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Speed Level Design | Abandoned Urban Railway | Unreal Engine 4 (UE4)
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More about this project here:
Music: Squarepusher - Iambic 9 Poetry
Final shots at 6:50
Time Lapse building a small scene to feature a abandoned trolley model in UE4. Scene is based on a pittsburg abandoned trolley graveyard and a NYC neglected grade crossing elimination tunnel.
All models, textures, materials, decals, made by me, with the exception of some ground textures taken and modified from Quixel Megascans, the wind mechanic for foliage materials taken from Epic Games Kite Demo. Modular models and props made and prepped prior to this timelapse in Blender and Maya, materials made from scratch in Photoshop, Substance Designer and Quixel Suite, instanced and tweaked in UE4 with Substance Source. All textures have relative texel density of 1024px/m^2.
This timelapse was taken over a period of three days, the entirety of the project was created in 2 weeks, a few hours every day.
Composition for the final shots was done within UE4's level sequencer and rendered in real time (done after time lapse).
Follow me on Instagram:
*Cover photo for this video was taken in UE4 in a slightly different test scene built before the time lapse and composited in Photoshop.
Music: Squarepusher - Iambic 9 Poetry
Final shots at 6:50
Time Lapse building a small scene to feature a abandoned trolley model in UE4. Scene is based on a pittsburg abandoned trolley graveyard and a NYC neglected grade crossing elimination tunnel.
All models, textures, materials, decals, made by me, with the exception of some ground textures taken and modified from Quixel Megascans, the wind mechanic for foliage materials taken from Epic Games Kite Demo. Modular models and props made and prepped prior to this timelapse in Blender and Maya, materials made from scratch in Photoshop, Substance Designer and Quixel Suite, instanced and tweaked in UE4 with Substance Source. All textures have relative texel density of 1024px/m^2.
This timelapse was taken over a period of three days, the entirety of the project was created in 2 weeks, a few hours every day.
Composition for the final shots was done within UE4's level sequencer and rendered in real time (done after time lapse).
Follow me on Instagram:
*Cover photo for this video was taken in UE4 in a slightly different test scene built before the time lapse and composited in Photoshop.
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