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UE4-Powered Modular Sci-Fi Undeground Lab

Charlie Evans shared a breakdown of the Sci-Fi Underground environment and showed how the modular pieces were made.

Introduction

Hello, I'm Charlie Evans, a 3D Environment/Prop Artist from Ankara, Turkey. I studied at Ankara Baskent University and worked as a freelancer for a long time after graduating. My heart has always been devoted to game development, but the opportunities for this type of work in Turkey were pretty slim.

Finally, we developed a game in Ankara Metu Teknokent and this game was for PlayStation 4. One of my biggest achievements there was that I made all the environmental models and materials. I am currently freelancing with many companies and with many publishers. We produce environments, tools, accessories, and even materials for the Unreal Engine Market:

Underground Sci-Fi Environment

The project started as an empty idea for an underground video game. Years ago I wanted to create such a scene as I was very impressed with the concept while playing Half-Life. A few months ago, I wanted to update my portfolio. Most of my work over the past few years was confidential, and I needed to start a new project. I absolutely adore Half-Life, so I thought it would be fun to try to make an environment that would look like next-gen Half-Life.

Modular Pieces

First of all, I started modeling based on the elevator scene in Half-Life. In the project, which I started completely as a trim sheet, I produced 1 main material and then detailed the details with the trim sheet technique.

The most important thing for me was how I was going to finish the job, the right and best way to start a job on time, good references, and making a plan. Now, before starting the modular environment project, it can be any project, a good reference is in the first place, then a good plan.

Materials

One of the most important and remarkable things on my map was the detailed walls. Before making these walls I created the main material. Throwing different materials on each wall was hard for me since there will be more than one wall, so I easily passed with 1 material and 2 different trim sheet materials. The rock materials in the part of the elevator are advanced materials made with Unreal Engine 4. 

Rendering

The scene was built in Unreal 4.23, I wanted the scene to feel warm and inviting but also have very cool colors for the setting to stand out. I didn't use much post-processing in the scene, I adjusted the brightness a bit. I wanted to draw attention to the color harmony of the composition with 2 dynamic lights, and I also sharpened the models with a special post-process material.

Conclusion

Before starting such an environment, a good plan must be made. First I started modeling directly, then I asked myself, where should the elevator be? Where should the room be? I asked where and where and 3 days were wasted. I was very upset when I faced such a problem, but I got over it. My suggestion is a good reference and a good plan.

I’d advise anyone doing environment art to get involved with a community like Dinusty Empire and soak up all the information you can from every resource you can. and push yourself past your comfort zone from time to time. I know it's been said before, but fail often and as quickly as you can. That’s how we grow.

Charlie Evans, 3D Environment Artist

Interview conducted by Arti Sergeev

Join discussion

Comments 1

  • Evans Charlie

    Thanks all,

    1

    Evans Charlie

    ·2 years ago·

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