top of page

'Pripyat Classroom' - An Unreal Engine 4 Art Demo

Overview

 

Pripyat was officially proclaimed a city in 1979, and had grown to a population of 49,360 by the time it was evacuated on the 27th of April, 1986, the day after the Chernobyl disaster. Created in a month, this UE4 art project portrays a classroom in Pripyat, years after its abandonment.

 

‘Pripyat Classroom’ is a single scene, composed entirely of custom art assets using a Physically Based Rendering Material set up, with color, alpha, roughness, metalness, normal and ambient occlusion maps, with the exception of some (but not all) foliage that was taken from the UE4 Open World Demo Collection. I've included this project on my portfolio to demonstrate my aptitude with art related game development softwares.

 

Deen Mugal's portfolio can be seen here, which includes an art dump of our scene.

 

 
Purpose - Upcoming UE4 Horror Game

 

The purpose of this project is to serve as an art prototype for an upcoming UE4 Survival Horror Game. The game will take place in a haunted school building, made up of several modular pieces, with each classroom resembling the scene above. You will also have access to the schools gym, kitchen, basement, cafeteria and rooftops, the building has been whiteboxed using video references of School No.1 in Pripyat.

 

 

​

 

​

​

​

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Breakdown - The creation process.

​

For insight on the creation process, several progressive blog posts were published outlining the various work that went into the environment, from Albert's perspective:

 

Part 1,   Research / Planning

Part 2,   Whitebox

Part 3,   Asset Creation Insight 1

Part 4,   Asset Creation Insight 2

Part 5,   Progress Update

Part 6,   Maya Visor

Part 7,   Maya Dynamics

Part 8,   Decals

Part 9,   Exterior, Terrain and Foliage

Part 10, Lighting & Post Process Effects

Part 11, Glass, Mask Textures and Material Instances

Part 12, Advanced UE4 Materials

Engine:

Unreal Engine 4

 

Tools Used:

UE4.10, Autodesk Maya,

3DS Max, Photoshop,

xNormal, Substance Painter, Quixel Suite, Zbrush

 

Duration:

1 month

 

Completion:

01/04/2016

 

Role:

Concept, 3D Modelling, Unwrapping, Textures, UE4 Materials, Lighting

 

Team:

Albert Naumov, Deen Mugal

 

Restrictions:

Triangle limits, Texture resolution limits

bottom of page