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HSM 02 - Hallway | Hero Prop & Props | 4 - 22 - 25

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  • HSM 02 - Hallway | Hero Prop & Props | 4 - 22 - 25

    Modular Environment Asset Development Assignment

    Objective


    Create a collection of high-quality 3D modular assets, including pipes, columns, light fixtures, crates, or barrels, along with a fully-textured hero prop. All assets should demonstrate proficiency in hard surface modeling, UV unwrapping, texturing, and game engine export workflows. These models should be suitable for professional portfolios and game environments, reflecting industry standards in both topology optimization and texture efficiency.
    Assignment Requirements

    1. Modular Asset Creation
    • Complete modeling of your chosen modular asset type (pipes, columns, light fixtures, crates, or barrels)
    • Design your assets with modularity in mind:
      • Create variations that can connect and combine in a systematic way
      • Ensure consistent scale and proportions between modular pieces
      • Design with reusability and environmental storytelling in mind
    2. Modeling Standards
    • Use proper hard surface modeling techniques throughout all assets
    • Maintain clean, optimized topology:
      • Avoid ngons, non-manifold geometry, and unnecessary triangulation
      • Apply support loops, chamfers, and bevels appropriately to define edges
      • Ensure proper scale and proportion based on your reference materials
    3. Edge Loop Optimization
    • Perform loop reduction on all assets to:
      • Remove unnecessary edge loops that don't contribute to silhouettes or form
      • Optimize models for game engine performance
      • Balance polycount with visual fidelity for real-time rendering
    4. UV Unwrapping
    • Fully unwrap all modular pieces and the hero prop, ensuring:
      • All UV shells remain within 0-1 UV space
      • At least 70% effective UV space utilization with minimal wasted areas
      • Logical shell arrangement with consistent texel density across assets
      • Strategic seam placement to minimize visible texture distortion
      • Similar elements share UV space where appropriate to maximize texture resolution
    5. Hero Prop Texturing
    • Create professional-quality textures for your hero prop, including:
      • Base color/albedo map
      • Normal
      • Roughness/metallic maps as appropriate
      • Ambient occlusion map
      • Height/displacement map (optional)
      • Emissive map (if applicable)
    6. Unreal Engine Export & Implementation
    • Export all assets to Unreal Engine using appropriate workflows
    • Set up proper materials for all assets within the engine
    • Create a simple scene showcasing your modular pieces and hero prop
    • Demonstrate proper lightmap UV setup for static lighting

    Submission Guidelines

    Required Screenshots:
    • Screenshot 1: Final modular assets displayed in your modeling software viewport alongside reference images
    • Screenshot 2: Wireframe views showing edge flow and topology of all assets
    • Screenshot 3: UV layouts with shells clearly visible and well-packed
    • Screenshot 4: Textured hero prop Screenshot from Substance Painter
    • Screenshot 5: Unreal Engine implementation showing all assets in a simple environment
    Required Files:
    • Update your hallway project folder with all the required files.

    Peer Feedback Requirement
    • Provide constructive feedback to two classmates on their modular assets and hero prop
    • Your critique must include:
      • Assessment of modularity and how well the pieces work as a system
      • At least one strength of their modeling approach
      • One area for improvement focusing on optimization, UV efficiency, or texture quality
      • Comments on how effectively they implemented their assets in Unreal Engine

    Tips for Success
    • Consider how your assets will be used in a game environment when planning your topology
    • Remember that texture resolution should be allocated based on visibility and importance
    • Test your assets in Unreal Engine early in the process to identify potential issues

  • #2
    Liliana Gonzales
    Hallway
    Click image for larger version  Name:	Colum.jpg Views:	0 Size:	180.0 KB ID:	39234 Click image for larger version  Name:	CC.jpg Views:	0 Size:	23.0 KB ID:	39235 Click image for larger version  Name:	Light.jpg Views:	0 Size:	166.0 KB ID:	39236 Click image for larger version  Name:	LL.jpg Views:	0 Size:	47.4 KB ID:	39237 Click image for larger version  Name:	Box.jpg Views:	0 Size:	174.3 KB ID:	39238 Click image for larger version  Name:	CC.png Views:	0 Size:	359.6 KB ID:	39280 Click image for larger version  Name:	Colum_UV.jpg Views:	0 Size:	396.8 KB ID:	39240 Click image for larger version  Name:	Light_UV.jpg Views:	0 Size:	431.8 KB ID:	39241 Click image for larger version  Name:	Box_UV.jpg Views:	0 Size:	439.0 KB ID:	39242 Click image for larger version  Name:	Pipes.jpg Views:	0 Size:	134.8 KB ID:	39243 Click image for larger version  Name:	Pipes_UV.jpg Views:	0 Size:	401.4 KB ID:	39244 Click image for larger version  Name:	HeroProp_Color.jpg Views:	19 Size:	164.6 KB ID:	39245 Click image for larger version  Name:	HeroProp_Color_01.jpg Views:	18 Size:	35.6 KB ID:	39246 Click image for larger version

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    Last edited by LilianaG; 04-22-2025, 03:20 PM.

    Comment


    • sosa9909
      sosa9909 commented
      Editing a comment
      I think you did a great job modeling! I think the base for the lightsaber is too shiny and maybe you could add more details to it.

