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The Aftermath

A 3D piece I've been chipping away at for the past month. It was a wonderful exercise in executing a slightly different workflow where I worked off of lighting and shapes in 3D before implementing detail, i.e. general to specific.

This was one of those ideas I had on a list in my phone throughout my coursework picking up 3D. These past few weeks, I finally felt confident enough to create it based on personal improvement and understanding of the pipeline. It was a thrill to work on, and I'm incredibly grateful to all of my peers, colleagues, and everyone else who gave me critiques and points to improve upon throughout the production process.

All major assets including corpses were hand-modeled/sculpted, unwrapped, and textured. Materials were created by way of both Quixel Surfaces and the Substance Suite. 3D Scattering debris and foliage were implemented through Quixel Megascans. All lighting and post-processing done personally through the Unreal Engine.

A few abstract thumbnail sketches to work my lighting off of based on the concept I wanted to execute. I knew I wanted a stark, stoic, and motivated lighting set-up, and I chose 1 to work off of while keeping 2 and 3 for lighting mood references.

A few abstract thumbnail sketches to work my lighting off of based on the concept I wanted to execute. I knew I wanted a stark, stoic, and motivated lighting set-up, and I chose 1 to work off of while keeping 2 and 3 for lighting mood references.

Progress showcasing steps and workflow. The initial lighting set-up was made in Arnold through Maya to get the basic hard-modeling shapes down before moving over to Unreal. Skeleton mesh used for the basic block-in set-up was used from Turbosquid.

Progress showcasing steps and workflow. The initial lighting set-up was made in Arnold through Maya to get the basic hard-modeling shapes down before moving over to Unreal. Skeleton mesh used for the basic block-in set-up was used from Turbosquid.

A few of the primary references I used, including concepts from The Last of Us and several real-life photography of abandoned buildings and homes.

A few of the primary references I used, including concepts from The Last of Us and several real-life photography of abandoned buildings and homes.