Outcast Alley - Assets & Progress

The props I used throughout the scene

The props I used throughout the scene

These are the smaller scatter props I used for extended storytelling.

These are the smaller scatter props I used for extended storytelling.

The centre row of decals here are photo sourced, the rest are made entirely by myself.

The centre row of decals here are photo sourced, the rest are made entirely by myself.

Dumpster High Poly

Dumpster High Poly

This was the progress I made in a week of free time focusing on decals and a quick lighting pass.

This was the progress I made in a week of free time focusing on decals and a quick lighting pass.

The left here is when I thought I was done and right was after a round of feedback.

The left here is when I thought I was done and right was after a round of feedback.

These are the modular pieces used to make all the buildings in the scene. I'm proud of how few pieces there are !

These are the modular pieces used to make all the buildings in the scene. I'm proud of how few pieces there are !

My very first initial blockout.

My very first initial blockout.

The final Scene.

The final Scene.

A few of the assets and materials from my real-time game ready environment in Unreal Engine 4, Outcast Alley.

The environment is relatively small but focused and had a few props that were really fun to make.
All the assets and materials here are rendered within Unreal Engine 4 with some assets rendered from Substance Painter.

It was all modelled using Maya and Zbrush and textured with Substance and Photoshop.
The materials used Substance Designer, Painter and ZBrush.
Everything is using a fixed texel density of 5.12 in the scene which i stuck to quite strictly.

Go check out the full scene and I hope you like it!
https://www.artstation.com/artwork/bakQzd

Date
February 10, 2020