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Porphyry
Updated a year ago
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THE ONLY WAY OUT IS UP
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.
Here here.
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!
Post Processing Stack
Cinemachine
Timeline
Standard Assets
Recorder
SimpleLUT
Ciconia Studio
Volumetric Lights
Skybox Series Free
Skybox
Nordic Landscape (music)
Statue of Hermes 2 (by Oliverlaric)
Blender
Substance Painter
SpeedTree
Unity 2017.3.0f3 Personal
Adobe Photoshop

Patulian Gray
"House of the Duck" co-founder - Artist
1
Comments
wokzop
3 months ago
3D Game developer - Designer
I was just playing bioshock infite right now!
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Patulian Gray
a year ago
"House of the Duck" co-founder - Artist
Ugur Istergorgeous extremely picturesque scenery, love it =) To be nitpicky the one bridge ship at around 20 sec+ in the fg doesn't gel that great with the scenery, the larger ship coming in the bg later on does so much better. But just nitpicking because otherwise it's stunning =)
Thanks! I'll take your words into account, and hopefully improve my work!
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Ugur Ister
a year ago
10 years+ Unity Developer mobile, desktop, XR - Programmer
gorgeous extremely picturesque scenery, love it =) To be nitpicky the one bridge ship at around 20 sec+ in the fg doesn't gel that great with the scenery, the larger ship coming in the bg later on does so much better. But just nitpicking because otherwise it's stunning =)
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Nathaniel Ventura
Staff
a year ago
Product Marketing Manager - Marketer
Really fantastic take on the challenge! Really great modeling work as well.
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Patulian Gray
a year ago
"House of the Duck" co-founder - Artist
BogdanThis is really the best project, from what I saw, which really corresponds to the theme of the competition. Everything is super... But animations... Seriously? make such a cool world, but does not take care of the smoothness / realism of animations / cinematography? Not finalization. But work is great anyway!
Can't argue on this one. Animation is a result of my poor time management and prioritizing. Thank you for good words and especially for critique!
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