[su_custom_gallery source= »media: 791″ width= »980″ height= »280″ title= »never »] 3D ENVIRONMENT WITH UDK – MODULAR ASSETS HIGH MYSTERIOUS TOWER COMBINING DIFFERENT ATMOSPHERES You can test our map and download it HERE ! [su_spoiler title= »READ MORE – CLICK TO UNWRAP »] It is a project made with an other student (Coralie Gibergues). We wanted to create a huge tower, a mysterious observatory, blending two strange atmospheres. One very bright, ruled by nature and light. And an other, darker, stranger, as you were wandering in a cosmic trip. [su_slider source= »media: 874,872,875,876″ link= »image » width= »1050″ height= »480″ title= »no » pages= »no » mousewheel= »no »] We were inspired by the art nouveau movement and decided to mix it with a cosmic universe. To create a credible transition, we decided to use the vertex painting technique. [su_carousel source= »media: 881,880,883,877,873″ link= »image » width= »1280″ height= »400″ title= »no » centered= »no » mousewheel= »no »] I had to create all assets for the scene and the final lightning. All the assets are modular, except the astrolab, which is the center and the point of interest of the tower. The pipeline was quite simple : Modeling with 3DMax, sculpting with ZBrush, Normal maps and ambiant occlusion with XNormal, and finally texturing with Photoshop. [su_custom_gallery source= »media: 812,813″ width= »560″ height= »280″ title= »never »] [su_custom_gallery source= »media: 811″ width= »1200″ height= »680″ title= »never »] Here some concepts art : [su_custom_gallery source= »media: 622,620,621″ link= »image » width= »370″ height= »160″ title= »never »][/su_spoiler]
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[su_custom_gallery source= »media: 613″ width= »980″ height= »280″ title= »never »] UNITY3D ENVIRONMENT – LOWPOLY MODELS – CELL SHADING LESS THAN 300 DRAWCALLS ; LESS THAN 120 Mo FOR TEXTURES [su_spoiler title= »READ MORE – CLICK TO UNWRAP » style= »simple »]This project was the creation of a cell shading environment including a strange cardboard temple lost in a high red wood. My purpose was to create a special atmosphere with very simple shapes and different textures. I wanted to emphasize the contrast between the tiny but mysterious temple, and the gigantic but really thin trees.I also created a contrast between inside and outside the temple, between huge and warm nature, small and technologic indoor. [su_carousel source= »media: 663,664,660,662″ link= »image » width= »880″ height= »140″ title= »no » mousewheel= »no »]I didn’t use a shader for the cell-shading effect, it’s a duplicated asset, colored in black, put above the textured one. With this technique, I could add a shader and have this cell-shading effect. [su_custom_gallery source= »media: 682,680,681″ link= »image » width= »370″ height= »180″ title= »never »]My work was focussed more on the atmosphere of the scene and the way colors can change. For example, you begin in an incommodious woods, with branch which looks like claws, everything flooded in a strange and dense purple fog. To guide you, there’s only a tiny light, attracting you in the fog … When you have passed this haze, you discover a totally new atmosphere, warmer, with beautiful colors. [su_carousel source= »media: 670,661,669,667″ link= »image » title= »no » width= »880″ height= »140″ mousewheel= »no »] […]
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[su_custom_gallery source= »media: 610″ width= »980″ height= »280″ title= »never »] USING MODULAR MODELS – WORK ON LIGHT, FOG AND PARTICULES PLAYABLE – LEVEL BUILDING WITH BSP [su_spoiler title= »READ MORE – CLICK TO UNWRAP »] “USE VERTICALITY THROUGH A DYNAMIC AND VIVID MAP.” Pulsar is a multiplayer map, realised with 4 colleagues (Jérôme Barbaray, Coralie Gibergues, Matthieu Nollet, Robin Tronchon) using the Unreal Engine. We wanted to create a map with a real coherence between gameplay and artistic direction. It wasn’t easy because we needed to use UDK default’s assets. So, we established that Pulsar will be a gigantic floating island. [su_custom_gallery source= »media: 678,674,673″ link= »image » width= »370″ height= »90″ title= »never » align= »center »] Moreover, this island would be the ruins of an antic civilisation. We decided to create real contrast between the external environment, which is devastated and used by flourishing wildlife, and the interiors which still contain this ancient technology. To convey this dizziness, the main key gameplay was to use slides and jumppers. Thereby, the player has to jump from one part to an other, in order to reach the adversary flag and bring it back to his zone. To design a coherent map, we decided to make it symmetrical. [su_slider source= »media: 675,676,677″ link= »image » width= »800″ height= »200″ title= »never » mousewheel= »no »] Then, popped up the idea that this island […]
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