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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.
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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.
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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.
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It is a project made with an other student (Coralie Gibergues). We are still in a research phase, but we have defined our subject.
We want 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.
The project is still in progress, we will use 3ds Max, Zbrush, Topogun, XNormal, and the Unreal Engine.
Here some atmosphere concept arts.
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This is a special weapon made especially to test the process from modelisation to integration in the engine.
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I first made a base mesh with 3ds Max, then I sculpted it in ZBrush.
When the model had its definitive form, I use Topogun to create my lowpoly model, in oder to generate my normal map and create the diffuse map, with XNormal.
Finally, I put it in a UDK scene, to create a little set.
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Here some atmosphere concept art made in 30 min.
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