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Hunter's Dream in Unreal Engine 4 [80.lv Published on 5 May, 2016] |
EA DICE environment artist Simon Barle talked about his new scene, which is a recreation of the Hunters Dream level from Bloodborne in Unreal Engine4. He talked about the materials, dynamic lighting and his experience learning Substance Painter. Video: Hunters Dream UE4 by Simon Barle Bloodborne’s Visual Style I think the biggest features of the world in Bloodborne is the Gothic architecture mixed with twisted nightmare shapes which create a very interesting environment. ![]() ![]() ![]() ![]() I wanted to get those elements in so I made sure to block them out very quickly and then keep working on them as the scene came together. |
Production![]() The goal of this project, aside from making fanart, was to fully learn Substance Painter so everything went through the whole process of baking and texturing in there. I started with roughly blocking out all the major components quickly in Maya and once I felt I had a good base I started elaborating on the assets, did a sculpt pass and then finally finished everything off inside Substance Painter. ![]() Building Materials The texturing process for this scene was made almost entirely in Substance Painter and Substance Designer. All the tileable textures are created in Designer and the objects are textured in Painter. The most important materials for this scene were all the ground materials and brick materials. What make the materials connect to Bloodborne are quite a lot of specular in my opinion, everything in Bloodborne is a bit shiny and I think that’s a part of making the surfaces feel interesting, it wouldn’t have the same feel if everything was very flat and diffuse. There are also a lot of colors creating good contrast, there are quite a lot of colder colors which are balanced with warmer tones and some lights here and there. ![]() General Composition What I needed was the workshop, trees, bushes and a moon, once I had that in place the level actually felt almost the same even after I filled the rest of the space with other assets, it just looked more complete. I think its really important to nail those components down first since they will be the anchor points of the scene, the rest are just support. |