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Vacation in Antartica
Updated 8 months ago
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My entry into the Unity Neon Challenge

Hello, my name is Justin. Thanks for looking at my Neon contest entry! I have been a 3D artist for almost 11 years with most of my 3D work being centered around architectural visualization and product renderings. I also work full time as a residential architect designing custom homes. A few years ago, I decided to expand my horizons and look into real time rendering which led me to Unity. A few months after downloading Unity, my Indie game company: Lost City Digital LLC was born.
Up until now, I have only used Unity to create simple mobile games for my indie game company which means I have not been able to truly test Unity’s rendering power since mobile hardware is relatively weak. When I saw the Neon challenge, I knew that this would be a good opportunity to really push Unity and see what it can do!
Concept: The year is 2100. Technology advancements have allowed humans to live in places that were previously uninhabitable. One of these places is Antartica, a continent that has remained mostly untouched by human hands for centuries. In order to preserve the climate, humans are only allowed to stay in Antartica for very short visits. This has made Antartica a popular destination for wealthy people looking for an exotic vacation. In this video, you are given a sneak peak of what a futuristic Antarctic vacation might be like. Arive in your flying car, get greeted by your robot assistant and get cozy by the fire.
Assets used from Asset Store:
- Elemental Free (by G.E.TeamDev) For the weather effects.
- KY Magic Effects Free (by Kakky)
- Playmaker (by Hutong Games LLC) One of my personal favorites on the asset store!
- Lens Flares (by Unity)
- Unity Particle Pack (by Unity)
- Post Processing Stack (by Unity)
- Cinemachine (by Unity)
- Standard Assets (by Unity)
I own quite a few licenses for a lot of paid assets on the Asset Store which I use for my mobile games. However, for this Neon project, I wanted to see how far I could get with Unity while only using free assets (other than Playmaker). I was pleasantly surprised!
The Unity Post Processing Stack is one of the best things to come out of Unity since the PBR Standard Shader. It really is good enough to be built into Unity by default instead of being an asset that must be downloaded. The bloom, screen place reflection and color grading features were a HUGE help in getting my scene to look the way I wanted. The Post Processing Stack can very easily and quickly take your project from OK looking to great looking with very little effort.
Cinemachine and Timeline were also a big help in adding life to my scene directly in Unity. Adding and editing keyframes was fast and easy. I also love all the different camera types (especially the dolly camera) and the camera blending.
Before bringing the project into Unity, I used a variety of powerful programs to help me model and texture. Here’s a list of all the programs I used (and yes I do legally own licenses for all of these):
- Modo (used for modeling and UV mapping nearly all of the 3D assets in the scene
- Zbrush (used for modeling the ice cave walls and floor
- Substance Painter Indie (used for texturing)
- Garage Band ( used for the background music)

Work in Progress Logs:
WIP Log #8 (01-15-18): Camera animation is finished. There are 5 cameras in total (1 exterior dolly cam and 4 interior free cams). Time to record.

WIP Log #7 (01-08-18): The exterior camera movements are finished. Its now time to finish the interior camera shots.

WIP Log #6 (01-0-18): Lighting is set up. The post processing effects are dialed in. Now its time to use Timeline and Cinemachine to set up the camera movements. This is my first time using Timeline and Cinemachine so I'm exited to see what it can do.
WIP Log #5 (12-29-17): Finally time to import the models into Unity and set up the lighting.
WIP Log #4 (12-27-17): The cave model is done and a low poly version has been made in Modo. The cave is then imported into Substance painter to try to capture that icy look that Antartica is known for.
WIP Log #3 (12-26-17): The model for the house is complete and its time to model the ice cave. Zbrush really came in handy for this.
WIP Log #2 (12-21-17): Nearly completed modeling the house exterior and interior.
WIP Log #1 (12-11-17): Today I started modeling some of the 3D assets for the scene after coming up with my concept.

Justin Quinn
3D Artist / Mobile Game Developer - Owner
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Comments
Blair Renaud
9 months ago
CEO/ Director - Designer
Really nice. You should check out UberShader. It has some really great translucency stuff for ice.
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