Fwd: A Game Environment - WIP 01

Walkthrough

Using deferred normal decals for details

Using deferred normal decals for details

Wire

Wire

In Blender

In Blender

Normal decals on floor trim

Normal decals on floor trim

With & without normal decals

With & without normal decals

Wire

Wire

Applying trims

Applying trims

Master material with parameters to use trim textures

Master material with parameters to use trim textures

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

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

Wallpaper

Wallpaper

Wood

Wood

Wood herringbone

Wood herringbone

Overview of modules - Making different modules using instances & groups

Overview of modules - Making different modules using instances & groups

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

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

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
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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.