top of page

Software used :   

Maya :  Modeling / Uv

Unreal Engine  :  Scene layout / Procedural Lookdev / Lighting / Rendering

Megascan :  Rocks / Ground foliage / Small ivy

S. Painter / Photoshop 
:  Texture / Lookdev

Speedtree : Big Ivy Model / Texture

Nuke : Comp


 

Intro to Unreal using VFX workflow  - NVidia  GTX  1070

-Model / UV were done in Maya
-Pipes Texture / Dirt mask  /  Utility maps were done in  S . Painter
-The big ivy (model / texture) was done in Speedtree / Photoshop

Unreal :
-Ground (model/texture) assets were all from Megascans ( ground, grass, rocks, small foliage)
-the rest of the set was texture /lookdev from scratch 
-Virtual textures (Udim) used / procedural shaders from scratch (using Material Function / Layer blend technique /  Blending with parameters and Paint tool)
-Glass material ...... different workflow ....
-Lighting rig parented with Shotcam 
-Nanite / Lumen / Raytracing mostly used ... video card limitation :( 

AOV pass : 
regular ones + extra render for AOV  (KeyLight / DomeLight  and AO )


Render settings for 120 frames -   1920 x  1080
-AA none / Spatial S. Count 32  / Temporal S. Count 10  
-Console variable : 130 %
-Lumen - G.I settings updated
(
The grass remains the reason of these high samples)

-14h of render in total ! !

 

speedtree_breakdwon.png

© Diane Charlery - All Rights  reserved - 2025

bottom of page