HAN YUE & ENVIRONMENT ARTIST
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    • VII Desert City - Aquarella
    • VI Dream Field
    • V One Corner Of WW II
    • IV Winter OutPost
    • Ⅲ Space Station
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    • Ⅰ N​ight-Shhhh
  • Projects
    • V Closing The Distance
    • Ⅳ TowerDefense
    • Ⅲ Age Of Cube
    • Ⅱ INFINITE RUNNER
    • Ⅰ SHADOW ISLAND
  • 3D Assets
    • Ⅴ 3D Character Rena
    • Ⅳ Tower Design
    • Ⅲ Defensive Turret
    • Ⅱ Flower Vase
    • Ⅰ Character Anim
  • 2D Traditional
  • About Me
  • resume

Game Environment

Dream Field (Processing)
(Made in UE4 + Maya + Quixel)

This dream field was designed in Maya and rendered in unreal engine 4. All these textures were created in Quixel NDO,DDO, Megascans and Photoshop. It takes Six weeks from draft to this current position. 

It is the fifth time to make game environment in unreal engine 4. Step by step, I feel I can know start to understand the elements of this virtual world and see though its true power. In the beginning, I only have one purpose - Build something cool. Later on, when the Overwatch arrived, I start to push my art style to match this coolest game in that year. After I got enough confidence on static environment, I tried add one more idea in my project - "dynamic". By the time I learned some basic blue print, I believe it is time to still some story through the environment. And now, I am trying to push it one more step forward. I wish my environment can pass one kind emotion to my audience. I want plays feel the surrounding environment is living and filled with their memories. So, here we are. Welcome to the dream field, your own homeland.   
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Project duration: 6 weeks
Program use: Megascans, Quixel NDO, DDO, PhotoShop, Unreal Engine 4.
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​Concept Sketch

    The dream field is focusing on emotional feeling and realistic art style. The concept goals are making four seasons by using one common field. There are raining afternoon in spring, early morning in summer fog, the nightfall in autumn and heavy snow down on winter.  By creating these different field, I wish the player can truly feels the emotions that I put it in the scene. 
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Block Out

In this stage, I try to place all assets I made in the scene and player with landscape also the lighting. There maybe some issue on mesh or missing some far ground asset, but the point here is finding a good composition and continue develop on that. So after re-scripture the landscape few times, I picked the last one as the final field scene.  
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Assets & Shaders

​All building assets in this scene is made piece by piece. The point for this is trying to use less texture but build complex shader to create more variable control in the game editor. The roof material is able to add moss as well as wall material. All wood shader allow to paint different texture paint upon it. And all stone material can print break or moss on it. 
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Composition Adjustment
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Lighting Adjustment & Final Rendering
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Dream Field Nightfall Part 1 & 2

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  • Home
  • 3D Environment
    • VII Desert City - Aquarella
    • VI Dream Field
    • V One Corner Of WW II
    • IV Winter OutPost
    • Ⅲ Space Station
    • Ⅱ Engine Room
    • Ⅰ N​ight-Shhhh
  • Projects
    • V Closing The Distance
    • Ⅳ TowerDefense
    • Ⅲ Age Of Cube
    • Ⅱ INFINITE RUNNER
    • Ⅰ SHADOW ISLAND
  • 3D Assets
    • Ⅴ 3D Character Rena
    • Ⅳ Tower Design
    • Ⅲ Defensive Turret
    • Ⅱ Flower Vase
    • Ⅰ Character Anim
  • 2D Traditional
  • About Me
  • resume