Website powered by

Poison Tower // UE4

I was following Epic's live-stream quite a bit and was inspired to make something along the lines of Fortnite. Something simple, clean, and stylized. Diorama presented in Unreal 4. Dynamically lit. Modeled in Maya. The cleaner, simpler pieces were high polied in Maya as well. Wood was done in Zbrush. I have also made big use of vertex coloring for uniqueness and tint coloration. Roughly put 80 hours into this small project~

Final diorama screenshot out of Unreal 4.

Final diorama screenshot out of Unreal 4.

Final diorama screenshot out of Unreal 4. Editor icons enables to show placements.

Final diorama screenshot out of Unreal 4. Editor icons enables to show placements.

Closeup of the differed skull decal. Metal panel's worn edges are a bit dark due to its metalness. Edges appears much better in day light. Need to poke further...

Closeup of the differed skull decal. Metal panel's worn edges are a bit dark due to its metalness. Edges appears much better in day light. Need to poke further...

A shot with all the assets used.

A shot with all the assets used.

All materials involved. Unique color tinting comes from the mesh's vertex colors. They can be overridden to create more variations.

All materials involved. Unique color tinting comes from the mesh's vertex colors. They can be overridden to create more variations.

Collage of textures used. Main tower textures at 1024 x 1024 x 3 (Base color + mask in its alpha channel, normal, & RGB pack to control metal, roughness, and ambient occlusion). Props using a 512 x 512 x 3.

Collage of textures used. Main tower textures at 1024 x 1024 x 3 (Base color + mask in its alpha channel, normal, & RGB pack to control metal, roughness, and ambient occlusion). Props using a 512 x 512 x 3.

A day lit version.

A day lit version.

An editor overview of all pieces in place.

An editor overview of all pieces in place.

Master material used for the scene.

Master material used for the scene.

Master material for decal setup.

Master material for decal setup.

All assets as seen in Maya. Vertex coloring part of static mesh. Can be overridden in UE4 for more color variations.

All assets as seen in Maya. Vertex coloring part of static mesh. Can be overridden in UE4 for more color variations.

High poly models in Maya.

High poly models in Maya.

Foliage UVs.

Foliage UVs.