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Human Singularity [FINAL]
Updated 8 months ago
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In a distant future...

Hello everyone! Im a 3D artist currently in the game industry focusing on Virtual Reality experiences and saw the opportunity to show my passion for Sci-Fi.

My final Submission -
Im created a world where we have achieved singularity with technology. So we all are now robots of our own design. While most of the time the future is represented as an optimal bright future. I am going for what we would really be doing in this timeline of no more biological excess as well as showing we still can fall in love even though we are made out of metal and code.
My main inspirations are Blade Runner, Star wars, and Ready Player One (book). I work in video games and always took these 3 franchises as an anchor to why I love Sci-Fi and where I hope our species will progress to (just no dystopia or scary empire).
Our world!

The Process -
The Rain:
One of the biggest beauty points I tried to create was the real time shader for our streets. Using the Uber Shader Package and combining the assets I created in 3DS Max and Substance Painter I ended up with a really awesome result. I created the street texture using a few different materials in Substance Painter and altered some of their variables to act like puddles on concrete.

The Music: The music was created by my great friend Connor Grail. He was able to capture that scifi feeling crossed with some mystical love music. His channel is below https://www.youtube.com/user/CheesyRhino

The Custom Stuff:
Over the course of this project I had the opportunity to make a lot of custom pieces all by my own design. Each one of these assets went through a sketch phase then into 3DS Max for modelling and Unwrapping and then brought into Substance painter for texturing and finally dressed and placed in our scene using Unity3D.




































































Work In Progress timeline.
WIP-24 (January 9th)
I have been using Cinemachine and Timeline for all the transitions as well as camera effects such as DOF. Overall I am loving using these two tools especially being new to Cinemachine.

Still from the first shot:


WIP-23 (January 8th)
Today I ended up scrapping my old short idea where there would be this whole sequence of animations. I decided I wanted more of a cinematic video displaying the assets and environment created as well as showing the love between our two characters


WIP-22 (January 5th)
I have our hero bot completed and animated. I used substance painter and 3DS Max as my primary tools to create these characters.
WIP-21 (January 4th) Today I managed to bake the lightmaps and bring preformance back up for optimal realtime animation.






WIP-20 (January 3rd)
So after a few days of being offline and working on our cyborgs Ive come up with this design. my pipeline went through Z-Brush, 3DS Max and currently in Substance painter where I am adding a paint job to bring our character to life. The inspiration for this came from zenyatta from overwatch and The Iron Giant directed by Brad Bird. More picturs to come!

















WIP-19 (December 29th)






WIP-18 (December 29th)






WIP-17 (December 27th)






WIP-16 (December 23rd)





WIP-15 (December 23rd)






WIP-14 (December 22nd)






WIP-13 (December 22nd)






WIP-12 (December 21st)





WIP-11 (December 20th)






WIP-10 (December 19th)






WIP-9 (December 19th)





WIP-8 (December 18th)





WIP-7 (December 18th)





WIP-6.1 (December 18th)






WIP-6 (December 18th)





WIP-5 (December 17th)





WIP-4 (December 16th)





WIP-3 (December 16th)





WIP-2 (December 16th)






WIP-1 (December 14th)






Asset Packages Used:
Realistic Rain Storm 1.6 - Rivermill Studios
Sinuous Sci-Fi Signs 1.5 - Thomas Rasor
Light Behaviour 1.1 - Onpolyx
Storm VFX 1.2.0 - Mirza Beig
One Click Glass 1.0 - IndieChest
UBER - Standard Shader Ultra 1.2e - Tomasz Stobierski
Population Engine 1.00 - AIBotSystem.com
Dark City 1.1 - Manufactura K4
AllSky 3.0 - rpgwhitelock
Volumetric Light Beam 1.32 - Tech Salad
FBX Exporter (beta) 1.2.0b1 - Unity Technologies
Post Processing Stask 1.0.4 - Unity Technologies
Cinemachine 2.1.10 Unity Technologies
Ket Programs Used:
3DS Max 2018 - Autodesk
Substance Painter - Algorithmic
Photoshop - Adobe
Mixamo - Adobe
Z-Brush - Pixologic
Unity 2017.2.0f3 - Unity Technologies


North Peak Entertainment
3D Artist - Artist
2
Comments
3D Artist - Artist
Luke HattonLooks great, love the low poly tattoo idea, small touch but instantly gives the world some meaning you can read into. Rain shader looks good to me, though it's hogging my attention, even on the closeup of the characters. Only thing I'd say is perhaps you could work in some lighting on the central characters, a street light or something? char models seem higher quality in unity web model viewer than in your scene, I think because of the dim lighting. Just my 2 pence. Excellent stuff. :)
Thanks Luke! I appreciate that :D I did update the shader a bit so its not as "Dramatic" I kinda felt like the characters weren't standing out enough so thanks for the suggestion I will definitely jump on that next! Thanks again for the input dude! :)
0
Luke Hatton
9 months ago
Looks great, love the low poly tattoo idea, small touch but instantly gives the world some meaning you can read into. Rain shader looks good to me, though it's hogging my attention, even on the closeup of the characters. Only thing I'd say is perhaps you could work in some lighting on the central characters, a street light or something? char models seem higher quality in unity web model viewer than in your scene, I think because of the dim lighting. Just my 2 pence. Excellent stuff. :)
1
3D Artist - Artist
BrettSuper cool man - I'm wondering if the sporadic, lashes of rain are a little distracting now that we can see it in motion? There just isn't quite anywhere for your eyes to rest or land. I'd keep the rain but maybe "fade it back a bit" so the environment is more "in focus"? Love how wet and tactile this environment is! Would love to stand in VR and just look around you know!
Thanks man! I appreciate that I think your right that we need to dial down the rain a bit. Thanks so much for your kind words! :D
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Brett
9 months ago
3D Technology & Innovation Lead - Other
Super cool man - I'm wondering if the sporadic, lashes of rain are a little distracting now that we can see it in motion? There just isn't quite anywhere for your eyes to rest or land. I'd keep the rain but maybe "fade it back a bit" so the environment is more "in focus"? Love how wet and tactile this environment is! Would love to stand in VR and just look around you know!
1
3D Artist - Artist
stefanotsaiInsane!! so good!!
Hey! Thank you so much!
0