First Interior Assets

Today I’ve decided to make several first interior assets for the shed. I’ve also made final touches (UVs) of the walls and ceiling. I’ve also had to add tree unique ceiling parts as I’ve decided to have an L shaped shed at the end.

Additional ceiling parts (Tris: 37, 32, 37)

I didn’t expected it to take such a long time and lots of working back and forth, but I’ve managed to make it fit perfectly at the end.

I know that I still have a lot to finish on the main shape of the shed, but while looking at such an empty room as this, I had to fill the interior with something. I’ve decided to make shelves, so they will perfectly fit the empty walls, and make a space for the additional assets. I’ve eventually made three slightly different versions, but nothing as crazy in design. The shelves are simple as most of the shed (there is no modern design in any shed I’ve ever seen so…).

Shed Shelves (Tris: 266, 280, 536)

Each shelve was aligned to perfectly fit the shape of the wall (the curving in the centre fits a wooden philar on the wall). The difference between each of them is just in length and weight (the bottom one is much wider than others). The bottom one also has several more support as bigger and heavier objects will be placed on top of it.

Except the shelves, paint can and paint brush were the first assets I’ve made for the interior of the shed. I already had some boxes to fill the area with, so it already makes an interesting packed place.

Paint can and paint brush (Tris: 1828, 612)

However, the paint can is slightly high poly, I’m planning to use it as a big asset as well as a small one. This require an sufficient amount of tris to looks good, so I’ve decided that it’s still ok and works fine within a budget.

Interior assets with basic materials in UE4.

Sheeeeed

I’ve focused on the first building that I have in my level – shed. I’ve made several assets today, but it’s only a start of an actual shape for the shed. I’ve made walls, ceiling and a face for the outside area, which is just a shell for the final design.

Modular Wall (external and internal view of the same asset; Tris: 292)

The walls have two different sides (external and internal), so I don’t have to make several assets and align them together in the final level. I wanted to make it a modular because several reasons: first it was easier for me to create a final shape of the shed with the modular design, I could have change the size of it anytime, without having to model additional bits; second I know that many buildings are now made out of modular design, so I wanted to show the ability of doing so in my own work.

Each wall has a LEFT and RIGHT version of it as there are small differences in the placement of the wooden parts. This had to be done mostly because of the ceiling (it also had to be flipped to align it perfectly). Eventually I’ve ended up with multiple assets with the same geometry, but just being flipped. I’m not exactly sure is that the right way of doing so, but I still found it easy to manipulate.

Ciling (external and internal view of the same asset; Tris: 100)
Ceiling with window (external and internal view of the same asset; Tris: 172)
Ceiling middle bits (normal roof on top, window roof on the bottom; Tris: 80, 140)

All of those main parts of the shed have already been used to create a final shape of the shed in UE4. I’ll be adding several different parts to them, to create the final look (windows, doors, side walls etc.) but I’m happy with the amount of work I’ve done today. This is a huge step forward in creating this project.

First placement of the walls and ceiling of the shed in UE4.

As I said before, I’ve also made a fence that will be placed right next to the shed area. I’ve made two different versions of it as I want the player to be able to jump through one of them and get inside the fenced area. There will be a power-plant that will light up the lights in the entire area.

Fence (normal and without top layer; Tris: 140, 181)

So far I’ve a great speed so if I’ll keep it up, I may be able to catch up with the work that I wanted to have at this point.

First day of a production!

Finally! I was able to work on the project for the day. I’ve decided that the first thing that I want to create would be a fallen tree, that the character will walk onto at the beginning. It is my beginning of a project and it will be the beginning of a game for the player. Good choice.

Fallen Tree (tris: 5872)

The asset is partly unwrapped so far, because the lianas are still just simple lines that I was working on. I want to add just a few leaves to them, so then I can make them a final shape.

The idea to have several flat shapes at each end of a tree came from a research. I’ve noticed that the fallen trees usually have some broken wood on the sides. Those planes on my asset will become alpha planes with the texture on it, so I hope it will give the similar effect.

Another thing I’ve noticed was important at this point, was to check the previous project for the assets that could be reused. I’ve been thinking about what I want to include in my scene, and while doing so, I’ve noticed that I’ve already made several assets that can be placed around this new project. Because of that I’ve made an additional assets list with the list of items that will be reused from the previous projects.

This gave me a better look at what I have and can reuse, but to be hones, took me a bit of time out of the production. Not that much, but because of that, I haven’t done anything else today.