Lake House
Introduction
This is the second demo project I created at PixlVisn and my first project using Unreal Engine.
I followed a reference by Lok Du that I found on artstation but made some changes to the exact dimensions and materials to make it work better in 3D.
Modelling
First, I created a rough blockout of the environment in Maya. I identified repeating parts that could be made into modular pieces, of which there are a lot in this reference.
Once I had established my main building pieces and their dimensions, I brought my meshes to Unreal Engine and began creating my scene. With every update from Maya, I only had to reimport the models, and all instances would be updated automatically.
Textures and Materials
I created the landscape and water material early on to get a better feel for the scene. I also began making textures for different materials using Substance Designer. Once again, I only had to reimport the new textures and my scene got updated.
I sculpted some extra detail into many pieces and used nanite to make the high-poly models work in a real-time scene.
Other pieces, like the floor in front of the house or the wood used throughout the scene, are tileable materials using displacement maps to add more depth.
Organic parts and lighting
Next, I added the rocks, trees, and other organic assets. I made the trees in SpeedTree, using its parametric workflow to set up precisely the type of tree I had in mind and then generate multiple variations.
Lastly, I added warm lighting to the scene, going for a cozy sunset setting.
Conclusion
As mentioned before, this was the first project I created in Unreal Engine, and I have stuck to it ever since. With all that I have learned in my projects following this one, I am really happy and proud of my progress.