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Final Project

Vikings 

My final project will be a show of my skills as a 3D developer and make an environment within a game showing off the skills I have developed over the time I have been in university .

My project will be to make a little game from the Viking ear I will be making different assets and more to show my understanding and will have many different sounds.

My project will be to make an environment from the time of the Viking I will be showing a very high poil realistic style of a game and model. With that being said let us talk about the environment. I will be making most of the models and many more assets to show my work and to also show how I will be making overthink my first step will be to make most of the assets and then put it in the game engine  and from there work on the mechs I will like to see within the game 

Final Major Project (FMP)

Documentation for the final major project.

For this project I’ll be working on an environment created by me my main aim for this project is too create an environment based on my own perspective views and historically accurate to what the error of my chosen subject. For this I will be creating a Viking error environment based on a historically accurate village and also based on imagination and more my inspiration for this final major project is on the history and also a couple of games such as God of War Assassin’s Creed Valhalla Skyrim and many more I want to create an environment modelled and also be able to have pushed my limits as a environmental artist to the limits that’s why I’m going to create different sets of buildings items small and big assets using my and blender to create all of this. With that being said I’m going to speak about Huawei have chosen a  want to do this.

 

For this project I chose to combine what I really love doing modelling and history for that I am basing a lot of my work into realistic modelling of an environment from many years ago most of my research points me into the right direction at this point to make a small settlement of a Viking village with a lot of imports and such for that my main goal is after creating the environment to be able to put it into realism more the two cell software’s I’ll be using I have mentioned earlier such as Maya Unreal Engine substance painter and if not I’ll be creating not only the models for the environment but also the sounds and if possible for my extra goal put NPC not playable characters into the game so I can show more realism than anything else with this project being the final project of my university year I would like to push myself to the limit with a lot of different goals and this project will be perfect for me to do this.

 

The inspiration is given to me from historical accurate stories from the Viking errors and also from video games which I have mentioned as well such as the Skyrim God of War and Assassin’s Creed will however I’m trying to follow mostly the Nordic error of the Vikings which is a huge impact into historical artefacts and many more things and I would like to create this into my project to show my understanding and creativity with this most of those the work will be based on realism and I will be making sure that the environment will look as much realistic as I can get I’ll be putting a lot of progress information reference of models I think will be great to put into my game and different videos of me working and showing my progress of this final major project.

Most of the goals for this project will be the environment being created and also working on the Unreal Engine system with the water plug in an also working with atmospheric and environment to be able to put well realistic lights and also working on the different areas which the environmental need as I spoke earlier most of the work will be mainly modelling but I’ll be putting sound into the game such as footsteps water wind and many other sounds using the F mode which we learned last semester and I would like to More comprehensive understanding into the sound and environment that’s why I would like to put sound in my game using software which I learned and to expand on anymore detailed work which can help me understand what do this to be an environmental artist

ETHICS FORM

Mood bored 

Untitled drawing (1).jpg
Untitled drawing (2).jpg

Map for the game 

This is  will be the map and how it will look after going around and checking different looks  I chose this one .

Vikings House Models

Some of the modles i have done for this project With turn around but no texter to show the polis and how the molds look 

script Break down with all the mdoles sound and more information of what I need to do for this project first draft 

Vikings House Models

Vikings House Models

Vikings House Models

Music Brief

Vikings House Models

Vikings House Models

Vikings House Models

Maya progress 

These is some Videos I have taken show the models I have in more detail  and also what is the current progress with some of them 

Unreal progres 

This is the evidence I have provided for my unreal project which slowly but surely the environment is getting there I have put most of the models textured and ensure that the colliders are properly adjusted so the character can go on them as you can see from the video I have provided on the next side the environment will be more than one settlement in the distance there is a second village which I’m currently working on but for now, I’m working on the main village woods I have placed most of the buildings and slowly populating them with more assets for the interior design as well as the outside of how it looks after I inserted the water into the game I have now succeeded 40% of the environment is nearly done

Reffrents and insparaishon

Assignment A1_Dilan Mehmedov_Project Pre-Visualisation

Scrip for the Video 

In the latest update, I have been working on showing the work but now I have done nearly all the models and please them around the world as you can see from the videos on the bottom are some models I have made which are very high poly.

