The image above is a screenshot form train sim world 3 of a class 158 * 12 car travelling London bound - this game is one of most played games
i got a pass overall but in more detail i got 3 merits and 1 pass however I might had of been able to get a merit in all 4 gadding criteria if the size of my project was not as big as i had planned it out to be I had planned to make a train station on the Elizabeth line but due to size and scale of this i was not able to do it in full detail and complete it therefor i ended up with a overall pass so what was the feedback giving to me
The feedback given to me was ;
Throughout the project, you have demonstrated a strong understanding of your concept. All aspects of the work have been developed with the clear intention of creating an environment art piece centred on the “Canary Wharf – Elizabeth Line.” Your research covers key topics, including the dimensions of the actual station and other essential elements relevant to an environment art project. CONTEXT & RESEARCH | Mysite In discussions such as those on the “platform screen doors” during your research, the “blockout” phase, and your “what is happening next” reflection following the escalator work you have demonstrated sound judgement, articulated your ambitions, and provided a well-defined sense of purpose throughout the project. PRACTICAL SKILLS | Mysite
Thorough and sustained research is evident in the structured approach you took to selecting a tube station for your project. You explored various Elizabeth Line stations, gathered visual references, such as those from Tottenham Court Road and Canary Wharf, and used this to inform your decision. Once you settled on Canary Wharf, your research was taken further through the discovery of detailed, station-specific information, such as the “light map.” CONTEXT & RESEARCH | Mysite Your breakdown of various station elements, such as the escalators, platform layout, and other features, has been thoughtfully interpreted and used to inform, support, and develop your ideas. This is evident both in the visual material presented on your production page and in the discussion points articulated throughout your work.
An adequate range of processes, skills, and knowledge has been demonstrated through your use of tools and workflows within Maya and Unreal Engine. Your use of the measuring tool in Maya to understand the dimensions of the objects you created, along with the development of modular assets, reflects a sound understanding of the work. Competent execution and application of techniques are also evident in Unreal Engine, including your use of the Material Editor, animated doors, and other features. PRACTICAL SKILLS | Mysite The final product depicts core features of the Canary Wharf station as intended, along with some interesting artistic modifications of your own using emissive materials. FINAL PRODUCT & EVALUATION | Mysite
Effective communication of analysis and interpretation has been conveyed throughout the project, particularly in relation to your Mid-Project Review and analysing what has gone well, what hasn’t thus far etc. Similar sentiments can be found with your update from “08/05/2025” giving a reflective account on the work that has transpired to that point. Discussion points made within these areas along with your Final Evaluation, have expressed reasoned decision making to inform the development of ideas. FINAL PRODUCT & EVALUATION | Mysite
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Some good work has occurred within this project; the research has had clear impact and has been entirely relevant to your project goal of creating the Canary Wharf Elizabeth Line Station. Your practical ability within Maya and in Unreal are on display here and you have learned some valuable lessons in the process and have managed to capture core elements of the station. However, the following areas should be considered for future work:
- Research (2.1, 2.2) - Research of production workflows and processes to help gain experience and knowledge in industry standard techniques. Particularly with software such as Substance Painter and topics like UV Unwrapping. - Practical (3.1) - This project showed strong potential to reach a higher practical standard, particularly considering the evident effort applied, especially in the use of Maya. However, the work in Unreal Engine lacks comparable depth, and there is no evidence of work in Substance Painter which would have helped improve the level of quality. A more focused project scope would have allowed for greater refinement and a higher overall quality of execution.
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To Research production workflows to gain a better understanding of this and help with speeding up my own workflow as well improving how i work on a project to ensure i do not have to keep coming back to research items that I cloud have done at the start to save time and i fell as a better way to improve is getting for references to work form to avid guess work and having to go out and find more references later slowing down my workflow and risking having less time due to having to find references that i might had been able to obtain at the start of the project
With my last project, I did not get the blend between time and size of the project right. I had the size of the project a lot bigger than the time I had to complete this in, while the core parts were completed as such, it was not completed to the level of detail needed to bring to the level of detail l initially wanted to end with now taking time out of the mix i would have been able to get this to better level of details but in my next project(s) i will be looking to plan better and allow for a better more effent work flow?
