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Gateway
Updated 8 months ago
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The arrival of the collapse was a matter of time. Those that remain are putting the pieces together. In the midst of this rebirth, a strange procedure evokes the operation of a gateway.

Overview

01 - THE TEAM

Me, my wife and my son. I work in the programming area for a long time and I'm migrating to the area of ​​visual arts. I work with games and animation in the half time. My wife graduated in geography and helped us test the environment and the camera angles. My son, who is 1 year and 6 months old and helped us to have a good laugh.

02 - NARRATIVE INSPIRATION

These films are fascinating. They are fascinating because in addition to visually inspiring us with their magnificent environments, they are related to questions that resonate deep within our soul.

03 - SCENE CONCEPTUALIZATION

The arrival of the collapse was a matter of time. Those that remain are putting the pieces together. In the midst of this rebirth, a strange procedure evokes the operation of a gateway.

03 - MATERIAL CREATION

Demonstrated in the Logbook session.

04 - PRODUCTION PROCESS

  1. Write and sketch about the idea
  2. References (Moodboard)
  3. 3D sketch and initial illumination
  4. Textures
  5. Creation or use/buy assets
  6. Camera shots
  7. Fine details and adjustments

05 - HOW THE ASSET STORE, CINEMACHINE, TIMELINE, AND THE POST PROCESSING STACK WERE USED IN YOUR SCENE

These tools are really fantastic. You can quickly establish a vision of what you think of what is available on the Asset Store. Cinemachine and timeline give freedom and the feature of camera shake is impressive. The post processing stack has filters that help a lot in the developer's final view.

06 - WORK-IN-PROGRESS IMAGES, GIF'S, AND VIDEO

Demonstrated in the Logbook session.

07 - ASSETS USED FROM THE ASSET STORE

ProBuilder Advanced (ProCore) Surforge (Sergey Vladimirov) Industrial Objects Pack (Arkham Interactive) Equipment for Industrial or Sci-Fi Building (Coostvenay) Block Building Pack (CGY (Yemelyan K.)) 100+ Magic Particle Effects (UETools) Analogue Tension (cabled_mess) Electro Particles Set (Union Assets) Footsteps(Metal and Sand) (MGWSoundDesign) Free Sound FX (SoundBits) Link Plataforms (FreeThePlayerOnGame) Low Poly Street Pack (Dynamic Art) Modern : Concrete Building Exterior 01 (Zombiegons) Pipes Kit (mojo-structure) Rock & Boulders (Manufactura K4) Terrain Textures - Snow - Free Samples (Stroboskop) WorldSkies Free (NightSoundGames) Cinemachine (Unity Technologies) Standard Assets (Unity Technologies) Gem Shader (Unity Technologies) Post Processing Stack (Unity Technologies) Raw Mocap Data for Mecanim (Unity Technologies) Recorder (Unity Technologies)
Others VolumetricLights (https://github.com/SlightlyMad/VolumetricLights)

08 - WORK-IN-PROGRESS MEDIA HIGHLIGHTING ALL CUSTOM CREATED ASSETS

Demonstrated in the Logbook session.

Logbook

Quick sketch about the idea.
Sometimes I move from the paper to the computer improving the line in an image editor, sometimes I go straight to the 3D.
I thought of a scene with shape contrast. In this case from square to diamond. This draws the viewer's attention to a place.
Initial scene composition:
  • Creation of terrain
  • Objects creation with proBuilder
  • Ilumination test
  • Post production stack test
  • Some texture
Camera angles and textures
Creation models
Creation more textures


Conclusion

I learned a lot in this process and I still have a lot to learn. This journey was arduous but rewarding.

Francisco Fontes
2D/3D - Artist
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