    • AP5653
      AP5653 commented
      Editing a comment
      i think the lightsaber stand is really good modelled and textured but i think the metal looks too shiny on it like it kinda reminds me of the bottom screw part of a light bulb

    • Azitel
      Azitel commented
      Editing a comment
      Your pieces look like they are a good size for modular use, your topology looks clean a minimal, uvs look good but you can try to fill the space on some of them, and in the engine they look good and ready to set up and use

  • #3
    Carlos Sosa

    Hallway

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    Attached Files

    Comment


    • LilianaG
      LilianaG commented
      Editing a comment
      I think your modeling and paint job on the hero prop look really good!
      I would just make sure your using the max space in your UV's
      Last edited by LilianaG; 04-22-2025, 03:38 PM.

  • #4
    Alejandro Luke Perez
    Hallway
    Click image for larger version  Name:	Screenshot 2025-04-22 144329.png Views:	4 Size:	478.4 KB ID:	39282 Click image for larger version  Name:	Screenshot 2025-04-22 144815.png Views:	4 Size:	43.2 KB ID:	39283 Click image for larger version  Name:	Screenshot 2025-04-22 154354.png Views:	0 Size:	330.6 KB ID:	39326 Click image for larger version  Name:	Screenshot 2025-04-22 154406.png Views:	0 Size:	160.3 KB ID:	39327 Click image for larger version

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    Last edited by AP5653; 04-22-2025, 04:11 PM.

    Comment


    • LilianaG
      LilianaG commented
      Editing a comment
      I love the paint job on your hero prop

    • Carlos Ferrer Benitez
      Carlos Ferrer Benitez commented
      Editing a comment
      Love the lettering on the hero prop!
      Pillar seems to be missing some beveling around the mid-section.

    • Azitel
      Azitel commented
      Editing a comment
      Some pieces don't seem like they fit the modular approach, topology looks clean and efficient, UV look good, and you haven't yet gotten them into the engine

  • #5
    Brandon A. Martinez
    BMartinez_Hallway
    Click image for larger version  Name:	Chaos Emerald Textures_3.png Views:	0 Size:	799.6 KB ID:	39296 Click image for larger version  Name:	Chaos Emerald Textures_4.png Views:	0 Size:	743.6 KB ID:	39295 Click image for larger version  Name:	Chaos Emerald Textures_5.png Views:	0 Size:	676.0 KB ID:	39289 Click image for larger version  Name:	Chaos Emerald Textures_6.png Views:	0 Size:	743.3 KB ID:	39299 Click image for larger version  Name:	Chaos Emerald Textures_7.png Views:	0 Size:	753.0 KB ID:	39291 Click image for larger version  Name:	Chaos Emerald_UV.png Views:	0 Size:	108.9 KB ID:	39293 Click image for larger version  Name:	Master Emerald Texture.png Views:	0 Size:	712.8 KB ID:	39290 Click image for larger version  Name:	Pillars.png Views:	0 Size:	39.3 KB ID:	39292 Click image for larger version  Name:	Pillars_UV.png Views:	0 Size:	74.6 KB ID:	39294 Click image for larger version  Name:	Chaos Emerald Textures_1.png Views:	0 Size:	826.1 KB ID:	39298 Click image for larger version  Name:	Chaos Emerald Textures_2.png Views:	0 Size:	775.6 KB ID:	39297Click image for larger version  Name:	Hero Props.png Views:	0 Size:	785.5 KB ID:	39372Click image for larger version  Name:	Pillar Texture.png Views:	0 Size:	703.3 KB ID:	39373​​Click image for larger version  Name:	Hallway8.jpg Views:	0 Size:	154.5 KB ID:	39384Click image for larger version  Name:	Chaos Emeralds.png Views:	0 Size:	394.3 KB ID:	39385Click image for larger version

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    Last edited by SuperBAM06; 04-22-2025, 04:32 PM.

    Comment


    • #6
      ​Carlos Ferrer Benitez
      FerrerBenitez_Hallway
      Click image for larger version  Name:	image.png Views:	0 Size:	134.4 KB ID:	39301Click image for larger version  Name:	image.png Views:	0 Size:	27.6 KB ID:	39302
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      Last edited by Carlos Ferrer Benitez; 04-22-2025, 03:34 PM. Reason: Added Hero Ref

      Comment


      • LilianaG
        LilianaG commented
        Editing a comment
        The modeling and paint Job look great! Try adding more spacing in-between your UV's.

      • SuperBAM06
        SuperBAM06 commented
        Editing a comment
        The phone actually looks really good, but you could add scratches on it

    • #7
      Azmel Enriquez

      Hallway

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      Comment


      • AP5653
        AP5653 commented
        Editing a comment
        your hero prop model looks really good, the gem parts look almost identical to the ref image, cant wait to see it texture!

    • #8
      Aurora Rodriguez

      Hallway Project

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      Comment


      • #9
        Tia Laws
        Hallway_wip_2.mb
        My substance painter file got corrupted.

        Click image for larger version

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        Attached Files

        Comment


        • Carlos Ferrer Benitez
          Carlos Ferrer Benitez commented
          Editing a comment
          The inside corners of your crate seem to come closer together than the bottom ones (the part of the corner on the reference that forms a triangle)

      • #10
        Kevyn Hernandez
        Hallway

        Click image for larger version

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        Comment

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