Mainly focusing on a hard surface and lighting the scene, went with the same lighting style as the subway train. The lighting was inspired by games such as Deadspace, Doom and James Cameron's Aliens.
My intent for this project was to work and understand Modular Environment Workflow and lighting. I've applied the same workflow as the previous project using Marmoset Toolbag 4.
Train Carriage Relighting:
Relighting was achieved by the use of Omni Lights, cinematic cameras, sequencers, and the render queue in Unreal Engine 4. All post-process was done directly in Engine with additional camera controls and post-processing.
Here I wanted to mimic the look and feel of my concert photography. All post-process and light were done directly in Marmoset Toolbag 4 and calibrated with the Macbeth Chart.
Reference was taken from my Music Photography.
WWII Wood Box for MK1A1 Grenades:
Eying this one to one and worked with masks, stencils, and layering to give it a worn look, stains, scratches, and spray paint stamps were added for additional realism. Details for the crate was referenced, and the rope was created with a custom NURBS curve, that I made in Maya, procedural and is dependent on its shape of adjustment with a spline. Maps were baked in 8k and exported at 4K to retain all the detail from the masking and areas of detail.
Full Breakdown Here:
Sci-Fi Gas Pump:
I wanted to start the new year off with a challenge. Here, I focused on a hard surface project using the Speed Cut plugin for Maya and traditional modelling and extrusion. All UV was done within Maya and Texturing in Substance Painter. Creating this Asset was super fun, and glad to know that most of the piece can be used for another up-coming project also. Rendered in Toolbag 4.
Material study of organic Rock, Sand, Gravel, Pebbles and Rough Dirt from my trip to the Beach. Created entirely in Photoshop, Substance Alchemist and source image from the scouting. Rendered in Toolbag 4.