Hey there!
My name is Felix van den Bergh. I'm creating/directing a short film in Unreal Engine 4, which I work on in my free time. I started somewhere in 2016 and have been flying under the radar ever since. Recently decided that I might as well post the WIP stuff while working on this project.
So... what's Project PEACEKEEPER about?
In short, without going into any story details, the project mainly takes place on and around an orbital weapons platform. This weapon system drops heavy tungsten darts. The kinetic force released when these dart land on earth, with a speed of 11km/s, is equal to that of an small atomic bomb. Over the course of this short movie the spacestation/weapon platform gets blown up.
I'll try and regularly update this post to make it reflect what I'm posting on my twitter.
https://twitter.com/Kattevoer
Questions, feedback or critique more then welcome!
-Felix
Replies
Here's the high-poly:
Baked, testing the material ID mask with some flat textures and values. Also got he POM shader working in UE4.
My SD setup is one where you have a master .sbr, with sub-sbr's in it (in the centre) that get blended with eachother based on material-ID mask (bottom left). This way I can quickly add or remove certain types of material (plastic, titanium, etc) based on what the material needs.
Testing the aluminium material.
Questions or feedback more then welkcome!
It's half a sphere (for the stars) and a plane (for the earth) and a small poly for the sun.
The sun has a lensflare placed over it. There's also a strip of additive haze or atmosphere blending the earth shader and the black together.
I should also note that nothing is actually being lit, all shadows and highlights are done in the shader.
(I have no idea why the cam is slightly tilted, lol)
Well, ... detail at least. These are the highpoly models of construction elements that will help make the spacestation sillhoute look more detailed.
Thanks for you post
You are right in the sense that you cant "drop" stuff from space! I should have said that the dart's get de-orbited or sent into reentry to be technically correct.
The idea is that the crate carrying the dart slowly leave the space-station, where (at a safe distance) the crates open up and gently, using small thrusters on the 2 crate parts, take on a static position next to the station and eventually are de-orbited to burn up in the atmosphere.
The dart then starts to decelerate, using small thrusters on the front of the dart, causing the orbit of the dart to shrink to the point where it intersects earth. So yeah, it's not simply "dropping" a dart like you would do that from a plane or so. :P
It's based on this concept. On the wikipedia page it already lists a bunch or problems with the concept, but I'm taking some artistic license to say that in this story they worked out the flaws, and affects are a bit more dramatic.
That same artistic license is why I'm using phalanx type anti-missile defence systems (which use bullets) instead of anti-missile lasers. "Because it looks cool".
Now textured and ingame. I was quite pleased with how it worked with the POM shader. Adding some random valves and putting the hand-rails made it instantly feel ISS-esque imo.
- Random pieces of spacestation surface detail that look somewhat functional.
- A wip close up of detail.
- Defining materials using vertex colors.
- Result.
If you are talking about my last post; the first 2 pictures were rendered in Maya! It's the highres model from which i bake the heightmap that's used in UE4.
The earlier posts however do show POM shading being used. I rely on POM quite a bit I'll post the finished shader from my last post ASAP.
I was going to go with a nucleur powered spacestation but prefered the look of the giant solar panels.
Made in Substance Designer.
This is the "Optical Target Acquisition Array", used for finding targets to drop some tungsten on!
Yeah, I know. Haven't really worked on the material except for getting some temp scratches workin on exposed edges etc. Need to do a proper pass on the titanium substance and rebake some textures I guess!
Old-school spaceshuttle cockpit, size (maybe a bit bigger)- and shape of the X38, and some tail fins!
Tried making it retro, current-day, and scifi all in one.
Big triggers for clunky astronaut gloves, and a replaceable heat-sync barrel for overheating problems in the vacuum of space.
Still needs decals and proper shading.
The bake is fine. It's just a low-res screenshot I believe! Redoing the gun now in Painter as I've spent too much time in Designer ignoring the fact that my painter skills never really developed. (Wonderful program, but omg why cant I merge texture sets on export lol!)
Can't wait to show more. (I can sculpt cloth now, lol)
Plan is indeed to keep it decimated. Rigging will happen on a lower poly mesh and get reprojected on the decimated mesh.
https://www.artstation.com/artwork/bKXQJm
New Artstation post is up!
Follow me on twitter for more WIP stuff
I finished the space-suit! Modelled the hardsurface and tech stuff in Maya, sculpted the cloth in zBrush, and textured in Substance Painter (plus some tileables made in Photoshop).
4 texture sets, all at 4K. 2 for tech/cloth on and around the helmet, another 2 for the body and gear.