For this assignment, we were tasked with creating whatever we wanted only utilizing cubes. To start, I brought a UE4 mannequin into Maya to help establish scale. From there I created a simple cube in which I then brought into UE4 to use as my building block.
In UE4, I created a master material and turned it into an instance to quickly
edit the appearance of my cubes on the fly.
Once I had my project materials, I took a moment to brainstorm what I wanted
to do. I decided I wanted to create a lighthouse so I took to Google to find
references and quickly sketched out a scene.
With my cube ready to go, I began to build my scene. This took forever because I
naturally do everything in the most inefficient way possible, but I learned a
lot from just throwing these blocks together. Next time will be faster!
I used the mannequins as reference when I was trying to get the proportions
accurate to my reference and kept one around for beauty shot purposes. I also
created a camera (CTRL+1) that not only served as my beauty shot camera, but it
was also my lifeline when I flung myself 500 miles away from my workspace while
struggling with UE4's navigation.
With my scene finally built, I began to create some more material instances and
started dropping them on my mesh.
I then blindly messed around with the Light Source and Sky Sphere parameters to
get a night-time look. I also created a spotlight for the light house but I
couldn’t figure out how to get it to actually show up in the time I had. A
mystery for another day.
Here’s the final product!
Plus mannequin because it gives it a bit of that fun “Tiny Man, Big Environment” concept
art feel.
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