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
it is a render of the high resolution asset which has also served as a teaser.
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.
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).
and the above 3 images shows the rescue pod at mid resolution in UDK.
The pod seems to be riding very high in the water, especially with the rather large hole on one side.
Other than that I can't see many faults here. So keep up the good work!