Fwd: A Game Environment - WIP 01
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Using deferred normal decals for details

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In Blender

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Normal decals on floor trim

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With & without normal decals

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Applying trims

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Master material with parameters to use trim textures

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Trim textures in SD - Flourish details are from JRO ornament alphas

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Wood herringbone

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Overview of modules - Making different modules using instances & groups

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Making different pieces from one using vertex groups & Mask modifier - The pieces update automatically when I make adjustments to the main piece - In this example is a molding trim & corner piece

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Fwd (Forward) is a 3D game environment in UE4. It's the interior of a 3-story building in which the player can experience a different time period on each floor.
1st floor = Victorian entrance area & living room/ parlor
2nd floor = Modern minimalist bathroom
3rd floor = Futuristic bedroom, office
This is my first real-time environment project and also my graduation project (a bit late to the game). It's quite challenging, but also very exciting. I'm learning many new things, from modeling using custom normals, texturing using tiling textures & trims/decals, creating textures procedurally in SD, creating master materials in UE4, lighting, going back & forth quickly between programs, & more!
Lighting is definitely the biggest challenge for me. Working on multiple themes/ time periods is also challenging. The futuristic floor is still very very rough, and it's probably going to be the hardest one to tackle.