Podcast - The Student Art Podcast With Ross Baxter

General / 13 May 2020

I was recently a guest on Ross Baxter's podcast, The Student Art Podcast!

Thank you Ross for the great opportunity, it was a blast!

I go over several topics including:

  • Opportunites in California
  • Events in California/ Film Making
  • LIfe Experience Telling Stories/ World War II
  • Making Water/Fog/Lighting
  • Cinematography
  • MR ROBOT Filming Techniques
  • Focal Points & Not Always having an answer
  • Colour Grading/Filters/Filmstock
  • Post Processing
  • FIlters - Don't Over Do it
  • God of War
  • Asset Packs 

Hope you all enjoy. Feel free to shoot me a message if you have any questions!

- Alec

Alec's Art Graveyard

General / 09 May 2020

Hi all!

I have been struggling a lot with what I believe is creative burnout over the last few months, and I have been wondering what has caused it and what could potentially help me get back into the swing of things. After reading and becoming inspired by Jonjo Hemmen’s recent post about letting unfinished art die by releasing it to the world in hopes to move on, I suddenly realized that doing the exact same thing could be the key to getting out of the creative rut I am currently in. (His stuff is top notch, check out his portfolio here).

I seem to always have ideas for environments in the back of my mind. Occasionally those get pursued further and I create blockouts, sometimes they make it past blockout and get to about 25%-50% completion, starting to take full form. I find that I usually get to the 50% mark and then either never touch the project again or get a burst of motivation to finish the project. I think seeing the work around that 50% mark gets me excited for the final product so I go for it.

These following images are all projects I started and never finished for various reasons. Whether because it lost any meaning or core concept to me or I simply lost interest. Either way things happen. I’m not upset, i’m letting these out into the wild because I know that I learned in one way or another from all of these.


This post goes out to those projects that never made it past 50% completion.


Rest In Peace.


I present to you:

Alec’s Art Graveyard (2019 - 2020)


Swamp Project


Untitled Projects

These projects were one offs that I decided to start but gave up on due to lack of enthusiasm for the base ideas conveyed.


Relight

I tried my hand at relighting the Medieval Town pack from the marketplace. I decided not to post because I didn't feel it warranted its own post.


Beksiński Project

Beksiński is my favorite artist of all time, and upon viewing his art I have always felt that it would be an interesting experiment to try to emulate his atmospherics and lighting style digitally. These concepts failed on a fundamental level but I think someday I will still try to create artwork inspired by his. Someday.


God Of Wealth

I originally planned on finishing this project but decided against it because I feel it lacks a strong main idea that drives the rest of the story around it. I struggled to find a story to tell in this space and the more I worked on it the more shallow it seemed. I threw in the towel and decided to move on.

There are countless more projects that never made it past the blockout phase but I chose to stick with the furthest ones along in the production process.


I hope this helps others with their creative burnout as it will hopefully help mine!

RIP Projects


Thanks for reading,

Alec

Cyberpunk Environment Challenge - Blog Post 7 (Final)

General / 29 March 2020

Hey all,


Due to a lot of things changing last minute in my life, I had to finish up the project by the end of last week, meaning i'm a week early!

I am extremely excited to see the final product of everyone's hard work for the last few months.

Below is the link to the finished project:

This includes final renders, video clips, a cinematic, prop showcases, and a progress gif!

https://www.artstation.com/artwork/RYRkZA 

Enjoy!

- Alec

Cyberpunk Environment Challenge - Blog Post 6

General / 09 March 2020

We're halfway through the challenge already!

dark,This week, I mainly focused on fleshing out the outside city area of my environment. I tried to exaggerate scale by adding clouds part of the way up the highest buildings. I don't have a whole lot to write this week, just a lot to show!

Here are my newest renders of the environment:


I also spent a lot of time laying out and editing together a small cinematic which can be viewed here:

https://streamable.com/f7u4a (Ignore the green specular fresnel issue with the pipes, it is fixed)

I feel like I am winding down with production and am heading into the polish/post-production phase. I will continue to adjust small things but most of the scene is finished to my liking. I am ironing out my sequencer export settings to get the best quality I can.


