Fantasy Environment - Base Meshes and Greyboxing

As you can probably tell, the site has had a bit of an update recently, and we’ve had some busy and unfortunate news this month to do with family. This has taken a bit of time away from my project but let’s do a breakdown to see how I’m travelling anyway.


Timeline progress:

After a day and a half, I had completed the initial greyboxing layout sorted out. I worked out where I wanted the eye to wander, and then put some lights in. The camera view is still a little up in the air though, so refinement is required.

I put some very basic lights in, but the tower’s lights are currently too bright. They draw the attention away from the statue and the fountain. So I’ll note that down for later.

So 1.5 days greybox - done. YAY!

But I had to make a tool to create some trees. I knew that I needed to make something that I could swap out inside of Unreal but also inside of the tool. So in Blender I created a geonodes tree generator for very basic use.

Scene composition: 1.5 days (Greyboxing)

Make Trees

Initially I hit a hiccup with the tree. I couldn’t understand how to call attributes using different meshes. Eventually I had to use the Named Attribute Node and call a custom name that is very manually vertex painted on to the mesh. This string is hidden in the input node so that I can’t touch it later on. I know it can be created better, I just don’t have the time to invest into creating a huge tool. Especially when I can pay for tools online and save myself all that time.

The geo-nodes tool takes from the L0 (Level 0), L1, L2 and Top collections to create the spine of the tree. These have random scales of 0.8 to 1.2 to get a variation.

Then the branches from the Branches collection are used on the stem connection vertex paint. I can control what parts of the trees I absolutely do not want any branches growing out of - very handy

Tree Tool: + 1.5 days (Greyboxing)

The entire node tree can be seen here.


Old Meshes, meet New Meshes

Environment Prop Modelling: 2 days

So we have the following meshes that have been UV unwrapped (although some meshes, like the bread will need to be remade into a viable game mesh), and ready for high-res sculpting

  • Town Wall

  • Town Gate

  • Sewer grate

  • Basement Doors (a high base mesh and a solid, low basemesh to bake to)

  • 2x street lamps

  • Brazier

  • 3x Barrels (Open Empty, Closed & Full)

  • Fork

  • Knife

  • Spoon

  • Wooden Spoon

  • 2x Bread

  • 1 Bread Bun

  • 4x Dried/Smoked Fish

  • 2x Fruit (with stem and without)

  • 2x Flower boxes (ground level)

  • Vase

  • 5 Large Jars with and without labels

  • 4x Flower pots

  • 8x bottles

  • Hanging Flower Box

  • 2x Tables

  • Table Cloth

  • 3x Wooden Logs

  • 1 log broken into 8 sections

  • 7x rocks (that can me made, pebbles, small, medium and large~ish)

  • Bucket - intact

  • Candle holder empty

  • 3x base candles

  • Candle in candle holder

  • 2x plates

  • 2x bowls

  • broken plate

  • 2x broken bottles

  • 2x cups and

  • a Stein.

*Bold means it was made already.

And while that does seem like a lot, I still have a lot more items left to create

  • Picnic Table

  • Wood Gate

  • Steel Fence

  • Steel Gate

  • Stone Stairs

  • Wood Fence

  • Latticed Fence

  • Axe

  • Stools

  • Shop Signs (at least 2)

  • Daisies

  • Ferns

  • Grass Tufts and Grass Cards

  • Oak Trees

  • Dead Trees

  • Ivy that can climb

  • 2x Bushes

  • and a standard Veggie patch (if time permits)


Fachwerkhaus designs:

Fachwerkhaus: +3.5 days (prop modelling)

I have found a fantastic image on Wikimedia of Miltenberg’s Marketplace area. The way the houses look almost organic is amazing. And this gave me some inspiration and ideas on how to create things.

Fachwerk buildings of Miltenberg in Germany Marketplace (Marktplatz). Original image found here: https://upload.wikimedia.org/wikipedia/commons/f/ff/Viel_Fachwerk_am_historische_Marktplatz_in_Miltenberg.jpg

Unfortunately, I’ve been concentrating on the Fachwerkhaus designs so much I’ve put the rest to the wayside for now, it has gotten to the point where I’m frustrated with the project. I may have to go back to the props for something uplifting.

 

I wanted to try something new to me, where I create the sides of the houses and then sculpt the details to the walls. This could set something up for procedural modelling - but I don’t really have the time to work that out. I only require 14 individual buildings, not an entire cityscape. And for the most part, these will be very different to each other. So a prebuilt wall seemed like a healthy alternative.

Whole, 2/3rd and half blocks were used to create these buildings. I tried to stick to a standard size.

I add to the greybox level though and updated the layout in both Blender and UE with semi permanent structures. They don’t look like much, but they have just enough detail to replace V1 and then get replaced by V3 by reimporting that specific house from a different fbx file.

I am still working out if I’m using groups inside of UE or if I should be making blueprints for all of the buildings

Argument against: they won’t be interacted with so grouped in the scene
Argument for: I can animate the lights if I’d like, seeing as this won’t just be a single image anymore.

More research is required.

Importing buildings V2: + .5 day (Greyboxing)


Verdict

Prediction

Greybox in Engine - 7 days

Model and Sculpt props - 10 days

 

Reality

Greybox in Engine - 4 days (on and off)

Model and Sculpt props - 5 days - so far

Honestly, because my past few weeks have been really broken, I was more disappointed in my progression before I made this post. And I’ve realised that I actually seem to be on track. However, I’m now starting to think that 10 days to do both low and high res models is not enough time.

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Fantasy Environment - Taking a mulligan