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My Contribution

Decom Plan and Execute

description

Description:

Decom Plan and Execute is a client oriented serious game. In the game, you will need to follow the instructions and guidance in the control room, and complete the decommission process. The decommissions are separated into reverse installation and single lift. You will also need to choose the right order for the decommission in task manager. Our team has six members and we use Unity HDRP. My role in the team was mainly a 3D artrist.

Works I did

Works I did:

In the project, I have created all the textures and materials. I have also adjusted the environment, lights and post process. I have also created some of the  visual effects, and some of the pre-beautification models.

Sea Surface:

The sea surface I created contains several key elements including the basic textures, disturbance, depth color, Gerstner waves, foams, edge foams, highlights.

The basic textures contain normal, ambient occlusion and roughness. I used substance designer to create this. I tried to simulate the look of the smaller waves of the water which will eventually have a stronger reflections and shadows in the scene.

sea.png

Normal, AO, Roughness

After having created the textures, I applied two sets of textures that move at opposite directions to create the fluidity. I also included a Perlin noise that added to the offset of the textures to create disturbance. For the color, I used scene depth to locate the deep and shallow locations of the sea. Accompany with Fresnel effect, I could create the base color of the sea with lighter color in shallow places. For waves, I used Gerstner waves to generate more natural and organic waves than sin waves. After generating the waves, I used the height information of the world space to detect the height of the sea, and for higher positions, generated the foams. The foams are a combination of two different sets of textures.

1.gif

In-development sea surface

For a more natural result, I used a Voronoi noise to define the positions of which the foams should be generated randomly. I also use the scene depth color created before to generate edge foams close to the vessel. Eventually, I added highlights to make the reflections stronger. Furthermore, I have created a separated material for objects close to the sea, they should a more wet look. The technique to detect height is the same to the detection of the foams.

For the final results, I have used a stronger and a more direct light to cover the defect of the lack of transparency. I did not include subsurface scattering in the sea surface.

Final result

2021111-224321.jpg
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Sea surface shader graph

Objects' Textures and Materials:

I used substance painter to create all the textures for all the objects. Some of the base textures were created using substance designer. I used default material output of Unity HDRP render pipeline in substance painter, and I had created a general material in the project to help dock two softwares smoothly.

Normal, Height, Roughness, Metallic, AO

Lights and post process:

After all the models and materials have been implemented. I adjusted the environment to add more mood and theme to the scene.  

图片1.png

Only with exposure

图片2.png

With post process

I first added four lights with cold and purple lights at the bottom. Then include another four baked lights with cold and blue lights around the top to set the tone of the scene. Finally, I added two additional lights with warm color to neutralize the color of the entire scene and also focus on key objects. This also helped bring some volumetric lights to the scene.

w.png
y.png

Original environment

Modified environment

ToolsIUsed

Tools I used:

kisspng-unity-3d-computer-graphics-video
kisspng-blender-rendering-3d-computer-gr
5a219145388087.5866319615121493172314.pn
kisspng-substance-designer-allegorithmic
kisspng-allegorithmic-sas-substance-desi

My Contribution

My Contribution

My Contribution

My Contribution

My Contribution

My Contribution

My Contribution

My Contribution

My Contribution

My Contribution

Description

Description

Description

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