Planning an Environment

I'm working on a big environment for one of my classes using a concept I found on an animation blog. I've done work like this in the past (see Project Sphincter) but never on my own, and never with this precise level of detail. I'm going to be spending a lot of time over the next few months focusing on some high detail game assets in order to create this environment. So naturally that starts with planning: 

Original concept by Olga Orlova. I'm linking her portfolio at the bottom of this post! 

This presents a couple of challenges for me. I'm using Unreal Engine 4 to build the environment, and I've never tackled water before. Or foliage on a mass level. I'm also going to be creating an interior for the cabin so I get to play wth some of my own design abilities there. So far I've broken it down and created an asset list for the environment. 

Environment Breakdown with Reference 

The next step for me is heading into Unreal and blocking out the environment to be scale appropriate. I'll be posting screenshots of that, maybe a short video run. And during this project I'll be doing small projects to learn ZModeler workflows and experiments to learn how to tackle water in Unreal. I should have some progress to show tomorrow! 


Olga Orlova: