Inspired by Richard Anderson's Eternals concepts which I loved especially for its crops, this is a school project that took place over a few months aside of work at Unit. The pitch was an explorer discovering an ancient city and initially consisted in 3 shots : The boot, the hand and the reveal. I made each element of the environment as good as I could in the little timeframe I allowed myself for each task, when the due date arrived I was pretty underwhelmed to have spent so much time for a single environment shot so I decided to make 3 more shots, 2 of which for the hanging gardens, during a week of vacation I took from work. This also was my first time using Nuke and oh boy it's so good! It also was my first time using Gaea and I had to chance to discover Forestpack more in depth than in past projects. Combining them both to scatter detailed rocks on steep cliffs revealed itself to be an amazing technic to create high fidelity canyons.
Thanks again to Alexandre Ferra, Patrice Louise, Steffen Hampel and Lucas Tebib for their feedback and advices. Thanks aswell to my man Wilfried for the sick sound design! Aswell as all the amazing instructors I met at school, notably Aly Farroukh and Géraud Mottais who were so nice.
Thanks again to Alexandre Ferra, Patrice Louise, Steffen Hampel and Lucas Tebib for their feedback and advices. Thanks aswell to my man Wilfried for the sick sound design!
Breakdown of some comp steps and processes. My favorite on this project has to be simulating roads and paths.
Turn tables of some assets, the goal was to be as low poly as possible to reduce render time, the highest library assets like the poor houses are about 1k poly.