3. Modelling the Assets Part 1

It was time for me to get started making the assets for the airport environment. I have begun the process by starting with the ticket machine gate, I’ve followed the image clearly to try and replicate something like this. Like with the previous asset, I gathered a few reference images to aid in my design… Continue reading 3. Modelling the Assets Part 1

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4. Substance Texturing

Beginning with the immigration desk, I’ve thought about adding some nice detailing to some of the textures, with this plastic diamond exterior as a start. I have applied some plastic and steel materials to the rest of the model to give it a nice appearance. To finish off the asset, I put glass over the… Continue reading 4. Substance Texturing

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5. Modelling the Assets Part 2

I wanted to model a door for the passengers to enter through. I planned to have two variations of this, one for the airport terminal and the other for the plane’s entry point. Making this was easy to accomplish. I only had to insert edge loops and mirror one side across. I had attempted CGI… Continue reading 5. Modelling the Assets Part 2

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6. Improving Water Materials & Visual Style

I went back and improve the water materials in both outdoor environments to hide the clipping. I took inspiration from Cloward (2021), Smart Poly (2020) and the official Unreal documentation for water physics (Epic Games, Inc, 2023b). Starting with the tundra river, I changed the refraction and absorption to match the theming more. With the… Continue reading 6. Improving Water Materials & Visual Style

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8. Airport Graphics & Lighting

Now that the airport landscape is looking better, it was time for me to place some airport graphics around the environment to showcase some extra detailing to it. To get started, I wanted to replicate a departure screen for the airport. I created a quick departure screen using a software called Pixlr to produce a… Continue reading 8. Airport Graphics & Lighting

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