After playing "Resident Evil Village", I wanted to create this kind of environment. Of course, it is not finished yet. But the modeling process is almost finished. Maybe in the future I can add other horror elements to create a more dramatic effect. The most important part, the UV and texture part, needs to be completed. Since I am definitely thinking of a realistic style, I need to do a detailed UV study. Currently, 3 UV maps of 4096x4096 dimensions can solve this situation. In these 3 UV maps, there will be models such as environmental elements, props, roof elements and doors/walls.
While doing the modeling part, I also made a few experiments with the environmental atmosphere on Unity. Frankly, I liked it. I had the opportunity to work on the Terrain system on Unity. I had the opportunity to work on the use of materials / textures and brushes on the Terrain system.
What have I experienced so far with this study?
- Blender - cloth effect
- Unity Terrain system (add material/texture/brush)
- Ability to find suitable references
- Observation on creating a suitable environment
- Unity adding Tree
- Practicing building modeling
- Practicing modular thinking
- Blender - cloth effect
- Unity Terrain system (add material/texture/brush)
- Ability to find suitable references
- Observation on creating a suitable environment
- Unity adding Tree
- Practicing building modeling
- Practicing modular thinking
It is a great idea to find appropriate references in such environment - stage projects. Thus, it is useful for both model and texture. And more importantly, it helps me create a suitable atmosphere.
It is very important to design levels in a modular way, especially if they are made for a game. In this way, it becomes much easier to design levels in game engines such as Unity or unreal engine. I tried to make many wall shapes and roof types here. One of the things that should be taken into consideration in modular design is the ability to model it PART by pART. Models must be able to be combined.
I used cloth effect in Blender to create the famous scarecrow image in the "Resident Evil Village" game. In order to resemble the atmosphere of the game, the model must be dramatic and mysterious. A frayed fabric, a faceless scarecrow, a broken branch