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Wanderer

Braving the world can be a lonely pursuit, but not all those who wander are lost.

Couldn't get this particular thumbnail out of my head of a skyline and decided to make it a tangible 3D piece that had me practicing larger-scale lighting. All environment assets were modeled, textured, implemented in scene, and lit by hand save for the foliage and debris provided by Quixel Megascans. HDRI images borrowed from HDRI Haven.

Thank you to Jordan Nelson, Ben Rosato, Liz Kruger, and everyone else who gave me critiques throughout the production process, you all were a huge encouragement in being able to bring this project to life!

Gif of the overall process. It was found in the early stages a profile view drastically flattened the dimensionality of the piece, so a new angle was implemented. 

An overcast fog was the primary lighting version used during production.

Gif of the overall process. It was found in the early stages a profile view drastically flattened the dimensionality of the piece, so a new angle was implemented.

An overcast fog was the primary lighting version used during production.

Passes indicating the different components of the scene.

Passes indicating the different components of the scene.

Some of the rudimentary materials I created in Designer later implemented in Painter, adding further individuality to key buildings and assets.

Some of the rudimentary materials I created in Designer later implemented in Painter, adding further individuality to key buildings and assets.

Only a handful of the references I used, these being primarily for the overcast lighting set-up and partial asset building.

Only a handful of the references I used, these being primarily for the overcast lighting set-up and partial asset building.