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Uncanny Borough

CATEGORY

Environment: Ruins

INTRODUCTION

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STYLE

Semi-Realism

PROGRAMS USED

Maya, Unreal Engine, Zbrush, Substance Painter, etc.

Breakdown

Start Of Project

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@Fang Yi

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REFERENCES

1) This piece was mainly inspired from Fang Yi's piece.

2) Gathered many references on what parts were being shared or reusable

       a) This is to create a modular kit.

Concept / Blockout

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Sketch V01

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Photobash V01

DR_Piece_01_SKETCH1.png

Sketch V02

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Photobash V02

CONCEPT STAGE

1) I opened up photoshop and broke down the big and medium shapes of the reference picture that make up the composition

2) Instead of replicating it 1:1 like my other project, I decided to change the composition slightly while keeping the bigger shapes.

3) After a quick sketch, I decided to do a quick and dirty photobash to see what elements I wanted to be put in the scene.

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ACR_Blockout_01.png

BLOCKOUT STAGE

1) Moved over to Maya and started to blockout the scene.

2) Exported and imported into Unreal.

Asset Creation

MODELING STAGE

1) After I broke down what pieces were shared, I modeled out the rough shapes of each piece.

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SCULPTING STAGE

1) Most of the modular kits I modeled out, were ready to be taken into the sculpting stage.

2) Majority of the models were shared so I decided to also sculpt out some trimsheets.

TEXTURING STAGE

1) Went into substance painter for the texturing process

2) Had simple material set ups for the trimsheet and was able to have different variations if I wanted to.

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Detailing

UNREAL STAGE

1) All that's left is to import the models and place the textures onto the models

2) Afterwards, I replaced the blockout with all the assets.

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LS_Zoo_A.0000.png
ACR_Detail_01.png
ACR_Detail_02.png

Base

Decals, Props, Lighting

ACR_Detail_03.png
ACR_Detail_04.png

Extra Lighting

DETAIL STAGE

1) With everything setup and ready to go, I just replaced the blockout with my zoo assets

       a) If some things didn't match the size of the blockout, I scaled my assets accordingly.

2) After all objects were placed, I was able to add in the details...

       a) Decals

       b) Fill-in props

LIGHTING STAGE

1) Added the big main source light

       a) UltraDynamicSky also for volumetrics

2) Added medium sized source lights 

3) Fill lights for dark areas

4) Added extra orange lights

5) Post Process Volumes for camera exposure only and basic color grading to change up the atmosphere.

Orange Lighting, Final Result

Rendering

RENDERING SETUP

1) I wanted to color grade in After Effects and Photoshop and to effectively rendering my sequences out with the correct color settings I had to setup:

       a) OCIO Display in Unreal

       b) Movie Render Queue Settings

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OpenColor IO Settings

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Render Queue Settings

ACR_Albedo.png

Albedo

ACR_Roughness.png

Roughness

ACR_Depth.png
ACR_DetailedLighting.png
ACR_Main.png

Raw Render

Depth

AR_Main_COMP.png

Detailed Lighting

Post

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