Creating the scene in Epic’s Unreal Development Kit was fun and interesting. The next step was to create the same scene, shown at the beginning of the article, in Unity.
Welcome to the final part of the Experiences with Environments series. This article will go through importing assets into Unity, creation of Shaders in Acegikmo’s Shader Forge, lighting using Lightmapping Extended, and post-processing using Image Effects.
Like with UDK, I wanted to begin with creating the same composition as the previous two scenes. Before I started importing assets, however, I needed to first create an organizational menu to place all of my new assets in. You can create a menu any way you would like, but this is how I created it:
Often-times students ask me what the process is of creating art and getting it in-game. The plethora of tools available for artists to use these days means that there is really no one true answer to that question. Through research of my own and working closely with others, I’ve continually iterated and built on my own workflow and pipeline process to a point at which I’m happy with the results. Below I’ll be sharing with you a quick overview of the process that I use in creating art.
Whether you work in Zbrush or in Maya, the early block out stage is extremely important. At this stage in the game art-creation is all about working fast and agile to suss out the overall theme and tone of the character or art-piece.
Through time and continually building up your model you will eventually have a high resolution mesh you are happy with. This process can be time consuming and consists of continually adding-to and taking away from the design and concept of your project. Having good reference separates good art from great art at this stage.
At the beginning of Term 3, I decided to start on a journey and I never would have expected to have learned so much. I wanted to create a whole environment from scratch, while keeping up with my schoolwork. At first, I believed that the mixture of the two would be easy, but I soon figured out that my skills and drive would be tested.
Welcome to the three part series of Experiences with Environments. These articles explain my process, problems and successes that I found during my progress of creating a full scene. The series will cover my ideology from concept, creation in Autodesk Maya and Pixologic Zbrush, creation of textures, then finally, transferring to and creating materials in Epic’s Unreal Development Kitand Unity 3D. This part covers concept, creation of Maya and Zbrush elements, and textures.
The first step to my quest was finding a good piece of concept art. I wanted to find a piece that would challenge my skills, but keep within my skill level. Therefore, I picked the picture featured at the beginning of the article. What caught my eye the most was the reflections and the emissive lights within the environment. I did not previously know how to create these effects, so I sought out to make this picture a virtual reality. Thank you to Jeremy Love from JeremyLove.com for inspiring me with this picture.
The next step was creating the environment in Maya. After three attempts, I finally modelled everything: