‘‘OKATU’’
BEYOND CREATIVE : OKATU Project
Creation & 3d visual development for ‘‘Beyond Creative’’ - Europe Date: 2022
The art test for the 3D environment artist position at Beyond was a tough evaluation that tested skills and creativity using Unreal Engine Editor Fortnite. Due to a delay, I focused on efficient workflow and structure. The test aimed to evaluate my ability to challenge myself by creating immersive environments that meet industry standards.
Dream
Take a breath, take a time to be inspired. Building your mood board, find your references. Find your models, shader, preset that you can already use as a plan to avoid wasting time!
Structure
Starting to compose the scene, create your concept art. Be proactive and stay focus. Keep your energy when is needed!
What I have to create?
What I have to refine?
What I have to reuse?
Création
It’s time to rush, Don’t thinking too much just expand all of your energy on the main part of the Project!
BREAKDOWN
Research Reference
To apply for the 3D environment artist position at Beyond, I completed a challenging art test in UE4 Fortnite, focusing on refining my workflow and structure. The test aimed to assess my ability to create immersive environments meeting industry standards. After researching and writing a short story, I felt more inspired, enabling me to experiment with color, composition, plot, and visual style for the desert-like environment. I aim for vibrant, inspiring colors that contrast with water and plan to reuse props to minimize draw calls and maintain low FPS, with the potential addition of particles.
Modeling
The delay's toughest part was modeling. I created highly detailed, realistic models, focusing on textures, lighting, and shadows. Using subdivision and spline techniques enhanced efficiency and precision, especially for proportions. I modeled and textured all house objects in my main composition with quad modeling, aiming to reduce polycount and avoid irregular polygons while maintaining texture resolution for a potential trailer (2048px). Textures were divided into three maps: Color, Orm, and Normal. The resolution is high for Fortnite Classic but can be reduced to 1024px or 512px in Photoshop if needed.
Texturing
The third task involved applying textures to models, enhancing realism. The texel density is uniform across objects, allowing for individual use at the same resolution and materials. The UV pack was designed to maximize space within the UV shell.
Composition (Grey blocks)
The final task aimed to blend all assets, shaders, particles, and lighting skills to create a complete environment that conveys a story and engages the viewer. I wanted a clear and interesting narrative, along with a polished presentation that highlights the artists' skills.
Focus on layout composition
Prioritize assets based on the initial design
Keep everything simple and efficient, avoiding complex shapes.
Composition and Lighting
The goal of the final task was to blend all assets, shaders, particles, and lighting skills to create a complete environment with a story that engages the viewer. I aimed for a clear and interesting narrative, along with a polished presentation that highlights the artists' talents.
Performance & Review
Evaluating performance is essential! With UEFN, it's easier than ever. Don't hesitate to simulate your game in real-time and check the FPS frame rate.