Last bastion [Chemical plant base]

Hiya guys!

Final Screenshots

It’s been a long while since I posted on this forum but its about time I get back into it.

This time I wanted to start building an asset package to then put on the Unreal Marketplace when it’s done.
I will probably update this post at least once a week to not dull things down to much by spamming everyday.

Why create these assetpackages?

I am an environment artist working in the gameindustry, passionate about creating environments both in my professional time and personal time.
The issue that I have is that whenever I create my environments I have to spend such a big amount of time starting from scratch every time, which is why I want to create these packs to build up a library which both allows me to make a bit of money on the side and create future environments way quicker.

The good thing about this is, is that I will be testing the pack myself intensely as I will be creating portfolio work with these assets as well.

Current pack: Industrial

Starting out with an industrial pack seems like a good start for an assetpackage, allows for good modular use and is fairly general in it’s use cases.

Additions

Planned

  • Finished different sets of pipes and scaffolding
  • Create a mix of tileable and unique materials
  • Creating 5 LOD levels for each asset
  • Making correct lightmaps

Feedback

As I am going along posting updates, I would love your input on this pack, so leave a reply with some feedback or just stuff that you want to see included in this pack.
Also, if you have some nice pointers what to keep in mind and such feel free to share it down below!

Thanks for reading through this,
Timothy

Adding/refnining meshes and adding base materials

Last couple of days I have been focusing on adjusting a lot of meshes expanding on the current asset count and adjusting the ones that I had going before and optimising them in any way I could.

I have also started adding interiors to the tunnels, they add to the polycount, but they can be more versatile in their usage.

Going to try and nail down the amount of assets and thing that I am going to need to make this assetpack worth while.
I was thinking of adding in some walls/roofs so I can have some basic structures, but need to test this first, because I think it’s going to overflow the amount of assets in the pack.

Let me know what you guys think!

Lighting, more assets and new scene update!

This week I have spent a lot of time refining the amount of assets I currently have/need for the pack together with some additional extra’s that could be nice (adding them on the fly), they might just be a temporary thing, only time will tell!

I was also thinking about adding some basic structures to it, as mentioned in the previous update.
But I think that is only going to be an unnecessary expansion at least for this pack.

Onto the good stuff!
Screenies!

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Getting to a good place on the day shot, but the night spot still needs some more work in terms of lighting and I don’t know if this scene is the best I can build myself, will need to do some more experimentation!

An overview of the assets, missing some of the latest additions though.

Other than making a lot of changes to the scene itself and the lighting there were a massive amount of changes to all of the meshes as well, adding interiors to all of the piping and making other assets more believable in terms of proportions and scale.

Until next week!

Unwrapping, texturing and lighting

Spent last week improving on all the assets, doing a lot of uving and texturing.
Also spent a ton of time improving the lighting and just the scene in general, I like where this is going, kinda finding a steady pace now.

There is still a lot of stuff to make though!

I was also thinking about making a material which layers dirt on top of meshes in Unreal, which would be really useful for all the different pipes so you can still have some dirt on it and be able to rotate it.

Allrighty guys,
See you all next week!

Tim

Really cool stuff! Keep up the good work!

More unwrapping and texturing!
@Krayfishkarl thanks for dropping by, appreciate the comment :smiley:

Spent last week unwrapping different assets and getting some good base textures going, these include a new set of pipes and a smaller silo.
I want to get some base textures going for all the different assets before I start to properly finalise them.

The sad thing is, is that I haven’t had as much time to work on this if I liked, but still did a fair chunk of work

Allrighty,
Short and sweet this week I’m going to catch some sleep!

Thanks for dropping by!

Tim

Nice job! At first glance I thought the top photo in the OP was a real photograph. Keep up the good work! =)

Unwrapping walkways, pipes and building more stuff!

Thanks so much man! Will def do that, you keep nailing those updates of yours as well!
Love all the stuff over on artstation whenever you drop something :smiley:

Onto this weeks update then!
This week was really hectic timewise, so I am super glad I got some free time this weekend.
Spend my time unwrapping and texturing (Base textures for now) different assets, a smaller set of aluminium pipes, all of the walkway pieces and some more.


Also did something about the scale of the entire scene, making it more realistic then it was before as well, so let me know what you think


Created a bigger silo variation and upscaled the smokestack by a lot!


Allrighty guys,
Should have more time on my hands this week so next week is going to be a good update!
( as long as my schedule holds up ahhaa)

Thanks for dropping by!
Tim

Prefabs and more texture adjustments! Hiya guys!
Been adjusting some textures and building a lot of prefabs this week! Definitely focused more on the prefabs and adjusting models and building some smaller stuff to give them a proper test, and had a lot of fun doing this!

