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Technical Art - Porteur de Lumière

Shaders :
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- Night Sky: The sky got many iteration to and up there. I made the sky material to be able to have a more precise control on how many star the sky have, but also the amount of High , Mid and Low Brightness Star. The Star distribution is made by a Perlin noise and a custom Star noise to make the star distribution not to even. The sky material also contain our custom moon and a galaxy created by a mask and colored by a gradient map to have a better control of the result.
For the Base color variation I use a texture made by Émilie Cormier
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- Fresque Reveal: The First and Third Fresque is on the same more simpler Material, the second one (In game order) was the more complexe one because of the dissolving effect needed. For the animation I choose too use a 0 to 1 Mask (Black and white ) and use the gradient to decided for exemple 0 is what is the first to be disolve and 1 is the last part to be disolve. This way I add a more control on how the disvole effect spread on the fresque like our director wanted it.
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- Light Flickering: A simple Light function making our light coming from fire flickering a random interval and also for the lantern it is sync with the emissive material by using the same Time offset value.
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- Cloth VAT: At first we try to use cloth simulation on pretty much all the environnement cloth, but I quickly realized that it was way too much expensive. My mentor Nury-ev Leduc make me discover a way to bake in a texture the animation of a mesh that is less expensive if our mesh is low poly. At first i right a script that was suppose to make a VAT it worked but it didn't seems to work properly with Unreal and I also find a plugin that make the same as 3Ds Max VAT generator but in Blender. Writing it my self at first as help me understand better how it work and not simply use it. Our pipeline for the cloth was: 1. Create the mesh & Animation/Simulation in Marvelous designer( This step was made by Francis Lamoureux ) 2. Import alembic in Blender to make the cloth simulation Loopable 3. Bake the VAT (Offset & Normal ) with the mesh with the right UVs generated by the Plugin 4. Unwrap / Texturing .
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- Windy tree leaf Vertex Animated: The trees come from a Asset pack, but didn't come with good leaf windy effect. I added a second movement only for the leaf making them seem more affected by the wind and in the wind direction.
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- Landscape Material: Using RVT to help with blending object with the sand and also making sand variation available to the artist
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Blueprint Tool : Camera Dynamic Systeme, Spirit Spline Animated , Light Blueprint to Help our Lighting artist, Camera transition smoothly from Cinematic and Gameplay.

- Credit :

Environnement Artist: Coralyn Potvin
https://www.artstation.com/cocokinder

Environment Artist & Concept Artist: Lauryane Chapleau
https://www.artstation.com/chapleau

Props Artist: Émilie Cormier
https://www.artstation.com/emilie_cormier

Character Artist & Props Artist: Francis Lamoureux
https://www.artstation.com/francislamoureux

Technical Animator: Caroline Champagne-Hinojosa
https://carolinechampagne-hinojosa9.artstation.com/

Wall disolve / Patern lighting up link with particle system

Wall disolve Shader ( 298 instruciton & 12 texture sample )

Wall disolve Shader ( 298 instruciton & 12 texture sample )

Spline animated Spirit lighting up lantern / Dynamic Camera

Spline animated Spirit / Transition from Cinematic to gameplay

Patern lighting up link with particle system

Sand Sparkle Effect / Sand texture made by Coralyn Potvin

Sand Sparkle Effect shader nodes

Sand Sparkle Effect shader nodes

Environnement wind affecting tree and cloth / Night Sky material

Without leaf wind deformation / With Leaf Wind deformation