what i want to do for unit 09 is
The core things i need to keep to are as follows below
Research
planning
Production
review and refining
I want to make an environment art of a mid-country road, such as the M27, but with a toll along the road. This is a good idea to work from and to see how I would like to model my work, as I plan to do something such as having it travel into a hillside or the forest
a highway style although this is not a page of how it was mode this is more the level of detail I wish to get to as you can see the image below this shows a 4 lane highway with a car in the screen shot i would make some edits to how I would had made mine the 4th lane would become a hard shoulder as pre uk motorways pre 2019
with this example there are exits and on ramps this is something i would like to add but would be a after addition
the gantries look fine even for uk motorways but i would look to add in the new variable speed limits signs
road makings would need to be updated
in mine i would only have one road with trees coving the sides with maybe a bridge but the top view of the bridge may be less detailed than the main motorway
The screenshots have helped settle on how I would like the motorway layout to look, so it is not just a copy of theirs
My plan is to make a road with a background scenery with it like a fast road running though a forest like the M27/A31 as if it was running though the centre of the new forest with trees everywhere and forest themed service station this is the type of theme i want to try and make as i want to be able to understand how to blend a big built up city and to a countryside keeping it naturedly
as seen on train sim world they have a line starting the countryside with a lot of foliage and then it slowly drops out of view as you begin to enter the big apple grand central station as you make your way into the centre you will see the city start to rise above you and then you enter a long tunel untill you hit the center this is the type of theme i want to go for moving form built up city's to county side
This is a screenshot of real gameplay exiting the city centre, as you can see the city slowly shrinks in size and the countryside awaits. The best part about how this was done is the speed the line runs out, around 30/60 mph, and how the track has tall trees from the road below creeping in, and the city starts to vanish from view
If I can obtain a capture card, I will add form videos of this line on the context page
Over all TSW has given me grate ideas on how the background can change by easing in and out in a slow way can make a big difference as I have seen when they started out what routes look like with no background and minimal assets it seems very boring and there a lot of small details like adding foliage to the background such as othere routes that have added and 3rd partys i will add some screenshots below
This is the class 802 LNER 9-car train running along the Birmingham Cross-City Line: Lichfield - Bromsgrove & Redditch Route Add-On just by removing the house and replacing them will more trees and foilage will not takeway form thisn screenshot the cancal adds a leval of detail to the game along with the overhaed eleical power lines for the emus to drow power form alone does not add that much detail but combine with everything esle does
in this screenshot showing thr BE CLASS 801 LNER Liveray 5 car varent running along the St Erth to St Ives this line dates back to when the railways ware under public ownership under BR (Britsh Rail) but this line is now covered by GWR Great Western Railway
In this screenshot it shows a BR Class 700 ThamesLink/ 8 car train at Saeford train station this a singal trak line and one train at a time in any ponit a travel can use this line this maens that you will never have more than on train on this branch line there is room for a secound track but this may had been removed back when the belchings report will finalized and around a estamited 50% of the railway was lost under BR rail to save money before being moved to a privte railway this line a served by southeastren trains in rael line witch is now under the contol of DFT
also fun fact the BR Class 700 comes in a 12 car veryant as well with a decal on the srivers cab in a few key points yo remind the driver if they are driving a 8 or 12 car train as this will allow them to stop along the side the platform in the right zones and points
Overall adding a theme that complaints the main assets or environment
along with a light colour pallet with a stylizes theme like a low to medium Polly assets such a road 96 in there game everything is very simple but the lighting and detail added where it matters keeping the background assets form becoming the main thing you see as your more likely to be drawn to main highly detailed assets , Such as mid level foliage with a high level gas station with a mid level road and low detail objects like the shops products and ac units as well theming the building and roads so if its in a forest in the middle of nowhere you might have a new looking road due to not a lot of traffic or you might have it as a key route in the middle of nowhere with a higher volume of traffic this will make a big difference depending the time setting and what is happening as well if its horror seen then the shop might look new but a aged and at night it looks more rundown then it does in the day and other changes , Now lets say its part of a game where the player can buy food , refuel , fix there car etc at night time as its a safe point on the map you can add neon lights music in the evening a camp fire if in the woods as well as dependent 0n proximity to the city you might find a homeless guy with the main theme you can do a lot and the sub theme is setting it to a centre use case with my idea it would a be a sunny summer not to far out form the city on a county motorway that was built back in the 40s and just got revamped so new everything and people are starting to use this motorway again but the services station is a old and small plot see smilp map for this below
Taking a look at what others have made I do like this 3d model you can explore on there website of a USA highway
MY ROAD ENVIRONMENTS - A 3D model collection by 99.Miles - Sketchfab
what i am going to make vs what I need to research I have planned to make a motorway environment art as I have looked into above I want to find the right blend such as if I am going to start in the country side I need to look into how I can blend it into a city background slowly i have been having a look at some junctions on google maps to see what i want to make this will not a real life motorway but based off real life , however i will try and keep as close to looking like real life as I can so i will add a link and screen shots to google map so you ca also have a look around as well
I have also been looking to other roads that are not motorways as well such as this roundabout on the A36 the A36 runs form bath to Southampton this segment has a lot going on such as the main dual carriageway (A36) and the A345(Castle RD) and Castle St going into the city center there is a also a bus stop on the roundabout between the A36 and A345 junction and the railway line as well
googles map link
Google Maps
link: Google Maps (click the blue text)
website name: https://www.google.com/maps
site parameters: /@51.0759813,-1.7966227,170m/data=!3m1!1e3?entry=ttu&g_ep=EgoyMDI1MDkwNy4wIKXMDSoASAFQAw%3D%3D
date visited:10/09/25 @ 10:14
tested link to site 10/09/25 @ 10:14: working
M27 - J4 This also has a lot more going on not as much as Salisbury did but if i had the time to model some houses in low detail this might add to the environment however while this looks a bit bare there some more going on such as J4 - 14 however to caler up something J4 is the M27 and J14 is the M3 to London. The motorway splits as this is a London junction; there will be more than one lane coming off for the M3, as this is the start/end of the M3, as well, and there is also the A27 keeping the hadge end traffic out of the M3/27's way
SEE IMAGE ABOVE .
