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Diane CHARLERY
Senior Environment Generalist
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 ! !

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