 

As you can tell, the update video has been delayed because of a problem with unreal and I had to rebuild most of the level, but with my planning and my backup, I have made it very easy to fix. With that being said I have currently started it working. With all of this being said I have start on some concept art on the environment  most of the 3d work I have done by action replaces I have found in my resect

Maya progres 

Vikings Forge Models

I have made twenty-five models which have been detailed to look more realistic when added to the game. From the research, I have gathered a depth of knowledge and understanding of the detailed work they have done on their houses and other assets such as the interior and exterior designs that were often used. I used high-poly sculpting to add detail to the geometry of the models. After that, I textured the different materials in Substance Painter.

Shield Trofi3 Models

Shield Trofi3 Models

Table Models

 Models

Shild Trofi2 Models

Vikings Forge Models

Vikings Forge Models

Vikings Forge Models

Final Major Project / More about the project
 

MORE ABOUT THE PROJECT

 

For this project, I will be using the concept and time of The Viking Era (A.D. 793 to 1066). The environment will consist of a small settlement of Vikings who have settled down in a Newfoundland. This land is next to the sea and an ice cap mountain range. This concept of Newfoundland is shown in the model environment through the houses and barns areas being newly made, hence a clean finish to these objects. The Vikings were known as traders which meant that they set out to discover new trade routes, but also settled down on newfound land which would be beneficial in the resources it can provide, such as glacier water from the mountain range that can be seen. Throughout the environment, you can a fire pit in some homes which is used for cooking and providing warmth, and one can even link this to the concept of the Vikings using this to make their weapons out of Iron often referred to as 'bog iron', which is made from heating iron-rich soil (Curley,2022). Watch towers are present in this environment to emphasise the location of the settlement next to open seas, which during that era meant that attacks and looting were common. In the opening graphics, a fleet of ships made out of wood can be seen in the port as well as one arriving back to the village and a few ships in the distance travelling out to sea. The design of these ships is done so in a manner to portray the long boats as being versatile to be light enough to drag onto land, but also be strong enough to withstand rough seas.

 

There is also wildlife displayed visually and some with audio through this environment. During the Nordic period, " the Vikings farmed crops, grew gardens and raised animals" (Anon,2022) their feudal economy. This is shown in my project as you can see livestock such as cows and chickens in their pens, and hunting livestock such as deer can also be seen in the visuals. Whilst exploring the environment you can see a lot of fruits and vegetables that were staples in these small settlements. There are also crows visible in the sky to depict a true village setting. Whilst exploring the virtual environment there is one big structure, the Viking dining hall that portrays the concept of a village hierarchy during that era in which the chieftain is the head of the village. This is seen by having a head table (made for 2 - 4 people) facing a long table that is for feasts which shows the close-knit community mentality those settlements had.

 

There are trees all around the settlement with pathways, of what is depicted as natural grounds rather than stone pavements, cleared to create routes around the village. There are two large barns visible, which represent where the village holds harvest and resources such as wood and tools for craftsmen. This can be seen from a bird's eye view perspective. The shore shows there is also a covered hut, this is where boats are dragged onto land and covered when not in use. The density of the trees give the impression of this being a new settlement which is shown by the use of tree placement at an angle around the fenced village. The shadow effect created from these sun hitting the trees and forming elongated shadows creates the environment of keeping the settlement hidden, which again

emphasises the time period and era in which Viking lands would often be looted and overrun. The number of boats on the sea also adds to this perception.

 

In this game there are male and female characters who are used to show the dynamic of the different roles men and women played during the Viking Era. Women's roles in society during this period were domesticated, they took care of their family, prepared food, milked cows and tended to livestock (Anon,2022).This is shown by the number of female characters that can be found in the market and around aspects such as the livestock farms and marketplace. The character in the game is wearing items that were often made by the women during this era, although women historically stayed at home, for the purpose of this game there was an element of female warriors added to engage players within the game. This is historically supported as in some female graves, weapons were found that gave the notion that a small majority of women were also fighting alongside the men (Anon, 2022).

 

The game also consists of male characters, they can be seen on the outskirts of the village, to portray their role during that time which was to protect the women and children in that time period due to the high rates of battles and looting that took place in new settlement lands. The character in the game can be seen wearing a scale, chainmail armour and helmet as well as holding an axe. Axes “had long handles, were light, well balanced and deadly” (Anon, 2022), the long handles portray that when men were in battle the long reach was an ideal attribute in a fight. The iron helmet was essentially an iron bowl to protect the head.The armour is shown over plain clothing, notioning that men were often ready to go to battle whenever needed and were also prepared at any moment. The axe was a common weapon at the time and often the most affordable too.

