Happy New Year!
2021 has been a good, progressive year!
My best work from this year has been added to my showreel - enjoy!
A-k-a, my public learning diary for my 3D animation degree and since graduating, my free-time independent 3D studies and personal projects ...
2021 has been a good, progressive year!
My best work from this year has been added to my showreel - enjoy!
Designed to accelerate existing skills and build experience, I worked as part of a team remotely to deliver a 30 second advert for the pretend game “Quick Fix” according to a brief. Below is the finished result of what we made in just 4 weeks!
I was responsible for modelling and texturing the interior space garage as well as set dressing, incorporating everyone's assets into the set, ready for the rest of the team to use in their shots. Full break down below:
| Completed Scene |
| My contribution minus team's assets |
| Wireframe on shaded |
| Grey Pass |
Since my last post I have assembled the scene, give it light, done some in engine post production, added some water and experimented with Unreal Engine's landscape sculpting and foliage tools! I'll add to this post, going into more detail at a later date.
Here's a preview run around of the scene so far and a render.
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| Decimated and untextured - visible seams where rocks touch each other |
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| World Align Result |
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| Close up of removed seams |
The aim of this post is to figure out the art direction I'm going to go with and here's the final result (for now) that I plan to use for the main texture, the white represents emissive which will be used as a mask for the VFX I completed in unreal engine.
I started initially with a couple basic rock sculpts and layered them to see what that might look like. I also tried out some brushes I found online and accidentally made cookies:
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| Stylised Lava by Luc Chamerlat |
In this update, I explore using iridescent colouring and lighting for the main vein of my VFX part.
This I thought was great to show the transfer of people's souls but it's emotional energy the tunnels drain, not souls and the whiteness gives off too heaven-like, purity vibes whereas I want danger, dispirit, unnerve, wickedness etc. So then I looked at dark cosmic colours, I went with blue for sadness, purple for anxiousness and orange for energy.
Figure out art style/direction I want to go with and how to mask the VFX so it looks like it's coming from inside the wall and travelling through it rather than being projected onto it.
The first question I asked myself was, "How did these fictional Tunnels get here?" I believe they would have existed before any human, immortal or god walked in the Everneath. The Everneath trilogy is based around the Hades and Persephone myth, so looking in my Greek Mythology book at world creation I found this. Gaia is Earth and Tartarus means the Underworld. I imagine the Everneath would have appeared the same time as these did since it is a world between Earth and Hell, I also imagine it's location would be reflected in the world's design by being a blend of the natural Earth, and preternatural underworld. The tunnels wouldn't be an exception to that, even if it is the deepest, darkest, unnatural part.
Here's a map from the second book Everbound, the tunnels I think run underneath the world's centre like the underground tube system in Central London.
A iridescent colour like a bubble would be a perfect colour representation of souls, but now I'm going off track because it's not so much souls that are being drained, the Everneath isn't interested in souls - that's for Hell and Heaven. It's concerned with emotional energy, so how could I convey negative emotional energy and with which colours? I still believe iridescent is what I'm looking for because of how it changes colour when viewed at different angles so I'm going to experiment with making a dark iridescent material. On a final note, I will need to all the VFX I do look look embedded in the wall, not projected onto it, the light is coming from inside the wall.
Lighting is going to be a challenge because it's underground - there is no light source. The VFX is what I intend on being the main light source. I know I want some fog and some shadows to create an unnerving sense for my audience - but what would give off a shadow? Well, the Everneath have inhabitants called shades, they're a floating figureless mounds of oil. Their sole purpose is to serve and protect the Everneath, they have access to hidden places and can go through materials - Everlivings become shades when they miss a feed. The game Torchlight II gave me the idea to include this.
When is comes to warm and cool coloured lighting, I struggled to make a decision because cool reflects the eeriness and goes with a coal colour and theme of death. However, warm lighting goes with the theme of hellscape and lava. After doing some research both can be done! So this is my intention.
Art direction is hard to pin point exactly right now but I know it's NOT going to be super realistic or super stylised either. I'm thinking somewhere between realistic and over-exaggerated stylised as defined by this article: Realistic vs. Stylized: Technique Overview (80.lv)
Another great article I found was: Building Underground Environments With UE4 (80.lv)
Below is my first progress in experimenting with VFX in Unreal Engine. I have been focusing mainly on the emissive element. For now, I've made a quick place holder mesh in Blender (tutorial here) so I can see what it looks like on a tunnel shape and size. I also downloaded coal and dirt materials from megascans to act as placeholder textures.