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Sci-Fi Temple - 2016

Process

First(Research)

I gathered sci-fi images that I like from Artstation and Pinterest.

My main focus on this was to have religious feeling in sci-fi concept. I found out that most churches have main focal points in the middle with all the support details around leading to them. 

I decided to have same focal point setup.

I also wanted viewers' eyes stay around the center with a flow that comes in from the sides.

Second(Concept & Modeling)

I worked on conept and modeling at the same time which was difficult but it was nice to see

results right away as I made mesh models.

 

PROGRESSION

Problem :

I used Vray for rendering. I tried to optimize the render time by using clone, instance, and sysmetry.

Also, I tested many different setting for material and light bounces to reduce the render time.

But it still took too much time to see the result.

Solution :

Since I nailed down many objects, I decided to move everything to UE4

to have fast control on lighting, and because many pieces were already modeled, the slowdown this would cause was minimal.

Third(Texture & Lighting)

The Texture and Lighting processes were inter connected, each affecting each other in the final render.

Problem :

1. Frequent color changes in the textures created visual noise, distracting from the focal point.

2. Since the scene is dark, objects would lose their form.

Solution :

1. I pushed the textures towards the middle values (aproximatly 40%-60% in value) to reduce environment noise.

2. I used two directional lights at 0.5 intensity value on ether side of my scene, both facing 45 degrees across my meshes bringing out a stronger rim light which helps to emphsis the form of the objects.

Here are some main prop models that I created.

30 minute render time

Click images below to see large image

Fourth(Postprocess)

I reduced bloom effect to have a more crisp image and added exponential fog to have more depth.

I also used alpha cards to have more foggy effect in distance, and put emphsis on some lighting.

I changed vertical light shapes to horizental lines to lead viewers' eyes to the focal point.

PROGRESSION

Final Product

Software Used :

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