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The Water Temple - Leartes Studios & Dekogon "Post-Apocalyptic" Real-Time Environment Challenge

This is my entry for the Leartes Studios & Dekogon "Post-Apocalyptic" Real-Time Environment Challenge

For the challenge I’ve chosen Eddie Mendoza’s concept art: The Water Temple
https://www.artstation.com/artwork/58e6nE

I used Unreal engine 4.26 Dinamic Lighthing (not Ray Tracing), gtx 1070.
I wanted to explore new techniques I didnt knew about optimization on materials and textures; Learning the workflow of trimsheets and masking with ORM textures using the channels for Curvature, Dirt and Damage details.
I did everything in the scene except the water, the fire and the particles.

Definetly it was one of my biggest challenge I have participated until now, normally I do big personal projects but never as big and dedicated as this one.
I really learned a lot working on this. I am very happy with the result.

Yo can see more of my workflow in 4 Blogs I posted on the process:

WIP#01
https://www.artstation.com/rodrigocascas/blog/N8AV/leartes-studios-dekogon-post-apocalyptic-real-time-environment-challenge_01
WIP#02
https://www.artstation.com/rodrigocascas/blog/4YMa/leartes-studios-dekogon-post-apocalyptic-real-time-environment-challenge_02
WIP#03
https://www.artstation.com/rodrigocascas/blog/v6Wj/leartes-studios-dekogon-post-apocalyptic-real-time-environment-challenge_03
WIP#04
https://www.artstation.com/rodrigocascas/blog/mMBD/leartes-studios-dekogon-post-apocalyptic-real-time-environment-challenge_04

Hope you like it.

WIP#01 
My references, fast blocking scene and the main concept I choosed to work on from Eddie Mendoza
more: https://www.artstation.com/rodrigocascas/blog/N8AV/leartes-studios-dekogon-post-apocalyptic-real-time-environment-challenge_01

WIP#01
My references, fast blocking scene and the main concept I choosed to work on from Eddie Mendoza
more: https://www.artstation.com/rodrigocascas/blog/N8AV/leartes-studios-dekogon-post-apocalyptic-real-time-environment-challenge_01

WIP#02
I did the base materials of all the project, divided my scene in 2 type of Master Materials:
-Ornamental (TrimSheet)
-Sand and Stones (Unreal Material with masked textures done in substance)
more: https://www.artstation.com/rodrigocascas/blog/4YMa/

WIP#02
I did the base materials of all the project, divided my scene in 2 type of Master Materials:
-Ornamental (TrimSheet)
-Sand and Stones (Unreal Material with masked textures done in substance)
more: https://www.artstation.com/rodrigocascas/blog/4YMa/

WIP#02
Also I added a function with some parameters on each Master Material so I can play with the world position and my original Normal map of each object to add a gradient Moss texture
more: https://www.artstation.com/rodrigocascas/blog/4YMa/leartes-stu

WIP#02
Also I added a function with some parameters on each Master Material so I can play with the world position and my original Normal map of each object to add a gradient Moss texture
more: https://www.artstation.com/rodrigocascas/blog/4YMa/leartes-stu

WIP#03
In this step of the process I focused all my atention on the Vegetation, I learned Speed Tree and did a bunch of experiments.
more: https://www.artstation.com/rodrigocascas/blog/v6Wj/leartes-studios-dekogon-post-apocalyptic-real-time-environment-ch

WIP#03
In this step of the process I focused all my atention on the Vegetation, I learned Speed Tree and did a bunch of experiments.
more: https://www.artstation.com/rodrigocascas/blog/v6Wj/leartes-studios-dekogon-post-apocalyptic-real-time-environment-ch

WIP#04
For this final step I focused on the Lighting and details; I added some damaged and dirty decals all over the place and some particles around the foliage, and choosed the final cameras.
more: https://www.artstation.com/rodrigocascas/blog/mMBD

WIP#04
For this final step I focused on the Lighting and details; I added some damaged and dirty decals all over the place and some particles around the foliage, and choosed the final cameras.
more: https://www.artstation.com/rodrigocascas/blog/mMBD