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

1. Lectures (Links to the Exercises Page)

2. Instructions


Instructions


Environment Concept Built from Assets 
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. 

fig 2.1, Adding Textures and Making UV Unwrapping Adjustments (2/8/2025)

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.

fig 2.2, Texture Testing (1/8/2025)

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.

fig 2.3, Adjusting Texture Colour (2/8/2025)

I also changed this upper part of the control panel to glow emit light instead of being glass.

fig 2.4, Changing to Light (2/8/2025)

The images below shows the rendered props.

fig 3.1, Prop 1 Render (2/8/2025)

fig 3.2, Prop 2 Render (2/8/2025)

fig 3.2, Combined Props Render (2/8/2025)


I also experimented on different environmental mood depending on where the object was placed. So I added point lights and experimented with them.

fig 4.1, Experimenting with Different Lighting Moods (2/8/2025)

fig 4.2 Rendered Different Lighting Moods (2/8/2025)


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 5.1, Unreal Engine Testing (2/8/2025)


Final Outcome

fig 6.1, Final Project Board (2/8/2025)

fig 6.2, Unreal Engine Test (2/8/2025)


Reflection
After 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.

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