As you can see various assets will be made for the diorama and placed together using unreal engine.
The image in the middle is the blocking of the diorama scene made on Unreal and Maya, and the various images around represent the refereces of the assets that will be used in the scene, each with a number showing its location.
I have also started modeling the first asset which is a totem pole, these are the references being used:
Week 2
In this second week I advanced a lot in the hero asset, moving it first to zbrush to increase its detail and create the high poly, that later with the decimation master applied I inported it back to maya
Then with it, I made sure the low poly and high poly were close to each other and then i proceeded to make the UVs to movit it to substance painter to texturize it
On substance painter I started texturizing it, starting with applying some basic materials on the whole totem, and adding more detail specially to the frog, making its face and some wear in the paint of it
This has been the work done for this week of the hero asset, but I also started modeling on maya the fence that is part of the modular system used for this diorama
Welcome to the Unreal Engine forums! Hope you’re well and having a great week so far
Really love the totem inspo and all the reference photos you’ve collected here I’m absolutely stoked to get to watch this as it develops! I wish you all the bug-free development hours while working on this. Goodluck until next time!
Week 4
For this week I did various changes, first of all I did some changes in the geometry of the cabin, adding to it some borders in the walls and the roof, making it more realistic, and adding some multicuts to later use the vertex painting in unreal easier.
After that, I did some new changes in the Totem, mainly adding some new details like the face in the body of the eagle and added new color to the fur of the bear, making it more detailed and closer to the refence, also I changed the roughness making it more consistent on all of it.
Then I added these new and improved assets to the Unreal project and placed them correctly, aswell I added the first pass of lighting to the project, changin the directional light to make it seem that there’s sunset and also adding rect lights to the windows to make it like the lights are turned on from the inside, and I added a point light were the campfire will be in the future:
With the base created and texturized using tileable textures and vertex painting, I proceeded to add all the trees and vegetation around the diorama using the foliage tool. I aslo used various decals to create more detail in the soil and grass and add to the atmosphere of the Diorama with details like tire tracks on mud.
Later, with the help of decals and vertex painting I added more detail to the Cabin, like leafs in the roof, water leaks coming from the roof to the wood, and also wear and tear to the wood like decoloration and to the roof tiles
Finally I changed and simplified some cameras of the cinematic.
This was the work for this week, for next week I’m gonna work on finishing the horse fences, texturize them and continue modeling the remaining assets and texturizing them like the campfire, chairs, hammock, hay bales, stacked logs and the weathervane.
See you!
This is coming along beautifully! I love seeing how you’ve steadily managed to create this cozy space.
Will the stacked logs have a cover over them or will they be stacked in the open? This is just a small detail that I’m curious about because I know it’s done differently all over.
Week 6, final
On this week I made some final changes and added the final assets remaining to the scene.
First of all I finished the Horse Door and modeled the fence and texturize them both:
With all this assets finished and some adjustments to the scene as adding soome bumps so the base is not as flat and adjusting the roughness of the grass I proceeded to add the new assets as well as some downloaded ones to add to the environment, such as the hay bales, stacked logs and the log with an axe on it, this is the result: