Thursday 4 May 2017

Project Building the characters


The bottom plane of the helmet had an object assigned on all faces in order to achieve scale like appearence(Zbrush)



The tattoos were made in Zbrush but they were exported at lower polycount for the ue4 Project



models for arabian before being sculpted in zbrush. Detailing and adding geometry was made inside Zbrush


models used for longbow before the sculpting process in zbrush

all shapes on this model were sculpted inside zbrush, except the hard edged sword which was brought in.

Blue Models were made in maya and red ones directly in zbrush






Project Beta Details on Building the scenes



The Roof was made using nanomesh in zbrush and applying the objects on the right on all faces on the primitive shape in the middle.

Aurora borealis created with material instance tutorial



Project Beta Adding Assets Method


red pillar was textured by editing a standard material using the connectors.


Wednesday 3 May 2017

Project Walkthrough

Final scenes have, inside of them different, different low poly characters imported from zbrush












Project Misc. Tools part 2

sounds created in audition have been added to the specific scenes


other particles from the started pack have been used. such as the smoke effect and the fire effect

particle effect creation

CodeTeleportToDifferentMap plus closeup of the trigger boxes




Mixamo animations have been added from making T pose versions of the low poly models



main menu hub I got the polygonal shape by remeshing a maya sphere in zbrush

Lampion model with glowing effect and floating animation seen on the right.



japanese architecture using reference made with maya and zbrush

 water standard material helped me shape out a proto-scene in engine

other scenes were a combination of standard ue4 materials and vector 3 materials


Tablets with historical info about the various characters were made 

Low poly object and the sculpted with details high poly version were brought into xnormals to bake normal maps. Applying them on the models inside ue4 created a material for every tablet.











Project Miscellaneous Tools and models/props used for the Character Dioramas

Maya Animation imported in UE4. Custom glowing material created in ue4 added.



example of using a starter content material such as the rock  material.Turning it into ember by using tutorials on how to use the connectors inside the material editor in unreal engine.


by changing the material and adding different glow effects i have managed to get the difference between the portals of every character:


green-lined boxes represent trigger boxes for the teleportation

trigger box :)

 viking ship corresponding to the viking character

connectors show timed sound effect alongside with a timmed teleportation inside the intro map which is synced with an animation of the hexagon which is mainly an illusion of the player going through a tunnel.

candle modeled in maya and then used with a candle particle system created with a psd file of a candle light.





Project Scenery creation for the Walkthrough made in Unreal Engine 4


Modelling and using standard materials and customized materials using tutorials for material connectors and vector3 materials inside UE4 helped with creating the separate sectors of the whole walkthrough.


Project beta

Environment creation for the characters was the next step for creating mood pieces corresponding to the walk through.
Every character will have a different type of visual and sound

Platforms were made for the main hub in which the player will get to teleport into the different "realms".