Cyberpunk Environment Challenge - Blog Post 4

General / 21 February 2020

Cyberpunk Environment Challenge - Blog Post 4

This week, I have been working on getting the scene populated with extra pipes, additional details for the foreground framing elements, and starting work on the slum city in the foreground.

To add detail to the background, I modeled one skyscraper mesh and added an emissive graphic to the front where the colors can be adjusted in a material instance.

Additionally, I modeled two signs which will be used with material instancing to add variance in the slums. I didn't spend a ton of time on these simply because  they will mostly be silhouetted and not seen up close.

One thing I always do that I don’t see enough people doing is start lighting from the start of the project even in blockout. Starting to place lights early on will help me determine what models to spend more time modeling/texturing due to what areas of the image will have more focus or more light on them.

By messing with the lighting continuously, I discovered that the color scheme wasn’t working so  I tried a different color combination which I like a ton more.

Before:

After:

And finally just for fun, I messed with some stuff in sequencer to get a small cinematic shot in motion:

https://streamable.com/iovkk 


Hope everyone is having as much fun as I am!

Thanks for reading!

Cyberpunk Environment Challenge - Blog Post 3

General / 18 February 2020

Made a ton of progress in less than a week, figured I would make posts based on productivity rather than time spent.

Here's a quick update on my environment.

This week I went ham in-engine by adding temp lighting and texturing the pipes and playing with silhouette.

I plan to flesh out the slums area in the lower third of frame, as well as add secondary and tertiary pipe and texture detail to all closeup areas!


Excited to see where this goes!

Cyberpunk Environment Challenge - Blog Post 2

General / 15 February 2020

Cyberpunk Environment Challenge - Blog Post 2


One week down! Not enough weeks to go!


This week, I focused on getting a very basic spline blueprint up and running since my scene will have so many large pipes in it that are varying angles and leading lines.

Here that is:

I still need to add a way to scale the meshes up or down.

I also made blockout meshes for the spline as well as separate pipe pieces I can place here and there to break up the lines. Still need to add a lot more small pipes and panels to fill in the negative space of the scene.

Here is my current blockout in Unreal with temp lighting:

I am making the conscious decision to widen the field of view from 5:4, which the original reference image has, to 2.35:1 which is my preferred aspect ratio. Doing this means I have to add more elements in between the elements shown in the concept to fill in the gaps.

Hoping to put more time into this in the next few weeks than this week!

Anamorphic Bokeh in UE4 Tutorial

General / 07 January 2020


Creating an Atmospheric Gift Shop Environment in UE4 - Breakdown

General / 25 November 2019

I realized I had a brief blog post written from several months ago that I forgot about. Decided to put it out even if it's outdated!

Creating an Atmospheric Gift Shop Scene in UE4 - 8 months later

To start things off, here is a brief breakdown list of sorts that outlines my usual workflow with environments.


Pre-Production

  •     Reference Gathering
  •     Moodboard

Production

  •     Modeling & Texturing
  •     Layout & Set Dressing
  •     Material Creation
  •     Lighting
  •     Post Processing
  •     Final Renders & Video



Pre-Production Phase:

Reference gathering & Moodboard Creation

The overall story I planned for is this: A character struggling to survive a blizzard stumbles upon a National Parks gift shop that has been occupied by another person trying to survive. I wanted to reflect the harshness of the environment by making the scene into two parts, Exterior and Interior. Having these two sections helped convey how intense the harsh conditions outside were versus the calm and cozy interior of the gift shop. I started gathering images for the moodboard after thinking this story through. I usually organize by Lighting, Colors, Props, and Materials. Having the images organized that way helps me immediately see the elements I find useful in each reference image. I can then download those images from google drive and create moodboards from them. A handy tool I like to use is https://www.photocollage.com/. You can drop the images you want into the canvas, then auto organize the images into a moodboard. Here is an example of some of the moodboards I created for my Spring Creek Environment:

Above: Exterior Lighting/Foliage/Color

I went for a dark, cooler toned scene with heavy fog and very diffused lighting. I used references from other video games, photography, and even some movies. All of these images have a common theme.

Next I gathered reference for some of the decor and products that will be used for the gift shop interior. I went for a cluttered but still semi-organized look with lots of different products for different types of customers that you would see visiting a National Parks gift shop.

