9/09/25

Week 3: Modular Environmental Creation Pt.2

 Part 2: Level Blockouts & More

    Continuing from last week, I've started to give a bit more detail to my modular pieces. More than anything, I've learned some important features regarding Unreal's blueprints. One of which changed my perspective as to what I'm capable of in Unreal Engine.

    Being comfortable enough to do my workflow in both Maya and Blender, I decided to make things quicker and stick to Blender.

Simple Blender boolean cuts

Working on some more emissives

Some simple In-Blueprint rotations


Simple level Blueprints (Pause, Escape, FPS)

Character movement Blueprints

Adding lighting and atmosphere


Screenshots

9/05/25

Week 2: Use of Basic Shapes

Basic Shapes/Blockout 

Starting off the basic shapes for Big Bad Wolf #7
Modeling and rendering done in Blender


The longer you stare, the faster it goes!

Reference #7 from Week 1

Mandated Perforce Submission

9/02/25

Project: Tempest's Hammer

 Tempest's Hammer 

  • 15k Tris
  • 1x 4K Map (Unreal Engine)







Week 2: Modular Environmental Creation

 Part 1: Starting Modular Assets

    For this part, I'm starting to learn how to create modular assets for the purpose of building environments modularly. I had to learn a lot more about Maya to create the base meshes.

I primarily come from a Blender background, so starting to get back into Maya was definitely a challenge for me. Glad to say, I learned a lot doing this project, in Maya, but definitely more in Unreal Engine.

Mannequin Import/Establish Scale In Maya

Building Proxy Objects In Maya


Creating Materials


Playing around with materials

Creating Prefabs With Unreal Blueprints


Beveling Our Edges


Beveling Our Edges

Beauty Shot 1

Beauty Shot 2