map. And you can also see that the Albedo node has been multiply with the Ambient Oclussion map to again achieve a more bumping effect due to the lighting method of the project will be lumen and no static shadows are generated.
I also created a Vertex Painting material and a water shader:
Modelling the floor
When building cities I like to start created a solid mesh for the floor of the scene. Exporting out the blockout from Unreal Engine into Maya I created a unique mesh for the floor of the entire village, adding extra geometry for future vertex painting and taking into consideration the UVs due to the use of a tileable material.
I hope you can notice vertex painting in some areas and the rotation of certaing UV shells to give directionality to the narrow streets. I also modeled stone bricks to hide the UV seams and to add step in the slopes.
Artistic BlockOut
Once happy with the floor it is time to start working on the buildings. Before to actually start modelling an entire house it is important to improve the blockout to make sure that the dimensions of the building, the size and position of doors and windows are correct.
In this case I decided to go for 4 different house layouts that I will modify with different materials, colours, vertex painting and modular assets to generate about 20 different houses out of only 4.
Here you have some of the layouts that I have made so far.