 

Swords can be seen inside some homes within the game, whereas Axe’s are the most common. Swords during that era were the most expensive weapon and therefore can be found throughout the game as pieces on the wall as it was a prestigious weapon for that time period and a “rich men” weapon. Vikings loved to decorate items such as their weapons, tools, bowls and treasure chests. Carved symbols can be seen in their items and in this game specifically it can be seen on the treasure chests. The treasure chests have a mammem style to them that is a viking art style. Within the homes the items that are found are things such as tables and chairs and storage components which make it realistic. This era was also emphasised by the use of tapestries on the wall as well as fire torches that created a natural source of light.

 

The home structures are very detailed but look fairly new, this was used to portray the village being based in a new settlement, which meant that everything visible to players in the game is fairly new and has a clean finish to it. This is also shown on the dock and the fenced-off village area. The houses may be of similar sizes but really do portray their individuality through the way they look. Some will be plain and reinforced whilst others are

decorative and have wood panelling of darker shades to convey the concept of a hierarchy within villages.

 

Having said that, to portray this main theme of this being a new settlement there are sound elements added to the game using NPCs such as the sound of birds, winds passing through the trees, the sound of calm waves and the footsteps of the main character. The sounds used really bring into focus the calmness these settlements would have. This combined with the calm background environment of the mountain range, the sea, sun and fog bring a calmness into the game that always makes players feel relaxed and therefore focus on the darker tones within the game. These are the houses, the docks, the characters.

Unreal progres 

In this progress for unreal engine 4, I have added additional assets such as more houses, ships and more furniture within the environment. I have made the interior more populated with different assets to make it more realistic for the player.  I also added more settings to the water to make it look more realistically accurate to shower calmer and clear sea, with minimum waves for that era. I have added more to the exterior such as more market area, wagons and boxes of loot. More trees were added surrounding the port and I have started work on the MPCs and animals. 

Progress Ue4

 

 progress

As you can see from the images above ~ I have added a VFX fire to the environment to make a warm light effect within the house as well as being shown in the village, this also adds the element of natural light for that era. There are many other assets in the homes to make them seem more lived in by characters, such as utensils (spoons, bowls and plates) and food such as fruits. I also added more shelves and storage components such as treasure chests and tables. I have made a new lighting system within Ue4. Later on, I will be adding artefacts and livestock to make it seem more true to the era using references to make historically accurate assets. Later on, I will add volumetric fog which will increase the density of the fog in the current environment so that the fog depth will cover the distant elements in the game that the player will not see and will also create more dimension within the game.

For my project to be a success I will need to add livestock that I will add MPCs later on, for this to happen I will have to create animal pens/farms to make them more suited for that time period and make use of space within the settlement dedicated to the livestock as it is pivotal for the Viking era. During that period livestock was slaughtered daily and hence there are more fenced-off areas. 

The shops which I have added are now going to be populated with in-house items to make it seem like a trading spot for essential goods and weapons that craftsmen made as well as other needed objects. I added four shops. One will be added at the port and the other one is at the entrance to the village at the port. Another one is situated further down the market and the other one is by the forge. 

Progress Ue4 over the whole project

 

Feedback from users consisted of wanting an element in the sky such as some sort of bird to give it more of a realistic feel.  The players felt that the start of the game was too calm and still and that movement of some form was needed to become engaged within the game. Users similarly suggested that a flock would be ideal to add to the daylight setting. They have also suggested animals such as livestock but also add some wildlife as this is what they expected to see due to the number of trees and woodland feel of it all. They also liked the movement of the character but felt that there was no difference in the houses and it all felt a bit monotonous and wanted to see more shadow effects in the game from different houses as this would give it more depth and characteristic to work with.  Houses again seemed very similar to them and they wanted to see more work within the walls of the homes for which I will now be adding tapestries and torches to the walls. 


Cutsean

 


Progres 

 

PROGRESS

 

NPCs are added to give certain assets depth in this game. For example, the animals and birds in the sky move in a randomised motion due to this. The characters are also able to move and walk around in any direction. The NPCs show characters moving around in different motions, for example, you can see a male character walking on the docks at the start of the game, as you progress further in the game you can also see how there are characters in the distance walking. The animals that are wildlife such as the deer and the fox can be seen moving in the grass. The deer in this game actually comes toward the character which is nice for the player.

The character can move in any direction and therefore the background depicts this change in direction, there is depth to the surrounding environment that is added by the fog and the grass the player can see in the distance but not go towards. This makes the surroundings seem vast in area.

