When going into this scene, i had a few goals i wanted to achieve. I wanted to improve upon my skills as a set dresser and my cinematic lighting. I don't want to be limited to just modelling or texturing. I want to be able to design a set, and fill it with life with my models and other models that have already been made.

For the first time i want to show my ability to adapt and create something that shows my ability to be a generalist and an environmental artist. To be limited for what i can do, means I am not learning as much as I possibly can, I want to learn as much as I can and become a valuable member of any team, whether that be a modeler, set dresser, programmer, texturer.


To start this project I made a block-out purely out of my own assets to create the scene. I designed this fast and to a high quality to pre-plan what I wanted to create.
I Used a wireframe block to reference the average height of a male human. Using this i can properly proportion all assets in the scene. This blockout took around 2-3 days, but it could've been done faster if I didn't make sure the Fallout power-armour looked nice, as i was originally going to use the power armour as a model you can download from Fab.com and Sketchfab, but then this idea of creating this blossomed.
After adding some more detail from my own assets and some assets from in game, using a fallout 4 extractor, i came to this result. I added all this in a short period of time to ensure myself that this is the idea I wanted to stick to. At this point i haven't started to texture anything at all as i didn't know if I wanted to pursue this idea. If i were to start texturing, it would mean i have to sink all my time and effort into UV's and texturing, without knowing if this is the correct project I want to do.
At this stage i started to add in the small details with the small pebbles and extra props, like the hammer and the sledge hammer. While adding all this i made sure to keep an appropriate poly count, as i also wanted this to work in a game sense. It was also at this point where i remade some of the assets i got from the extracted files. This being the power armour under-suit/frame, where i remade it to get a lower poly count and to properly fit in the power armour. With this I also fixed the walls where they wouldn't connect, this is because I know that in a render it could cause some shadow artifacts and also i want it to be playable in game.

Another thing I did was to increase the scale of the power armour to make it look a lot more imposing. Making the scene focus more onto the power armour, along side this i also made sure the helmet faced downwards to also increase the presence of the armour.
This was the first time I tried to do a proper render in this scene. I decided now was a good time as it would allow to decide what kind of lighting I wanted, and I also just finished up the texturing on the power armour. I made sure to limit the amount of normal map detail I used on this model and the entire scene. This is because that is how most of fallout 4 looked, as it came out when PBR was first getting introduced into games and it gave a unique look to the game.
These were all made in the same night after a bunch of rendering, looking back at the scene, adjusting and repeat. It was at this point where i figured out the kind of lighting I wanted to have. Almost everything here is now my own model apart from the workbench on the left and the vending machine on the far right, as of which i intend of recreating in my own way.

When creating this version i wanted to make sure the colours aren't muted and it is vibrant, without loosing the quality. Most of it was done by adjusting colour balance, saturation, bloom, and lighting. I also adjusted the camera to capture more things in the scene.
In this instance, I wanted to create some more interesting shades in the scene. This is because the other versions all felt like the colours meshed together too much, so i decided to create more vibrant shades by making certain areas darker, and some places lighter. I also decided to redo the textures of the Power Suit Frame, as to increase the texel density while lowering the overall resolution. I split it into 2 different materials of 2k, instead of having 1 4k texture that felt stretched. 

This was the final render until I textured everything, this is partly because doing it in small increments didn't allow me to properly see how much progress i made each time.

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