A scene inspired by Norse mythology to practice environment and prop modeling. Made with Maya, Zbrush, textured in substance painter and rendered in unreal engine 4.
In this project, I learned how to properly texture my assets to best express a narrative, from simple dirt, dust, to magical cracks and intentional, weather damage. Furthermore, I tried to learn and utilize the baked maps properly, especially world space normal and position map as well as anchor points to create more interesting and detailed textures.
Lighting is also an aspect I focused more on properly showcasing my assets and leading the viewers' eyes toward the hero prop. In Unreal Engine 4, I learned how to better optimize the lighting setup so that my scene can run smoothly in real-time.
Before, I would rely too much on movable lights and not properly understand how the 3 types of lights work. In this project, I figured out how light maps work as well as light channels and volumetric scattering intensity on static and movable lights.
TurnTable
Wireframe