“Vlad’s Courtyard” – Small Stylized Environment UE4

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– “Vlad is the last descendant of his very old and noble yet sinister lineage. As such, he has to take care of his legacy – the ‘Courtyard’. He has to tend the dead and keep the tombs safe from the Bounty Hunters that keep trying to breach in and steal samples from the Undead. They say the risk is worth it, for the Common Folk pay good money! They use these to study new ways to fight the mighty – deadly – terrifying Vlad’s’ Horde!”

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The Wanderer – The Process

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When I created the Celtiberian Settlement Project I started with this idea of an imaginary guy who walks through imaginary (or not) worlds, a Wanderer who is constantly stepping into new vistas, cultures, adventures, etc.

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The idea was that this character would be the guy that would go through the environments and scenery that I create. I’ve found it helps me to better visualize the world that encompasses the setting I’m creating (both artistically and in a narrative sense as well).

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The Wanderer – Celtiberian Settlement Phase 1

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Finally a blog post! It’s been a long time without updates…

After a couple of weeks working on the Celtiberian Settlement (still a provisory title) I understood that I eventually would have to shorten the scope of the project, at least for now. With this in mind, I started to focus more on setting up a smaller scene instead of an entire village and surrounding terrain, I’d focus only on a smaller scale environment, meanwhile, I’d be learning new tools/techniques and defining the art style for the project. That’s what I did! I’ve created a smaller environment with only a couple of houses and some surrounding terrain that allowed me to learn and experiment with vegetation and Nature in general.

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An update on The Wanderer Project

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So! An update on The Wanderer Project:

– I’ve been learning and testing some ideas/workflows to try to achieve a decent modularity throughout some of the Citania modules. The problem is that the small courtyard modules I was working with didn’t fit the usual workflow: tillable textures applied to the modular mesh. I spent some time trying to make the modular UV’s fit the modular texture so the assets look seamless when together, but it wasn’t working…

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