Project 2 - Unreal Scene

 Project 2 - Unreal Engine Scene

    In order to progress my work further and bring together everything I have researched and learnt so far I am aiming to create a scene in unreal that utilises multiple methods of 3d modeling, with a focus on how photogrammetry assets can work in a traditional scene to enhance the overall feel and how they can cut down on the time spent trying to recreate these assets using other forms of modeling.

    I will be creating a simple kitchen scene, inspired to utilise the apple in some way and I began by getting reference images for small kitchen setups so that I could begin blocking out in UE5.







    In my blockout I was focusing on bringing together multiple aspects of the images above in order to create something unique.    







    I brought in a character model from mixamo to help with proportions of the blockout being accurate to a human character and then I set about trying to figure out placements of key features such as the counter/worktop space, storage space, sink and window area along with the utilities (fridge, cooker, etc..)

    I tried to focus on not making the area too large or cluttering it with non essential items in the blockout, I have rough ideas now of what I need to model first to at least get a scene together and then I can focus on the finer details and other forms of set dressing.

I also plan to utilise and test nanite meshes for this scene as this is also something I have been researching and I would like to see how a traditional high poly static mesh vs a high poly photogrammetry mesh hold up and impact things like performance now that nanite can be utilised.



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