Week 6
April 15, 2024
Hello! This week, I worked on bringing The Giver’s Elsewhere near to its final draft. I’ve sculpted the landscape with more segmentation while adding foliage (trees, plants, and natural entities) that help with guiding users to locations I want them to be in. I used examples from battle royale games that use mountains to section different areas, and meshes from many different sources, from the internet to Unreal Engine’s official “Quixel Bridge”.
It took a long time for me to figure out the best solution to create a landscape material that supports the different looks on natural snow surfaces. In the end, I decided to use four materials that cover natural snow, windswept snow (for open land), snow with grass (for tree areas), and snow with rocks (for melted or rocky areas). I used the water plugin, which is generally available with Unreal Engine, to provide variety. I tried to replicate how water becomes darker in a snowy/empty landscape.
After establishing the landscape and obstacles, I used the meshes I used from earlier projects to create a house that is surrounded by trees. I added trees to make the house look less simple.
In the end, I noticed that all of the imported 3D models couldn’t collide, which allowed the user to walk through it. I solved this by adding invisible blocks inside of each mesh to make it feel like each object was solid.
I still plan to add minor details, like fog before moving on to the scene from The Alchemist
Leave a Reply
You must be logged in to post a comment.