Tomb of Warrior | ebp
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Tomb of Warrior

The Tomb of Warrior is a speedmap practice focus on lighting and level composition.

Tomb of Warrior

This project is an archived student project, the content here is considered obsolete.

Blockout

Tomb of Warrior - Blockout Blockout

Screen Composition

Tomb of Warrior - Screen Composition Screen Composition

Lighting Pass

Tomb of Warrior - Lighting Pass Lighting Pass

Final Touch

Tomb of Warrior - Final Touch Final Touch

Detail Breakdown

  • Total Work: 6 Hrs
  • Tools Used: Autodesk Maya, Quixel Bridge, Quixel Mixer, Adobe Photoshop, Free Fantasy Weapon Sample Pack (From Marketplace)
  • Engine Used: Unreal Engine 4.22.3

Post Mortem:

What Went Well

  • The workflow was pretty straight forward, doesn’t encounter any technical issues in the project.
  • A better understanding of lighting & level composition techniques was achieved by the project.

    What Went Wrong

  • The scene layout doesn’t quite fit well, objects in a distance were a bit crowded and disorganized.
  • The different layers of distance can be better addressed, the left pillar was blended into the back scene a little bit.
  • Transfer BSP into Static Mesh will result in lacking lightmass uv, recreated with static mesh that has UV0 channel.
  • The weapon looks too clean in the final screenshot, expected to be a little bit worn out.
  • The story was not well conveyed by the level itself.
  • Lack of surprise.

What I Learnt

  • BSP can be used in blockout pass, but since BSP does not have UV0 information, it’s better to blockout the level in Max/Maya.
  • Modular Scene Composition (E.g Use Planes to build the Wall/Floor) is a fast approach, but also will result in incorrect rendering especially at the seam, Static Mesh performs better in such senario.
  • Utilizing LOD is a good approach to optimize the performance, even in a small level.
  • Have a brief idea of where the major light will come from at the very beginning of the level composition phase.
  • Get rid of auto exposure (by set both Min/Max EV100 to 1.0) to get an un-biased lighting effect.
  • If the directional light was not bright enough to lit up the whole scene, put some point lights at the window to mimic the sun effect.
  • Volumetric Lighting is very good at creating the atmosphere, but also expensive.
  • Consider the back story of the level, to make it more natural narrative-wise.
  • Use reference to get a big picture of the final scene, as well as get inspired.
  • Design a basic aesthetic papermap & concept art, to avoid getting lost when moving forward.
  • Highlight should be added on the main object, too many highlighted objects will confuse the viewer.
This post is licensed under CC BY 4.0 by the author.