Environment & Props

The Battleground

Cinematic render video

Previous version

Iteration:

I was aiming for a standout god-ray effect in this setting, but cranking up the exponential fog and directional light ended up making everything in the cavern look too blurry. I experimented with different options like the spotlight, emissive board, and easy fog, and it turned out that the most effective solution for creating the god ray I wanted was to dial down the fog intensity and place a god ray particle.

Introduction:


I designed this massive cavern for our Background Synchronization System demo. Aiming to have sunlight scatter onto the battlefield while keeping the surroundings in darkness, I positioned substantial rocks at the top, leaving voids to accentuate the visibility of both the battlefield and the statues. The 3D assets were purchased from the marketplace, and I customized certain materials to introduce a more varied appearance to both the battleground and the adjacent rocks. I did all the blockings and composition in 4 hours, optimized the materials, and learned lighting in Unreal Engine for the rest of the week.

Design Idea:

As we are featuring Japanese samurais as characters in our demo, and our sound design and music composition are tailored to that style, I opted to craft a battle environment imbued with a mysterious and solemn atmosphere, enriched with a subtle touch of Asian culture.

Inspired by the visual aesthetics of Blade Runner and Dune, where the stark contrast between colossal structures and diminutive humans caught my attention, I chose to incorporate a massive statue to achieve a similar effect. Since the existing statue lacked the desired sophistication, I am considering creating a new one to complement this aspect of the scene.

In an effort to produce a captivating light shaft, I experimented with adjusting the parameters of volumetric fog and directional light. However, I ultimately chose to reduce the fog's intensity towards the end. This decision was made to enhance clarity in the surroundings, allowing players to better perceive directions during combat scenarios.

Keyboard

Mini Room

Introduction:

This is a mini-room completed within 5 hours, which showcases exactly what my bedroom looks like. The texture, lighting, and rendering were all done in Maya.

Design Idea:

To achieve a cute look, I made all the models low-poly and used very simple textures. I also used bevel on every object to make their edges more rounded.

Coffee and Donut

Introduction:

This is my first 3D project that I did in Blender.

Software Used

Blender

Maya

Adobe Substance Painter

Unreal Engine