Game Art | Final Project : Environment Concept Built from Assets
14.7.2025 - 3.8.2025 || Week 13 - Week 15
Yong Zhen Xing || 0359473
Game Art || Bachelor of Design (Honours) in Creative Media / Taylor's University
Final Project : Environment Concept Built from Assets
Contents
ReflectionAfter learning texturing in blender, this final project was overall not too bad. While I am a bit disappointed I couldn't get the import to unreal engine to work properly, I was still happy with how everything turned out! I have learned quite a lot on using blender and I only want to further enhance my understanding on the software.
Game Art || Bachelor of Design (Honours) in Creative Media / Taylor's University
Final Project : Environment Concept Built from Assets
Contents
As for my final project, I needed to further refine my model as well as make it as realistic as I can to match my game's style.
After receiving feedback from Mr.Kannan I needed to make the control panel/dock less flat and add a bit more character to it. So I went and readjusted the props seeing what kind of design I could come up with. With how sharp the edges of my control panel is, I decided to smooth out most of the hard edges and add some design treatment to parts of structure as well. As for the hero item prop, I did made some changes even if it's not much to make it more appealing. Fig 1.2 shows the before and after comparison of the props.
fig 1.1, Blockout Changes (1/8/2025)
fig 1.2, Blockout Changes 2 (1/8/2025)
The next thing I needed to do was to add textures. I used a website by the name of Poly Haven to get my textures. I added metal, rust, and even rubber texture throughout both of the props. I also needed to made sure that the UV map was properly set up to not have any unwanted stretches on the texture.
While I wanted to texture everything, there are times where I felt adding too much texture could also be a bad thing. Sometimes it felt overdone and unnecessary, so for some parts of model, I left it as it is.
After adding a texture, I also normally use colour ramp to alter the colour of the texture to follow my original concept's colour. Depending on the texture, the saturation usually has to be altered.
I also changed this upper part of the control panel to glow emit light instead of being glass.
The images below shows the rendered props.
I also experimented on different environmental mood depending on where the object was placed. So I added point lights and experimented with them.
Lastly, we needed to also import the prop on a game engine. I chose unreal engine as the demo showed during one of the classes looked fairly interesting. While I did manage to import the props with textures kept, some parts of the model appear broken (including the colour being wrong) and with the time I had, I couldn't fix it. But with how most the of the model was still accurate to the original, I decided to record a test play anyways.
fig 6.1, Final Project Board (2/8/2025)
fig 6.2, Unreal Engine Test (2/8/2025)
Reflection
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