Fan art personal project to reenvision the classic game Silpheed (because I love it), and to apply professional level design workflows to my personal pieces
(to help prevent me from getting hung up on minor details that might not even be seen).
The plane (and gun) was the main focus of my work, and I decided to see what I could kitbash together for the rest, mainly because concepting, modeling,
texturing, and assembling and entire hanger from scratch and on my own would take forever. I was able to quickly assemble the pieces into something nice,
freeing me to work on the things that needed to be custom-made and on adjusting the wild array of materials into a cohesive space. The landscape mountains
are a quick and simple range I created and duplicated about.
Most of the detail images lack a lot of signage on the because that was added in-engine with a second UV set (or decals for the stationary objects)
As typical for my projects, I learned so many random techniques and tips. This project seemed to have an unusually high number of things that I think
I'll find useful on future pieces (even non sci-fi spaceship ones). Highlights of the list include:
- procedurally scratching the leading edges of a model in Substance
- UE5 material instances of instances (actually useful!)
- continued improvements to my spline blueprint (for rails and hoses, etc)
- a whole slew of things related to path-traced rendering: correct depth blur on reflections, lock-stepping animated materials to frames (so steam and blinking lights are clear instead of a blur
- a tilted window with a material that's emissive, has controllable grime so it doesn't get wiped out by the emissive, and a depth offset that accounts for the tilt of the mesh in the scene (ok, so that one is kind of specific)
Click any image for full-size
|