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HA SUNG IL
by HASUNGIL on 22 May 2024 for Rookie Awards 2024

The concept was set as a story about the end of the Earth, where a space shuttle leaves Earth, encounters a huge spaceship in space, and floats through space to find a new planet.

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MODELING

When making the space shuttle and the space shuttle launch pad, there were many similar objects and the visible things in each reference were different, so I tried to make them similar by combining as many space shuttle references as possible, and boldly erased the parts that were not visible on the camera to make them similar. one Since there were a lot of objects, I think the efficiency of the work was slightly improved by spreading the UVs in advance and then copying them.

TEXTURE

In the case of textures, we used real images or open sources from Megascan. Because there were many small objects made of similar materials, I set several diffuse colors and used different textures for each small object to make them feel as similar as possible.

In the case of a huge spaceship, due to its large size, several sheets of texture were included, and the feeling of a pattern was strong as many sheets were included. We used a function called UV Randomizer to reduce the feeling of a repeating pattern in the texture as much as possible.

LIGHTING

All scenes used VRAY dome lights and rect lights, and we adjusted the lighting and even modified the textures. Depending on how the lighting is set, the textures I worked on often look very different, so I recommend first getting a lighting reference like this and then working on the texture.


LOOK DEV & COMPOSITE

In the case of scenes that take a long time to render, I tried to reduce the render time by adjusting the Subdivison Min and Max values ​​to perform a full render one by one and compromise on render time and quality with efficient values.

For post-processing, we used Nook to composite the background using HDRI sources and cloud images, and worked to match the colors of each scene as much as possible.

I also used a function called PhosixFD to do FX work, but there were times when the lighting splattered or the colors didn't match, so I used pass compositing in Nuke to correct that.


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