Above: Interior Decor/Furniture/Clutter

Another moodboard I felt was valuable to have is a lighting moodboard. Having this moodboard as a reference point for my lighting was invaluable during the production process.

Above: Interior Color/Lighting

I discovered these moodboard images through Reddit, Pinterest, and other environments on Artstation. I often stumble across an image that has a mood, color scheme, composition, or subject matter that sparks the need to create something that captures the same emotion. Most of my environments have been the result of this. Once I finish moodboarding I move onto primary production of the environment.  


Production Phase:

Modeling & Texturing Assets

This step is pretty straightforward. I use reference images to model the set pieces first, then minor assets that help tell the story and add visual interest. My modeling workflow looks something like this:


Having too many assets cluttering the scene can cause unnecessary visual noise in your composition. If it doesn’t need to be there, then don’t make it or place it in your scene.


Scene Layout & Set Dressing

The longest amount of time I spent on this project was deciding where its various elements should be placed to help guide the players eye and also tell a story in a linear fashion. I knew early on I wanted this to be a walkthrough that had a start point and end point with a set path. Knowing this helped me decide where to create the paths that lead to the cabin and where to place the supporting assets to make an effective composition.

This is the final layout of the exterior setpieces. You can see a clear path for the player to follow and a clear focal point to go towards.

The interior was the most difficult to set dress for me. That is because I needed to keep a clear walkway for gameplay but still have it appear organized in some areas and unkempt in other areas. 

The interior is orderly and clean national parks gift shop that has been used as a shelter from a blizzard. The character has used products from the shelves of the gift shop to survive. This balance of order and disorder is the main theme of the environment.

Master, Landscape Blend, and Special Use Material Creation

At the start of the project, I decided to make a master material that most of my assets will be instanced from in Unreal. This approach meant that I had to create a robust material that a lot of options.

For my landscape blend, I followed tutorials by Pure Polygons to get a displaced snow landscape material that had two variations: smooth and stepped on. Having these two variants let me paint in the paths that the trails were on to give the player an idea of where to go.


Lighting:

Interior Lighting

For interior lighting, I decided to emulate soft diffused light shining through the curtains as the main source of illumination so the viewer can see what’s going on inside the cabin. All of the lights in the scene are stationary and were baked to add more quality to the shadows and increase performance. Due to the curtains being closed, I had to cheat the amount of light entering the windows to be a lot more than what would realistically shine through. I chose deep blue to tie the colors into the exterior. I added the gas lanterns in the scene after struggling to find the scene’s focal point. The lights give the viewer somewhere to look, which progresses the narrative of the space.


Exterior Lighting

The lighting of the exterior environment is straightforward and simplistic. I chose to have a diffused light very dimly lighting the scene from above. I did this by setting my stationary directional light to face directly downwards and gave it a very high source radius but low strength. This gave each object a subtle diffused shadow that helped it separate from the solid white snow. I kept my skylight at a very low number to darken my shadows and give the scene more depth. Although fog is less of a lighting tool and more of an FX tool, I am going to put it in the lighting section. I used fog in this scene as an aid to the dim lighting in a way that gives depth but also feels claustrophobic for the player. It gives the scene a clear foreground, midground, and background.

I needed visibility to be high enough to only see the gift shop, but low enough where the scene still feels small and confined to make the blizzard feel more urgent and unsettling.

W/ Fog
No Fog

Post-Processing:

Post-processing has always been a process that starts early on in the blockout phase. This allows for dialing in the look of the environment earlier on and make starting points for how I should pursue the mood of your scene further. If you are finding that the colors and your lights are going well together, try working with that to create a solid color scheme of your scene.

The post process effect I use in most projects is a sharpening post process material. This adds detail to an environment and is a valuable tool for your post processing workflow.


Final Renders & Gameplay Capture:

I presented Spring Creek in three different ways- a first person walkthrough, flythroughs, and renders. Establishing an aspect ratio for your final renders early on also contributed to where I placed assets in the scene. Setting up cameras early is a good habit to get into so you can work to make the certain angles tell the story better.

Above: First Person Playthrough

Above: Flythrough

For doing final screenshots, I fullscreen my viewport, take a screenshot at 3x res, then bring it into photoshop to downres to 4k. This makes the image very sharp and detailed, while staying at a manageable file size of under 10mb.

That's about it. Thanks for reading!