Former architect, interior designer now. 3D is more of a love\hate relationship to me, but i do my best trying to avoid divorce. Never worked on environmental design, especially in Unity, and pumped up about it. Name is Patrick Ulyankin and i'm from Kazakhstan. Nice to meet ya.
Well, final design mostly dictated by my architect background - ancient Greek\Rome architecture, Doric, Karim orders, capitals, pillars, Parthenon e.t.c. imprinted into my brain and never go away. And, of course, video games. Bioshock, to be precise.
Most important, i wanted to create something different, new and fresh - a trip to the future, through the past. Why seek on the ground, when you can look up to the skies. The other thing is - future is not exclusive to the classic western\Chinese style (with all love and respect). So i end up with the sci-fi flying piece of Greece.
Here are some references.
Khm, here is my concept art. It is a little... different from the final version. Little. ( ͡° ͜ʖ ͡°)
Well, no one is perfect. This idea was born in pain and suffer and it took at least a week to brought it up to light. Time to create all assets that i need was limited, so i light up my backside and rush my concept... "art".
Every single asset (except statue of Hermes (sick free turbosquid model done by Oliverlaric) link below ) being done by myself. Modeled in Blender, SpeedTree, textured in Substance Painter.
And, of course, textures!
But at the end, you don't even see half of a details in the final scene. Well, lack of experience as it is.
And finally, some screenshots from Unity:
For post processing i used Post Processing stack, some Volumetric light and Simple LUT, to add some sharpness to final video.Works like a charm - several clicks, some magic words and boom goes the dynamite. Magic is done. And of course it would be the same without Reflection probe and changing color space to Linear.
All the camera movement and animation done with Cinemachine and Timeline. Recorder with, um, Recorder.
For volumetric lights i used Volumetric Lights by Michal Skalsky.
For fog i used Dust Storm from Standard Assets.
Week to come up with idea and concept, nearly 15 days for modeling, baking and texturing all the assets, and till the end - post processing, recording'n'rendering. Time passed quickly and it was a lot of fun!