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A D A M C I T Y
Published 4 months ago
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ADAM CITY
Hello everyone i’m simon the creator of “ADAM CITY“.
I’m a french student who learn the game art at Creajeux in the city of Nîmes in the south of France.
My inspiration for this contest was mainly the new movie’s blade runner 2049, for me it was a slam in my face when i have saw him in the cinema of my town, the color was awesome and i don’t talk about the 3D because for me it was crazy.
I was very impressed by the clips of the contest neon and why i have see the street in my head i have say “ok it’s a basic street and what about a verticaly street“ and it’s how the idea of the project have been started.
So the idea of the project was a verticale street and at the begenning i have shearched a camera move who can match with the idea.
Finally the move who have been choosed was a simply verticaly move, but at the end nothing appen and i have the reflections “what can i add at the end“.
After a night of a reflection i have decided to add a big panorama of the city with a big spaceship and massive batiment in the fog for add a bad feeling of the city to the spectator.
I have made a plan of my timeline work for give me some deadline to motivated me and keep focussing on the project.
For me to make a good project you need to have a txt file with all you need for your scene (props, text, light, number of poly).
After make a plan and a txt file of my project i start to make my asset on maya

MODELLING










































BLOCKOUT
At the end of my modeling/unwrapping time i can start the blockout of my scene on unity for me the blockout start before the modelling because the texturing is more esy to do, the harmony of the texture is better to do when the asset was together.


LIGHT BLOCKOUT
When the blockout of the asset are done i can make the blockout of the lighting when i tell the “lighting blockout“ it’s mean put the light where i want to make the ambience of the scene.


TEXTURING
At the end of the lighting blockout the texturing can start the resolution of the texture are 1024 or 2048 it depend of the asset.
I make the texture of my scene with substance painter because it’s an awesome and a powerful software and he have an unity export who work very good.














































































































POST PROCESS
One of the last thing to make it’s the post processing and the lighting corrections.
For this i have used post processing stack who was a very cool free plugin’s of the asset store.

FINAL RESULT

Simon Mermet-mear
Student - Student
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