this show the A27 and odd part where it goes in 3 ways into hedge end and off running along side the M3 and onto the M3 and links onto Winchester Rd
This the full complete junction as you can see there a lot going on this screen shot
googles map link
Google Maps
link: Google Maps (click the blue text)
website name: https://www.google.com/maps
site parameters: /@50.9583366,-1.3993885,2729m/data=!3m1!1e3?entry=ttu&g_ep=EgoyMDI1MDkwNy4wIKXMDSoASAFQAw%3D%3D
date visited:10/09/25 @ 10:36
tested link to site 10/09/25 @ 10:36: working
this junction looks a very intresting set up in the way it moves the traffic on and off and where the exits have been placsed
aftre going over this i have made to choose to go with a to lane road such as the end of the M3 as due to0 size and time needed to get this done is not possible
In this plan I will make a small section of the southbound M3 before the junction
see the image above now that i have looked into what kinda of road i will make now i will look into how i am going to complete this such as
Road modelling
texturing
lighting
foliage
decals
street lights
smaller assets such as
railings , signs etc
texturing of the road will be found on fab.com however if I am able to make this myself I will but for now I will find one on fab in the event I have ran out of time or I am unable to make due to not having refined the skills needed to do this
YouTube video on making a road texture
This video covers how to make a road using splines in unreal engine 5 this will help with making the small segment of the M27 / M3 This will allow me to model only one road segment with the road assets such as road signs you might see on a motorway such a VSL (seedtimes signs that can be change via remote API,s) speed limit signs cats eyes guard railings big screens such as notice bord to display events on the motorway or letting drivers know that the A36 is closed (but like normal they never say what part of the A36 (its the bath to form section that is part closed most of the time )) there also might be a hard sholder but this will depend on what type of motorway it is and is there a junction
As seen in this image, it shows the key part of the motor, such as the studs and their colours and meaning, which adds an extra level of detail, including this in my model
White - White studs can be found to make the lane age in the middle lanes
Amber - Amber studs can be found on the far right-hand side of the direction of travel
Green - Green can be found on the far left side of the direction of travel to make a slip road joining and exiting the motorway
Red - Red can be found on the very left of the direction of travel to make the hard shoulder and the live lane, and is also used in the absence of the hard shoulder to make the edge of lane 1
if the page did not load from the first blue link, I have added the file path for the URL, see parameters
Site page link: https://theorytest.org.uk
link: Motorway studs explained | colours of reflective lights in the UK (click the blue text)
website name: https://theorytest.org.uk/
site parameters: /motorway-studs/#Motorway_Stud_Colours
date visited:11/09/25 @ 10:12
tested link to site 11/09/25 @ 10:12 working
Uk motorway signs by the government website shows all the signs you might see on the motorway and covers there meanings and use case as well
such as there new electronic signs that they can change in real time to provide import road updates about the motorway or junction closers lane closers and other things such as speed limits changes , road conations such as flooding , rain that proses a risk to life at high speeds so they can pre warn drives on some junctions and also set the speed to 20 in cases , sown , repairs to the carriageway and anything else needed to keep the tariff moving however some signs are also there to explain complex junctions and allow drivers to take the right lane and exit and inform the driver before the junction the more complex the junction the more signs there will be and some signs will read "Follow M32 for M4,M5" or Follow M6 for the south if you are north of Birmingham and same if you south of Birmingham but will say follow M5 for M6 then follow M6 for the north then the more local motorways will start to be listed this to allow you to read road signs faster and allow for more simpler signs as listing all the of the motorways to Liverpool or Manchester and the middle of the north would take very long signs
see some sign layouts form the governments website
This sign shows you the motorway you are on in this case it is the M62 with a small image as well of a motorway this can also seen by the blue background in the uk motorway signs will have almost always blue background green are for A and B routes white is for non primary routes ( C routes are not that common anymore but there are C routes and they have a white backgound as well
