Military Base
This military base was created over a five week period during a ten week course at SCAD in order to learn SpeedTree, practice my existing skills, and get started with learning Agile.
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The vehicles were placed to both get practice in matching texel density and βart style of existing assets, as well as fill space in the scene.
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Vehicles created by Vigilante on FAB - https://www.fab.com/sellers/Vigilante




Development Galleries
Sprint 1

I started by collecting references for the human structures, I wanted a military base mixed with a refinery, the scope would eventually change due to project delays

The main reason I wanted to try this project was to learn SpeedTree, so foliage was a large part of my research for this project. I already knew how to make foliage traditionally in Maya, so learning a faster method was really exciting!

I took a second, alternate view to better show scale

I started by collecting references for the human structures, I wanted a military base mixed with a refinery, the scope would eventually change due to project delays
Sprint 2

At this point I created a detailed block out based on the previous block out, the scope had slightly changed due to input from both my Professor and Classmates, and the base was expanded to add some complexity to the design

A shot for a theoretical planning out of in game use was created labeling what each area would be used for. During this sprint I also created a landscape material containing four Lerps of eight materials that could be blended together/

I decided to get some references for the Color of the scene, as having a select few images to reference for the main helped speed the entire process of development along

At this point I created a detailed block out based on the previous block out, the scope had slightly changed due to input from both my Professor and Classmates, and the base was expanded to add some complexity to the design
Sprint 3

This sprint I started my first pass on my modular building assets, representing metal with green, concrete with white, and glass with blue. I also began filling the environment with temporary billboard trees so that I could begin working on the environment lighting

I centered the lighting around the barracks since that was the most well developed area of the whitebox that was only waiting on filler assets.


This sprint I started my first pass on my modular building assets, representing metal with green, concrete with white, and glass with blue. I also began filling the environment with temporary billboard trees so that I could begin working on the environment lighting
Sprint 4

My second lighting pass focused on making the scene darker and rainier to match my previous theme references of a dark rainforest.

I added large cargo containers to help break up the large open spaces that I had, since this was meant to be a military living area and depot I thought having an outdoor warehouse feel would help break up the blocky modular shapes.

Due to delays caused by corrupt files, the refinery segment of my project had to be cut. I kept the buildings as their silhouettes were great for breaking up the monotony and giving a visible waypoint in a theoretical game, but trying to double the area being worked on would have negatively affected the final reasult

My second lighting pass focused on making the scene darker and rainier to match my previous theme references of a dark rainforest.
Sprint 5

For sprint 5 I began bringing in some of the vehicle assets chosen by my Professor and I. I also began adding decals, rain VFX, and began working on texturing my already created assets

This scene was also where I began noticing a lack of "life"


For sprint 5 I began bringing in some of the vehicle assets chosen by my Professor and I. I also began adding decals, rain VFX, and began working on texturing my already created assets
Sprint 5 - Foliage and props

For the foliage for this scene I started by building the undergrowth, using some epiphytes and rubber tree saplings as references.

In my research I found that forests tend to be built in layers, so I built a few middle aged rubber trees structured in different ways to help break up repetitiveness


For the foliage for this scene I started by building the undergrowth, using some epiphytes and rubber tree saplings as references.
