- Unreal Engine
- Substance Painter
- Substance Designer
- Headus UV Layout
Checkpoint: Bravo Re-work
Checkpoint: Bravo Re-work is a complete overhaul of my first scene. I wanted to update my work with new techniques and methods for the asset production pipeline that I had learned.
Original Project: Development Process
Starting this project was difficult for me as it was my first attempt at a large scale scene. Initially, my scene consisted of a large structure surrounding a military style checkpoint in from of the building. I felt that I would not have been able to finish this scene in a timely manner with the knowledge I had at the time of the creation of this piece. I began focusing on smaller props and objects that could be re-used to create a scene without needing a large environment.
This scene was the next iteration of the project, after realizing that my original scene size was a little larger then I could manage. I reduced the scene down to a small focus area. I was able to work with some new modeling techniques. The primary technique I learned about was the maya nCloth tool. Using this tool, I was able to create the large tents in the scene.
Lighting pass #3 – Focus on framing the scene and creating a narrative with my environment.
Lighting pass #4 – The change from day time scene to a nighttime scene and the overall development of story and props.