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UE5 Work In Progress

This particular Star Wars piece is a homage to The Mandalorian. As a long time Star Wars fan, I immediately  had a wave of nostalgia hit me when the Luke Skywalker appeared on the screen. I decided to recreate a environment with the added caveat of using the Unreal Engine 5 to make better use of upgraded visuals as well as to educate myself on the new Engine for future industry use.

Empire Ship Environment Reference

Here I looked up references from different mediums to decide what environment I wanted for my piece. References include the original Star Wars trilogy, scenes from the Mandalorian, and video games such as Battlefront 2 and Fallen Jedi Order. For now, I have decided on recreating an Empire style hallway to narrow down my composition and allow me to make use of modular assets and trim sheets.

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Dark Trooper Asset

The Dark Trooper model was very challenging for me. ZBrush has always been the program I had the most trouble learning and using. With this in mind, I pushed myself to create this hard surface model entirely with ZBrush to become more familiar with the program. In the end, I am pleased with the results, and will continue to tinker with the proportions as I move forward with this project.

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Environment Breakdown

Environment breakdown of modular parts and other assets I need to make for my scene.

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Environment Blockout

A shot of my low poly blockout in Maya. I imported the character asset from Unreal Engine into Maya so I can get a sense of the correct size and shape of my scene. Although I do have a specific composition in mind for my shot, I decided to build a bigger scene to have a more complete game environment for my project.

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High Poly Assets and Lighting Test

After finishing my final assets in Maya, I imported them into Unreal Engine 5 for a lighting test. Before adding textures to all of my assets, it was important to make sure I get the lighting to the feeling that I want while everything is still in gray box.

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Asset Showcase and Library

Created a new scene to assemble my assets for visual development purposes. Making sure textures look proper and there were no issues with the overall models as well.

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Scene and Texture Assembly

With the lighting more or less set up to how I wanted. I finally added final textures and materials into my final scene. Here I am still making tweaks to the textures, lighting, and materials to make sure I match my vision and ensure the composition as a whole reads like a proper Star Wars Empire scene.

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Gallery
References/Concept
Block Out
Assets
High Poly Modeling

© 2023 by Michael Hsu.

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