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N.O.A

690_original.jpg

This scene is a still capture from my real time scene in Unreal Engine 3. please check out liewwaiming.blogspot.sg for the run time video capture of the scene.

or watch here on youtube http://youtu.be/8mE8lp3qRQ8

it is a pity even at HD1080, the caustic on the submarine body turns out badly :(

The concept is that N.O.A is a parallel world of ours which was destroyed by a great flood in 2012. We would discover it in 2020 and manage to capture and record light from this parallel dimension. The above video shows the aftermath of the flood in Pu Dong, Shanghai, in the alternate world N.O.A. In this scene, some wealthy people managed to get hold of a decommissioned World War II submarine and hoped to survive the flood. There are also others who used flood rescue pods. None of their fates seems optimistic.

I decided to create this scene in Unreal Engine mainly because i have been using it during my LucasArts days and got accustomed to the mostly WYSIWYG aspect of making art work in real time environment, especially lighting. It does come with other less desirable process such as optimisation and lightmap issues. But I wanted to find some ways to make it work for my personal art. As of now, i still think pre-rendered stuffs have the upper hand in terms of lighting quality. I am looking forward to see how things in Unreal 4 progresses

Replies

  • gatchaman
    365_original.jpg

    it is a render of the high resolution asset which has also served as a teaser.
  • gatchaman
    RescuePod_Zbrush_Web.jpg

    here is the ZBrush screen cap of the rescue pod.
    This Rescue Pod is actually designed by a Chinese in preparation for the 2012 Mayan end-of-the-world predictions. NOA is along this theme as well. there are many similar pods designed in real life for tsunami but i like this one because of the big text over its yellow painted body. The spelling mistakes in the english text are there in the original reference but i added a little more to it. i thought this is interesting because i have seen many other non-Chinese artist used Chinese words on their mecha art incorrectly so i will do a reverse.

    RescuePod_Keyshot_Wire.jpg

    i did 3 resolutions for the pod in the beginning of the project because i am still unsure if i would need it. as usual it is overkill. at later stage of the project, i decided to do it like a cinematic and not a game play scene (there isn't any game play to begin with).

    RescuePod_UDK_01.jpg

    RescuePod_UDK_02.jpg

    RescuePod_UDK_03.jpg

    and the above 3 images shows the rescue pod at mid resolution in UDK.
  • DWalker
    The sun, and to a lesser extent, the sky, are really bothering me. When that low in the sky, especially with that much moisture in the air, the sun should be much farther in the yellow-red spectrum. The same is also true of the sky color, and the light cast by the sun. The clouds should also obscure the sun unless they are extremely thin (e.g. cirrus clouds).
    sunset2.jpg

    The pod seems to be riding very high in the water, especially with the rather large hole on one side.
  • Nosslak
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    Nosslak polycounter lvl 12
    I think the water is a big letdown here as it looks to be completely flat. I'd try to slap on some tessellation and displacement on it and see if that'll make it look any better.

    Other than that I can't see many faults here. So keep up the good work!
  • gatchaman
    thanks guys for the pointers! ve a good day!
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