4th semester scenography project (A2013) taught by our teacher Sébastien Primeau from Ubisoft Montréal.
Given constraints:
- On tha'beach!
- Image composition must be harnessed
- Max 20 objects. Textures/shaders only limited to be memory manageable in-game. UDK shaders FTW!
- Do it in 1 semester... alone.
My constraint:
- Beach where "Winter is coming"...
Given constraints:
- On tha'beach!
- Image composition must be harnessed
- Max 20 objects. Textures/shaders only limited to be memory manageable in-game. UDK shaders FTW!
- Do it in 1 semester... alone.
My constraint:
- Beach where "Winter is coming"...
20 objects must include:
- 4 Rocks
- 3 Palm trees
- 1 Landmark (Cave)
- 1 Shipwrek
- 1 Lifeboat (Container)
- 5 Vegetation sets (2Large, 2 Small, 1 grass)
- 3 Optional (Ice sheet, Tree, Mini plant)
- 2 Special effects (Snow + Haze)
+ Terrain, water, sky, lighting, etc
- 4 Rocks
- 3 Palm trees
- 1 Landmark (Cave)
- 1 Shipwrek
- 1 Lifeboat (Container)
- 5 Vegetation sets (2Large, 2 Small, 1 grass)
- 3 Optional (Ice sheet, Tree, Mini plant)
- 2 Special effects (Snow + Haze)
+ Terrain, water, sky, lighting, etc
Main visual features were:
- Minimum texture count/sizes
- All-In-One master shader supporting snow & ice vertex blending
- World Z oriented snow accumulation
- Custom fake SSS on vegetation
- Scene depth based normal map blending for terrain (wanted pronounced ground detail / specular far away)
- Procedural noise for snow haze/ice/snow blending
- Custom terrain
- Object position and scale based UV tiling for detail or tiled texture maps (Useful on rocks)
- Custom skybox/lens flare
- Only decorated what could get in the camera frame
- Minimum texture count/sizes
- All-In-One master shader supporting snow & ice vertex blending
- World Z oriented snow accumulation
- Custom fake SSS on vegetation
- Scene depth based normal map blending for terrain (wanted pronounced ground detail / specular far away)
- Procedural noise for snow haze/ice/snow blending
- Custom terrain
- Object position and scale based UV tiling for detail or tiled texture maps (Useful on rocks)
- Custom skybox/lens flare
- Only decorated what could get in the camera frame
Challenges were:
- Get the vertex paint to work with vector transforms in the shader.
- Organize the shader for long term work and readability
- Get the terrain working (Had to export landscape, work in 3DS Max, generate textures / vtx colors, import as single mesh)
- Get some good botanical references
- Find best quality VS time ratio for rocks / plant / shader production
- Find a good song to fit the shot timing / emotion / story telling
- Get the vertex paint to work with vector transforms in the shader.
- Organize the shader for long term work and readability
- Get the terrain working (Had to export landscape, work in 3DS Max, generate textures / vtx colors, import as single mesh)
- Get some good botanical references
- Find best quality VS time ratio for rocks / plant / shader production
- Find a good song to fit the shot timing / emotion / story telling
WOOT!