This sign shows you the motorway M1 to Nottingham and the juction number in this case it is 23 that you are at so you may now know if you are using a map that coming back you will need to get off at junction 23 it is to be taken note of that not all joining signs may not have there juction numbers or a key city/town name on the sign as well such as on the M4 the bath juction is not sign posted as bath and the signs will have you exit at chippnham and floow the A4 to bath as the M4 does not go fairly close to bath and there no juction labled Bath on the M4 and the next big city juction might be the M32 for bristol
This sign shows you the motorway and the B4408 to Debworth, and the motorway parts of the sign are showing you that you can take the M43 to London, a key point people are likely to drive to, and you have the sign showing the MIDLANDS and Medford as well, so if you're going to the Midlands you take this exit
In the case of this sign, this is the start of the M32 this is a rare motorway in the sinse that theres a bus line on far right lane just as the motorway ends droping this form 3 to 2 laen as you enter bristol city center there are also some bus only juctions this was done by the departmaent of transport and brisol city council as well back in 2016 to allow for faster buses to UWE (uni) and cribbs cusway shopping mail and badly stoke normal trafic to cribbs cusway should use the M5 this can be joined form the M4
if the page did not load from the first blue link, I have added the file path for the URL, see parameters
Site page link:Motorway signs, signals and road markings - GOV.UK
link: Motorway signs, signals and road markings - GOV.UK (click the blue text)
website name: https://www.gov.uk/
site parameters: government/publications/know-your-traffic-signs/motorway-signs-signals-and-road-markings
date visited:11/09/25 @ 10:28
tested link to site 11/09/25 @ 10:28 working
work flow
Planning -> researching -> pre production -> production -> reviewing -> refining - feedback -> refining base off feedback given ->
art style
As you can see this is the type of look I am going for this is a screenshot form osmi2
jump to around 1/2 of the video
all YouTube videos are my own
This is the video i will use when testing road layout in unreal engine
when the road has been made i would like to add some traffic on the road so i am looking some assets i can use to
such as the E200 MMC bus - form - (1) 10.8m E200MMC EP | Fellowsfilm -
having looked into this due to how the models have been made they are in a o3d format and maya is unable to read the file having looked into to this more i would need to model my own
i have been testing out a block out road in maya so far i have manage to get the road to bend without loosing shape
This is the project management tool i will be using
it is a free and not to hard to use and will send a email to let you know when the deadline is coming up overall i think it a good choice so i will be using this , however i am aware there others such as Trello but i feel like freed camp is a better choice to go with
all deadlines are shown in the cullender and show there states , done , doing , not started 3 very simple and to the point states to add a new deadline just click the green button fill the web form and press done and it will set up this also works for when there are more than one person working the same project as you can track who is doing what and who has been assigned what as well
how long i have vs how long
pre-production,
What I want my road to look like, I have used the M3 & M27 for a reference, and I have also looked at some games on how they have laid out their road networks, such as OMSI 2, overall, mostly a green area around the roads and a built-up city. I will be working with just the county side for mt project i will add some screenshots from OMSI2 to show what it is that I am looking at making
M3 - before the M27 this is the core theme and how I want it to look like with trees running along the side
This a 1, 2 main road that has a slow lane for the up hill side and one lane for down hill traffic but makes a interesting set up
This screenshot shows road makings on the road as this is a common thing to find on the road showing lanes and what lane goes ware such as A188 to city a and the left hand lane to H A&E and city canter or ring road etc
This shows a winding bending road with a small rivar on the side and a telecoms pole running over the main road with a red warning sign telling drivers to slow on the bends ahead
This shows a 2 lane road with a 30 MPH speed limits feeding into to roads that drop a one lane road into a city centre you can also see on the left hand side a bus gate feeding onto the next road with a bus lane this can also be seen via the sign showing this with the red no entry sign and the text " buses and taxis only " and the speed limit can bee seen by a small repeater sign on the centre of the road
how to make and add decals to a road
adding - editing landscape
looking to the types of houses and what house is best for mine environment art
i will be going with a bungalow or a small house and i will be making this on the smaller side
houses - one wall will be 23.99221 m2 or 23 cm
House mock up this is where i had a look at where the house is going to go the key factors are [Road]+[S,W,D],[Background setup] this is a screenshot showing what i am thinking .