So no noticable big changes tot the scene as I experimented and went through all the assets and fix smaller issues, but I did end up with lots of prefabs though :smiley:
Making the prefabs was pretty weird at first because I would just build them in the scene, and then convert them to a blueprint, but that would weirdly offset them all because it takes the center point of all the meshes combined. So I had to go in and adjust all the values manually, but once I got a good number of base prefabs going it was way easier to just copy one of them and build upon that one.

If anyone knows a better way, suggestions are more then welcome! :smiley:

Other then that, did some changes to the larger silo’s but that is probably the only noticable change in the larger scene though

Now that I got a decent number of prefabs going, which will speed up future scene-building by a ton. So this week I am going back to finishing all the assets that still need to be unwrapped and getting all the textures in a good place so I can start balancing and tying them together.

Thanks for dropping by guys!
Tim

More levels, testing and material adjustments! Evening guys!
It has been a busy time for me, working on another scene for 7 days.
So from this week I am back at it again with this one, adjusting materials, making more levels and getting in more assets to make the whole scene make more sense.

I spend some time making a fairly simple shader, where I can control the color of the material, and adjust the amount of dirt if needed to make more dirty spaces.

Made a new scene to focus more on tighter spaces and really test how easy it was to use the different assets and testing lighting/post processing (And generally have fun to be honest, I love building stuff!

)

The scene down below is the latest scene I am working on, the terrain and grass are still placeholder and need waaaay better blending!
Also adding a ton of lights to give it that proper night time feeling, I’m thinking of making it more abandoned, still thinking about it though!

Feels good to compose all this stuff like this, I feel that I am getting back into a good flow as well!

Thanks for dropping by guys, cya next week!
Tim

Story, grass and lighting!
Been working in some lighting updates and adding more story elements, this is something this scene desperately needed, I was being to focused on just creating the assets them-self and overthinking stuff.
So happy with this weeks update!

Been working on the grass and terrain textures at the moment so I can tick those off!
Need to get the colours back to the old grass though, I really like that colour, but need to finish the grass bakes first before I can finish the shader.

Also gotta get some more AO in there as well!

Cheers guys,
Cya next week

More grass, terrain and scale adjustments! Well, looking at the last weeks update and saying that the grass textures were done, well, that was a lie :happy:
Did some more work on the grass material and terrain textures, making some substances and updating/checking some of the scales of some of the meshes that needed some adjustment, such as the fencing, car and some of the ladder pieces.

Still need to do some adjustments to the colors of the fencing material, and still got some materials to do next!

Next week ill try to finish up the assets that I still need to get done, such as the banners, metal panels and other things!
Also do some more modelling on the truck, and get that to a more final state.

Allrighty guys!
I’ll see you next week with more updates! :smiley:

Adjusting scale, composition details and more storytelling! Got another crazy week behind me, but balanced it with a nice day off on saturday.
I did some more final adjustments to the grass textures and started adding in more grime and storytelling details, I want to portray that it this is the final bastion of mankind when something happened with the outside world, so it has to have to feeling that people flock to it if they can get there, but they need to be wary of security issues.

Also did some test in a different lighting setting for the grass that I made, seeing how it would hold up there for use in future projects, and also made a little breakdown how I made these over on my blog in a handy one-page format (I can’t link it here because the size can be quiet hefty!

Link to the breakdown:

The tutorial is halfway down the blog in the weekly tip section.

The tutorial took up a fair bit f this weeks time, I wanted to finish this before the Artstation Challenge, but it seems that there is going to be a fair bit of overlap, because I don’t want to rush it either!

Allrighty guys!
I’ll see you next week with more updates!

Lovely work! Always nice to see industrial assets!

This looks incredible! Would love to see it in motion :slight_smile:

Final Update!

Thanks so much AlonzoCPO and for the kind comments!
I got some motion for you! :smiley:

Allrighty people, it’s time that I put the last things into this scene and move onto a different one, I am glad with the results I got out of this in the end and that is the reason why I am also a bit later then my usual sunday time, because I was so close to finishing this.
Spend last week done some finishing touches, making a night scene and doing a whole lot of presentational stuff.

A video of the scene in motion can be seen here:


There is also a video that shows the parameters I used for the Material Instances here:
Last Bastion - Pipe Shader - YouTube](Last Bastion - Pipe Shader - YouTube)

I’m going to split up and upload some of the assets over the next week orso, but will have to make some adjustments to them as well.

Anyways,
It was fun working on this one, but it’s time to move onto a new one! (Artstation Challenge Probably!)
So I’ll probably start a new thread soon!

Outstanding work. Thank you for sharing your creation. This is one of the reasons why I love Unreal so much, it’s always been a community of sharing and learning together.

Very nice. When can we expect this on the UE4 marketplace?

Brilliant work, Tim. Thanks for sharing!

Wow! very nice stuff here. try and make use of the vert paint tools as best you can!!!