Here are some more ideas I've drawn up. The first is a view of the station back wall/arches. The second is of how I want the platform and tracks area look. I want the bricks underneath the platform to look a bit jagged and have some loose bricks sticking out a bit (possibly in the form of more geometry). The sleepers on the tracks are covered in gravel and a loose brick has fallen onto the gravel below. As well as the things I drew in the picture I'm going to add foliage to it in the form of moss/grass/weeds.
Next is the Newspaper Stands that I want to place at the top of the station near the ticket offices. I've drawn up a few variations of news stand with some of them having a blazer/coat hanging on them to give the asset a bit of character like someone had left in a hurry and left it there. This gives the impression that there used to be people using the station but now it's just been left to fester. The final sketch is for the window of the ticket offices. The window is essentially a wooden frame with a wire mesh section in the middle.
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Today I created a Substance for the old mossy wooden planks that will be on the platforms in the station. I then implemented them into my UE4 scene by applying the material onto my box placeholders for the platforms as well as adding my brick Substance I made a few days ago.
In the past couple of days I've gone back to working on the modular station wall (the first model I created for this project). I made a tileable brick Substance in Substance Designer and applied it across the model in Substance Painter. Because I applied the Substance as a fill layer in Designer, if I want to I can paint in dirt or moss (or whatever I want to) without it tiling along with the brick Substance. I'm pleased with the way it's turned out and the tiling looks great in UE4. I can also use the brick Substance on other areas of the station.
I've now textured the train tracks using Substance Painter. However after completing the texturing (shown below) I got some feedback and decided to alter a couple of things on the actual model for the piece of train track.After some feedback I decided to make a few changes. The first change was to add fish plates to connect the track together as in the olden days these were quite common. The second change was to do with the way the track was connected to the wooden sleepers. Originally I had coil-like shapes holding the tracks to the sleepers but apparently those might have been too modern so I changed them to railway spikes. Although the fish plates initially caused a problem in UE4 due to overlapping I managed to get around it by having the fish plates only on opposite corners of the track piece and then to connect them together I would alternate the scale of the track pieces. The first track piece would have and X and Y scale of 1 and the connecting piece would have an X and Y scale of -1. This meant that I could get the fish plates to match up and the textures to tile. I then created a gravel texture in Substance Designer to use underneath the tracks. Once the texture was on my landscape in UE4 I sculpted the landscape to make parts of the gravel overlap the wooden sleepers like it sometimes does in real life. I also plan to sculpt some small gravel stones in Zbrush to spread around the tracks and platform.
I've been creating a piece of train track that I can repeat across the station. I decided to create 3 different wood planks and use both sides of the planks therefore giving me in effect 6 different pieces of wood under the tracks. The wood pieces started off as just plain boxes in 3DS Max and then I took them into Zbrush and sculpted some knocked up edges and imperfections before projecting a wood alpha I created onto them. The tracks are now ready to texture as I baked a normal and ambient occlusion onto the retopologized wood planks. (Above) Normal Map (Below) Normal Map + Ambient Occlusion Map
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Ryan GavegliaThird Year Games Art Student at the University of Northampton interested in Environment Art. Archives
April 2017
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