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Undersea Research Station

At the end of the year, our project at work is wrapping up and I had a few work days to devote to making something cool before we all break for the holidays, so I created this environment scene to use for the start screen and wide narrative shots in our game. Before this all we had was some very outdated assets from a bygone era of the game. Since I only had a few days to go from zero to final scene, and since we wanted a small memory footprint, I limited myself to a handful of buildings, a couple of rocks, and two or three particle systems to put the scene together. I made heavy use of the 'Trim-Sheets' texturing technique for the buildings.

This is the final screenshot in Unity with lighting and some particle fx.

This is the final screenshot in Unity with lighting and some particle fx.

I used these images as inspiration.

I used these images as inspiration.

A quick sketch, 4x3 inches in a sketchbook.

A quick sketch, 4x3 inches in a sketchbook.

The idea was to make the seabase in a modular kit-bash method since it will only be seen from a distance.

The idea was to make the seabase in a modular kit-bash method since it will only be seen from a distance.

I used the trim-sheet method to texture the seabase components.  Here you can see the strips of trim in zbrush.

I used the trim-sheet method to texture the seabase components. Here you can see the strips of trim in zbrush.

I baked the high-poly trim-sheet onto a quad and authored this tiling material in substance painter.

I baked the high-poly trim-sheet onto a quad and authored this tiling material in substance painter.

Once I had the trim-sheet, UV mapped the different strips onto different loops of the relatively low-poly geo.

Once I had the trim-sheet, UV mapped the different strips onto different loops of the relatively low-poly geo.

Here's the basic plan for the cliff-side stones.  A quick sculpt in zbrush and then several passes of decimation-master to get the final geo.

Here's the basic plan for the cliff-side stones. A quick sculpt in zbrush and then several passes of decimation-master to get the final geo.

Rock material built in substance painter.

Rock material built in substance painter.