The livestock and wildlife were added to this and the feedback was taken on board and the birds were added as a flock to give the sky an element of movement. Sounds were also added to this, in the game whilst the walk through takes place and allows sounds such as birds to be heard, and the characters' footsteps can also be heard according to the movement that takes place. The natural elements such as wind through the trees and grass can be heard whilst playing the game and there are also the subtle sounds of the waves that come through. I have implemented these sounds using FMOD and the help and guidance of the students in the sound department.

The thickness of the fog is also improved to give the illusion of more elements in the distance, however, the client can not walk into this area. I used Ue4 and the volumetric system to increase the density of the fog outside to make the scene have more contrast and focus within the game. Edits were made to the landscape around the village to make there an illusion of there being more trees although this is not the case. The trees were placed at an angle for this to take place.

There were added natural blue and green tones added to the sea and water element to give it a more natural colour and seem more real. To make it look as realistic as possible the waves were used to represent a calm sea as a background environment within the game.

To make the main market area in the settlement look used I have added more shop items to represent the tradesman and craftsman aspects within the game. These can be seen through utensils used in the homes and weapons such as swords and axes.

After looking at the player feedback I have altered the interior of the houses and made them more populated. I did this by adding tapestries to the walls in some of these as well as adding weapons as show pieces in others. I have also changed the way each house is populated by making sure there is not the same layout and interior design in each home. Some of the houses have more storage components such as tables and treasure chests, whereas other homes have more lighting aspects such as torches on the walls to add more lighting within these settings. This also makes the assets seen differently and the tone within each home to have their own atmosphere. Such as dull lighting to create a more intimate and warm environment. Other homes have more natural lighting aspects within them.

I have also added a main menu and concept of ideas to allow player interaction to take place as they can decide when to begin the game and which mode they would prefer to access.

There is also a cut scene which sets the tone before the player begins the game that brings all these mentioned assets to the forefront. This sets the tone for the player before they are able to interact and explore within the game.

References For my ENVIRONMENT

The Vikings


 Main menu with Cutsean

 


Final Improvements

 

This last showcase presents the final built with all the planned systems running and assets present.

All the FMOD Events, sound effects, animal sounds (cows, foxes, dears, chickens, sheep, pigs) and environmental ambiences are implemented.

Lighting, fog and landscape are built. Shadows are now more realistic, raytracing is optimised.

Trees and foliage are built into the landscape by using the landscape paint brush tool with the assets added to different layers: grass, dirt, mud/rocks.

Non-player characters with their own individual artificial intelligence scripts and unique animations working. Some are moving on randomised paths all around the map.

This video was edited in Premier Pro, and shows most of the systems implemented into the current built of the game. It also showcases a large portion of the environment, with all the detail and atmospheric elements.


Draft Video 

 


How to play

 


Final Video

 

Conclusion:

In this project my ambition to create a historically accurate environment has proven to be challenging,  even difficult at times. But from the progress I have done and the different techniques I used to create this environment, I think I have managed to build the largest and most project I ever have. I have learned many valuable tricks and lessons about environmental development and high-poly asset creation.

 

During development I have learned how to utilise small assets to populate spaces. Each model I created in this process (weapons, utensils, houses, indoors- and outdoors decorations, longboat, etc.) I sued many different reference images tracing back all the way to the original designs and architecture, to achieve the desired level of detail.

I used the sewing technique in Maya to edit the UV-s of some of my assets while auto-unwrapping others and then finished the fine detail in Substance Painter.

With all my items made, I added a large amount of detail into the interiors of my buildings, creating atmospheric, lived-in spaces together with the visual effects and lighting.

I have added different variations of sounds and actors to emit them to give the world sufficient dynamic detail, personalising different parts of the environment, so the player can differentiate between places like the market or the ship docks through audio only.

I also added the the opening cutscene and also a main menu with music and live footage from the game from different areas within the level.

I learned that I should have used source-tree workflow to help me keep my progress in check. I should scheduled the project more carefully from the beginning. The one crucial element of my project plan that I sadly had to cancel, was the talking/fighting NPC-s, who's implementation could have been possible have I planned ahead more thoroughly.

In conclusion, this module has thoughts me a lot about the industry's standards and the techniques to use in the development of large detailed environments. My own scheduling shortcomings thought me about the importance of project planning, and show a direction in which I must improve, but at the end of it all I am happy with my progress and the achievement of overcoming the majority of the challenges I have given myself by aiming to create a world so realistic and massive in both scale and complexity.

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