Flythrough (Audio track credit to a very talented friend)
This is the battery shader I created with a lot of help from my instructor. I was able to use this in a few interesting ways in the scene.
There are 3 packed 512k masks panning, a shallow and deep mask, the third mask was used for the falling embers.
My second real-time environment, I am really starting to enjoy this! My major goal with this project was to work on a scene that contained many of my fears to overcome as an environment artist: creating foliage, unreal engine shaders and texturing larger props/objects. An additional challenge was using two different pieces of concept art and making sure both scenes felt connected and part of the same world.
I feel that I have completed these goals and in doing so, I am much more confident at approaching unfamiliar problems.
This scene is loosely based on Super Metroid...an alien planet, ancient tech, a corrupting agent set in a mysterious, lonely atmosphere. It was fun to imagine this scene in that way and it helped me to "loosen up" on the concepts and take some creative license.
I want to thank my instructor Johnny Malcolm https://www.artstation.com/johnnymalcolm. It was really invaluable to learn from him, he taught how to understand the base concepts and math as opposed to memorizing a couple of nodes and values. I was able to take what he taught every week and apply it in new and unexpected ways. It really helped me be more creative in my approach to texturing/shading the environment.
A special thanks to my fellow classmates at Think Tank Training for their constant inspiration, and of course the talented concept artists I used as reference for the scenes:
https://www.artstation.com/artwork/3oL0xm
https://www.artstation.com/artwork/VEwWR