Forest Hut

Hey Everyone, Starting a new Environment Project Again.

this time its going to be a little medieval type hut in the wilderness.

I’ll be updating the post once i have more to share, i’ve been busy getting ready for my end of trimester evaluation court so i haven’t progressed much yet.

Hello Everyone here with my first update with a little rest after the second tribunals

Over the past week because my instructor was away i decided to hold off on any of the modelling aspects because i was unsure of some decisions, but decided to give myself a masterclass on PCGs and the possible workflows like Grammar Splines and all the fun stuff you could do through PCGs ( almost 20 hours of videos haha )

I know Unreal has some Biome PCGs setup but i wanted to build mine from scratch myself to properly learn and im soo glad i did, right now mine has all the basic functionalities you’d expect from a PCG Biome and some more exciting stuff in development (overgrowth on meshes haha)

it has interactions with splines to make paths with variation or just remove parts of the biome.




Hey Everyone, back with my new weekly update

Changelog :

  • Finished the blockout

  • chose 2 vistas to recreate

  • Started with the modular pieces and shapes and refined them bit by bit

  • Made a checklist of what assets ill need

    • Wooden Door : main and little hatch
    • Wooden Barrel
    • Wooden Broken Carriage
    • Wooden Fence Post
    • Wooden Deck
    • 3 Wooden Planks
    • 3 Stones
    • Broken roof tile
  • Did a very very quick lighting mood pass

Hey Everyone, Back with another update

This week i did a lot of necessary background work to setup everything.

  • UE Native Layered Material with 3 different methods : Mesh Paint, Vertex Paint and RGB Masks it was a pain to figure out the different blend layer setups but worth it

  • Sculpt/Retopo/UV and Texturing of a Wooden Barrel Asset to test the Layered Material On.

  • Went through Different Iterations of my Wood Material.

  • Finalized the UVs for the Modular Assets 90% done the roof tiles still need bevels

  • cleaned up the meshes and gave the, equal subdivions for using displacement later

  • spent a bit of time in zbrush sculpting some wood and stone assets * they’re done and need to be brought back for retopology and UVs but unfortunately i got sick at this point during the weekend and progress got slowed down as i was bedridden )

  • Assigned the Base Materials for the Assets for now, adjusting them later

  • For the Roof tiles i separated/randomized the UV tiles in a way to be able to introduce color noise later on.

  • Started on Modelling another set Dressing Asset

  • Changed the Lighting a bit, currently im thinking about which lighting mood would best help enhance the environment.

  • On the side I started on Re-lighting a previous project to bring it up to par with the rest of the stuff on my portfolio

Issues :

  • I Still Can’t figure out the yellow highlight on the foliage in my reference and how to recreate it in mine without ruining the balance everywhere else.
  • I’m going for visual realism and with my post processing and lighting its looking very opposite so ill need to work on that

Hello Everyone back with another update

Changelog :

  • Sculpted all of my wooden assets + adjustments after finally getting good brushes
  • Used Decimated Meshes as Lowpoly added UV sets for masks and texturing
  • Used RGB Masks and Layered Materials for texturing * finally found a good way to add moss
  • Lighting Pass
  • Slowly Chipped Away at making Fences and Wooden Canopies.
  • Added Ropes to some wooden Assets
  • used tileable masks to add wear and tear to the ropes
  • Adjusted the Clay Bricks on top of the roof’s textures

problems :

  • I don’t really like the lighting, i feel like the wood only looks good with neutral lighting and warm lighting washes it out, ill have to re-adjust my lighting and post processing and possibly do another lighting setup
  • I tried matching the yellow grass with painting foliage like the reference in the pathway, but because of the lighting the color variation is being drowned out

I still haven’t done any vertex painting on the building mainly because i haven’t finished the stone assets and re-importing them will override the textures.