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[UE4] Shinjyuku Station

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shaderpunk triangle

Introduction

About this project - It started this as a modular study at Clinton Clumper’s CGMA course, and I sort of expanded to a more versatile scene to improve my overall skills of modeling, level art, optimization, lighting, composition and visual story-telling. I created the majority of the assets but I also utilized some of the third party assets. This scene was inspired by Shinjyuku station in Tokyo when a massive typhoon approached and left the station surrealistically empty.









Breakdowns

■ Props 

- Power generator (Main: Blender) 

7,365 verts


- Cable cover (Main: Marvelous Designer&Zbsush)

916 verts




■ Material 

- Trimsheets (Main: Maya & Photoshop)



- Asphalt Material (Main: Quixel Mixer)



- Gravel Material


■ Blueprint 

- Auto SplineTool



Software I used - UE4, Blender, Zbrush, Maya, Substance Painter, Photoshop, Quixel Mixer, Marvelous Designer and Marmoset Toolbag.

Marketplace assets I used: IndustryPropsPack4, Personnel, Weather Effects, Subway Station, Trainyard, Trash Set, ZeusWeatherSFX


CCs are welcome! 

Thanks,

Yurie


Replies

  • Jesterofthesky
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    Jesterofthesky polycounter lvl 9
    Haha when I saw this I thought "Oh man I've seen a few takes on Shinjyuku Station recently" before realizing I was remembering early versions of this very work of yours, then reading that you were in that class of Clinton's too! Looks really great! The lighting is particularly good, really atmospheric. I wonder if some secondary motion could be added, making the broken dangling lights swing a bit in the wind etc?
  • shaderpunk
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    shaderpunk triangle
    Thank you! These are great suggestions. I'm trying to figure out a good way to use World Position Offset for stuff like dangling lights right now actually! These could use some motion for sure. 
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