Mesh-dissolving Blueprint. I chose to make this shader in order to not break modularity. Instead of modeling a hole in the floor mesh, this shader provided easy "open" floor effects. I cut wood splinters out from the tiler and reused around the opening.
Deferred Decal - For added manuscripts to books, scraps on floor and tables, bone dust, leaves. Decals with normals were used to create clay pot carvings too.
Mesh Decals - Adjustable via offsetting and Threshold Power & Contrast parameters for intensity.
Same Deferred Decal on Pots, showing wear amount and opacity fade
Parallax Occlusion (POM) - Used on gravel, dirt and wood plank blends in my scene.
Vertex Painting + Threshold Lip Mask for spread, dispersion, and border opacity falloff control.
Threshold Lip Mask - for spread, dispersion, and border opacity falloff control.
Distance Field Blend
Puddles - Changing puddle spread via adjusting UV offset.
Functionality Animation
Maya Rig Demo
Scene Progress
Based off the wonderful concept by Chang-Wei Chen:
https://www.artstation.com/willischen
This was a project made over the span of 4 months during my first senior semester. I looked to challenge myself not only through scale, but also through complex shader usage, organic material-making, working with blueprints, and learning to rig + animate for the first time.
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All assets were made in 3DsMax, and most were textured via tileables and trimsheets, besides several smaller props at the work/food stations which shared one UV sheet. The tileables were made in Substance Designer, while the trimsheet I opted to sculpt for breakage control and to learn tiler-making in ZBrush. Fabrics were made in Marvelous Designer and retopo'd in 3DsMax.
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The hero ballista was a real fun one to work on - I deviated from the concept and added armatures for the shield and trigger gears to better showcase its functionality. The asset was uniquely sculpted, baked and textured, then rigged and animated in Maya.
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A big thank you particularly to Alex Gonzalez, Javier Perez, Patrick Ward, and Liza Zhukova. I couldn't have done it without the motivation and feedback from my mentours and peers, as well as a big thanks to the awesome artists from Sierra Division and Beyond Extent, who stared at my screenshares for countless hours.
https://www.artstation.com/alexander1gonzalez1
https://www.artstation.com/meshmodeler
https://www.artstation.com/elizata
https://www.artstation.com/pward3d
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Some scraps and decals were taken from Megascans to add a bit more life into some of my detail shots.
Dust particles, flames and water drip VFX are from Unreal Marketplace/Fab.
Music in Cinematic from Envato Elements.