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Pratt and Whitney Engine & Dishonored Void
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Pratt and Whitney Engine & Dishonored Void

by Abhinavdeva on 2 Apr 2024 for Rookie Awards 2024

I have re-created the model of the old engine ("Pratt and Whitney Double Wasp - 18 cylinders"). And the Dishonored Void is my try it in Unreal engine 5 to take 2D Concept and make into a 3D Environment.

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Pratt and Whitney Double Wasp EngineR2800

Perspective Shot #1

Perspective Shot #2

Perspective Shot #2

Look Development of the Engine and a Turn Table Render

Orthographic Renders of the Engine from all sides.

Orthographic Wireframe Renders of the Engine from all sides.

The references I have used to re-create this Industrial Aircraft Engine, but these engines are no 100% matching with each of the versions which makes it challenging to understand which form is correct and which isn't, but I have managed to fit the engine as close as possible to the real-life references I have gathered. Moreover, this engine was built during World War 2 and there weren't many references or pictures of their internal components, only some were available and those were from museums. 

I have around 40 UDIM Tiles, but these tiles are segregated based on their own material shaders and thus was optimally working to texture in Substance Painter without relying on using Mari to texture these many UDIMS.

Dishonored Void Environment

The above is the Final Render of the Project "Dishonored Void"

The above video shows how the Scene looks inside of Unreal Engine

This is how I created the blockout of the environment by keeping the proportions right with respect to the concept by matching the layout of the scene before getting into any detailed modeling. 

Base Materials for my environment that I made from scratch using substance Designer, no 3d-party textures or materials such as ("Quixel Megascans") were used in this project.

This is how I made that shredded building debris, where it is similar to torn sheets. I used Substance Designer to get these alphas out and use it in the opacity channel of the shader on top of my dirt texture to create these effects.

The above images show the process of how I made the procedural assets in Houdini for this environment. 

Shader setup such as Vertex painting and Tri planar Functions along custom height-based mask for the shards in Unreal Engine 5


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