Final Sequence
After having some of the experiences with post-process render engines like Arnold, Katana, I'm really excited to be able to extend my learning path to a real-time render engine - Unreal Engine 4. Right now, I'm going to walk through my processes to demonstrate how did I make my work done.
Inspiration
[ Mood board ]
I used some of the references and remixed them by using Photoshop to create a main environment, after that I painted over the lighting and props I might need into the scene.
[ References ]
Most of my references are from Pinterest, that is a very useful platform to get inspiration.
Props Design
[ The Sword in the Stone ]
Adding a lot of patterns as decoration at the sword is because to be able to match the temple and also wants to express the importance.
[ Sword Altar ]
Cold-tone colors are already been decided to use as the main concept color, moss is included is because of the cave's humid atmosphere.
[ Cave Rock Wall ]
Rocks components are making by Houdini, then build the wall as module pieces. Also, using decal material to create moss texture.
[ Stone Temple ]
Combine props and other components as module pieces into a hero asset. A bit of lighting and emissive are included.
[ Glowing Grass ]
Small light sources in the cave could make a scene looks variable.
Background / Terrain
I used "Landscape" tools in Unreal to create a simple cave topography. It was actually a pretty handy function to help developer making a terrain very quickly.
Lighting and Post process
The key lights are from the top, after set up a ExponentialHeightFog, I started to put some spot lights with high value of volumetric scattering.
Placed decoration lights around the temple to make the glowing plants look more vibrant.
I also put more lights to lit the crystals and the sword altar to able to help emissive effects to the environment more.
Comments