LOOKDEV: Environment Creation

NOVEM
Novem: Dev Blog
Published in
3 min readMay 29, 2020

Here we will be going over the methods used to create the modelling and texturing of the game’s environment, and how we brought it all together.

We will be focusing on the second level of the Powerplant.

As mentioned in previous blog posts, we began by analysing the blockout of the level created by the director, and importing it from Unreal to Maya, so that we maintain the desired layout. Research into how to create the atmosphere of a powerplant was then made, particularly keeping an eye for patterns where we could use recurring assets.

We would then create an asset list for everything we felt needed to be modelled, and listed them in order of priority.

Once an asset was made, it would be placed into the blockout layout to see where it could fit. This way, we could get an idea of how to scale the model, and help see what other assets the level might need in case it still felt empty.

This process would repeat with every model on the asset list, so that by the end, we would have a full scene. The game designers could then look at the renders prepared, and know exactly where to put each asset by matching to their location in the renders.

As our game developed a unique low poly style with flat-shaded texture and roughness details, this meant remodelling and texturing occurred when iterating to have all assets match the style in harmony. Once satisfied with the layout and models in game, we then organised the textures in order of priority due to time constraints.

  • A Priority One asset meant it had to be properly unwrapped and textured in Substance Painter with detail.
  • Priority Two meant it needed to be unwrapped, but didn’t need detail, just colours.
  • Priority Three meant we could just put a single colour shader on it in Unreal.

Once textures for an asset are finished, we start to export the assets, whilst making sure they have the correct textures and pivot points. After that, it was then all about communicating with the game designers to help import the assets to the correct places within Unreal. We could then exchange feedback if an asset was wrong or the texturing wasn’t quite right. Then eventually with all the assets in and problems solved, you’ve created your own cool unique game environment.

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