FLOATING MARKET
UNREAL ENGINE 5
A Thai floating market with Sino-Portuguese architecture style inspired by the world of 'Dishonored', Arkane Studios.

I spent the last 13 weeks working on a 3D Environment project based on 'Dishonored,' which is the game that solidified my decision to fully pursue a career as a 3D Environment Artist! I am happy that it is finally ready to be shown to the world! here's a brief idea behind it.
The main theme of this piece was "What would a Thai Town look like in the Empire of the Isles?" As a starting point, I chose a familiar floating market and a Sino-Portuguese architecture style based on parts of Bangkok and Old Phuket Town because it reminded me of Karnaca in Dishonored 2.

Pre-Production
During the summer of 2022, I had the opportunity to revisit 'Dishonored,' the game that solidified my decision to pursue a career as a 3D Environment Artist, and I thought to myself that it would be fantastic if I could create an environment that exists inside its universe while adding my own 'twist'.
I gathered a few photos from the internet, as well as screenshots from the game that I captured throughout my playthrough. I tried to be as specific as possible about the objects I'd use in the scene, but as the program goes, I found myself adding additional references along the way.

"The foundation to all existence comes from 'The Void', so do my concept."
I made an illustration in Photoshop to visualize the world I'm going to create. I was originally troubled by how muted it looked, so I made some iterations based on feedback from my colleagues, also to help the modeling process by improving various item silhouettes.

Production
With a modularity mindset, I grayboxed the scene in Maya while keeping the proportions accurate. Later, I run them through Unreal Engine with simple directional lighting.


MODULAR BUILDINGS
"Corvo saved Emily Kaldwin by becoming an assassin,
I saved myself from strict deadline by using modular buildings."



PROPS

My approach in creating props is quite simple. I started making a base model then put them in Zbrush for higher resolution sculpting. Since most of the props are simple geometric shapes, I could easily get away with poly grouping based on normals, creasing polygroups border, then subdividing.
HARD SURFACE PROPS

WIREFRAME


Lighting
Because the setting is similar, I drew a little inspiration from Flooded District in the original Dishonored, but I tried to tone down the somber/hostile vibe to a more bright mid-day vibe.
Lumen in UE5 is making things easier to make physically correct in a short amount of time. For my scene, I was using simple directional light as the main light source and a few additional point lights to fill in dark areas.
I wanted to get a clean image, without a lot of post-processing interference so I make sure to nail the green-ish ambient lights with a customized BP_Skysphere, Atmospheric Fog, and ExponentialHeight Fog.
COMPOSITIONS AND STORYTELLING
Throughout the process, each composition was iterated multiple times to improve the story-telling aspect. I was first focused on the primary composition, and the rest were lacking, so I added objects that leaves trail to the story behind them.
"In order to maintain the safety of the aristocrats in the Royal Palace, the city watch sealed down the city after a dreadful mysterious incident unfolded in the inner city. Citizens of a Thai town hid in their homes, intending to see the Emerald Temple, Wat Phra Kaew, one day."
"Light poles with gold-plated bird sculptures, influenced by the reign of the Royal Palace, that seemed out of place with the worn-down structures may indicate a lack of proper sighting of outskirts well-being."
"KILL THE RATS graffiti, a precursor to the Rat Plague, as appeared in Dishonored."
(No rats were harm in the making of this project)
"OBEY THE CITY WATCH!, A fortified wall that seals off the city's outskirts. It appears that someone attempted to confront the citywatch, and the outcome was not pleasant."
"When everything is normal, the market must be bustling with shoppers, but right now it seems so empty."
"A man sitting in shade of a building seeking for help with his sickness, and right beside him is a sign written with a left-over Tuna tomato can."
CONCLUSION
That's quite a journey! I am so happy with how this project turned out. This is the first first outdoor scene I've had the opportunity to create with this degree of freedom and there are so many new things I've learned for the first time, such as Substance Designer, Water System, and Height-blend materials.
And finally, without the comments from my friends and professors, I would not have gotten this far. Thank you so much for taking the time to read this! and hope to see you on the next one.





















