A small test house was made in maya for this as you can see its not the best house but it was just to see how it might look
adding more houses trees and grass as well as well as the house being made to look like it belongs there next steps are to set the textures for each face in maya for a faster texturing in unreal i will add more screen shots of how this works later
Updated house internal layout improvements
stairs added
Block out 1 with scaleguy used
project review and updates 03/11/2025
due to over investing into the house I have decided to move from making a road with a house on the side to making an Architectural Visualisations project this will allow for the details needed to be added in a smaller scope this will end up with the stairs being changed out and the whole house being left behind however this will make room for a more detailed Architectural Visualisations
stairs will be remade - following a direction this scene will be going into
textures will be reviewed and edited to fit in with this plan
old google sites work will remind on the site but starting for this point the new planned out work will be added
explaining what is Architectural Visualisations is
showing what i will be using a reference for this
get feedback on this
update based on feedback
give feedback on feedback given
prepare to showcase the work
as well the work that was left behind to show how I got to this point
below if the reference that i will be working form .
5. done
There isn't much to say about this book. The book itself took around 6 minutes to make and has been UV-unravelled, so that covers can be swapped out as needed. Just create a new cover in Photoshop. This book goes with the bookcase that was made, also very clean to make and reuse
.
TWhat is Architectural Visualisations acroding to wikipedia Architectural Visualisations or know as CGR Computer generated renderings
project update - this where my project has gotten to my own arcvis based of the images above by my own take on it the only thing that was missing whar a pitcher farm this has been made but did not turn out so well
After a lot of major edits to my plan, I managed to settle on making an Architectural Vision of the house by the main doors and stairs, with some added windows and a bookcase with a rug on the floor as you enter the house. However, this was not met without its challenges; the big one was Unreal Engine's default Nanite support and recomputing normals ( which had already been done within Maya ). Once I had worked this out, it was unchecking a box and applying the changes the rug had been textured in in a substance painted 3d The next challenge was running out of memory, which was fixed by the command-line tool within Unreal Engine to allow it more RAM and VRAM to be able to load the textures in 2k, i have larent a few new things to add to my work flow the main take way is nanite support i need to ensure this is off by defalut
What feedback did I get, and why might this be useful going forward?
The main bit of feedback I found useful was lighting and how this affected the carpet within the house and the roof, but I did expect this. I also felt that I should have improved the roof's texture. I feel that i with more thing could have done a lot more in my next personal project i will be working This feedback will be very helpful. I also found that I need a folder layout, which will allow for faster major edits to the house, such as being able to remove a side wall to add a better version of the wall. Being honest, what I ended up with is not what was planned; however, this did turn out very good, and there is more to look at, as the main plan was a motorway, but on reflection, I think moving to Architectural Vision was a fun new path to go down and i have larent a lot while doing this the jey takeways are keeping to a plan, setting a detailed plan with a timeline and sticking to the plan this is party what let this down as it ended up being made up as i have gone along and this is something that is not done within the games industry and something that needs work on before the final mayjor project.
Did I complete what I had set out to achieve?
No, I did not. I set out to make a small segment of motorway, but however this ended up becoming a house in the end, this was not planned out in pre-production. I feel like it did turn out fairly well now. Had I planned this house in pre-production, this might have been even better. This is a vital learning point for me that my plans need a big redo in how they are made and followed
i will be trying this for my next project
working out what I want to do
planning (not in depth)
Looking at how the space and has someone done something similar to me? If so, how long did they take to do it, and why
3.1 . Can I do a blockout in under 2 days? If yes, then this plan has gotten off to a good start
3.2 Research is useful when I need to pitch my idea, as well as making notes that will help with the project's
main research, and getting everything I need for Pre-Production
Production weekly check-ins
weekly reviews in depth
daily notes
9.1 talking about what I learned that day or week
The above is a draft of a plan where I'm more likely to complete what I have set out to do, as well as talk about anything I learned that I did not know before starting this project. This will help me when it comes to showing growth as well as talking about parts where I found a challenge. I will be able to talk about this in detail and not risk repeating things
I have learned that a plan needs to be followed