Iván Fernandez shared the production details of his project Half-Life 2 Plaza, a location of iconic City 17 remade in UE4, 3ds Max, ZBrush, and Substance Painter with the help of Quixel Megascans.
Introduction
Hello everyone! My name is Iván, I am 23 years old and I'm a 3D Artist from Madrid, Spain, specializing in hard-surface. Since childhood, I was very interested in how video games and animation movies are made so I started learning 3D by myself a couple of years ago. Mainly I do 3D modeling as a hobby. I participated in the production of some projects such as “Arma Mod France” where I met very good people; it was my first and unique project that allowed me to showcase my work.
Half-Life 2 Plaza: References
The idea of making this scene appeared after replaying Half-Life 2 for the tenth time and remembering all the feelings I had when playing this game as a kid as well as recalling how many hours I spent in Valve Hammer Editor making levels. This scene is the first level I have ever done with my own assets. Until now I only create 3D models separately. My main reference was obviously Half-Life 2 and some artworks by other people.
Blockout and Buildings
The beginning of the scene was easy. I took some screenshots from the original level and started blocking directly on Unreal Engine using BSP, trying to get the look as close as possible to the original level.
Modeling
Basically, all the models were made in the same way. First, I made a low poly model, then a high poly model, and a bake in Substance Painter. From the smallest models like the stones on the road to the citadel, I followed the same workflow.
For the stones, I created the low poly models with little geometry, then made the high poly in ZBrush and baked. For the fallen leaves, I used Megascans textures and made several types of leaves.
Materials
The ground is the part that probably took the most effort to achieve the best visual result. Basically, it's a simple model with different materials.
Without a doubt, using parallax occlusion in a case like this made all the difference, giving a lot of detail to the overall look of the scene. Since I was quite limited in the resources, tessellation was not an option.
To separate the materials in a more natural way, I created some curbs which gave me very good results. However, I didn't know how to make a decent blend for the cobblestone floor since it was very noticeable that one material parallax occlusion and the others didn't.
In this case, I modeled a cobble model and make a spline with it, getting a good result and saving a lot of time thanks to the flexibility of the splines.
The setup of the decals is quite similar to the rest of the materials, with parameters, I was able to control the intensity of the normal, roughness, metallic, etc.
Lighting
The lighting is static and uses the traditional workflow: a Directional Light and a Skylight. The original lighting was warmer, but I preferred a whiter one – in the end, I opted not to recreate the original lighting, because in my opinion, it looked better that way.
Conclusion
Without a doubt, the biggest challenge in the project was to finish it. When you don't have a great setup to work with, you are very limited in resources and you can't do things thoughtlessly without considering their impact on performance. This becomes especially obvious when you are trying to do something bigger than what you're used to. Naturally, optimization is what I've learned about the most while working on this project. Optimizing everything as much as possible and trying to get the best possible visual quality has been a challenge. And at this point, I would like to thank Ochounos, a good friend of mine – I have learned a lot thanks to his advice and his feedback certainly made a difference.