Unreal Version - UE 5.3
Shorts Version - • Chibi-Robo Fan Concept (Eternal Ascent Bre...
I am excited to finally share my breakdown of the Eternal Ascent Challenge. A lot came in between me finishing this, but I finally had the opportunity to put it out there. I am a big fan of retro gaming and had some previous models that I brought out to help spruce up the project. I learned a lot about animation, Meta Humans, and interior lighting. I didn't come in the top 100, but I had a blast creating. Clint always puts on an amazing challenge and any chance I can I always try to be a part of them.
Tools & Techniques:
Modeling:
For any modeling I needed to do I used 3Ds Max my modeling solution of choice. I ended up modeling the GameCube, Game Cases, and even ChibiRobo which I also rigged myself. The hardest part was Chibi Robos plug tail; originally I wanted it to have physics, but found that to be too difficult after spending two days on it with no success. I then did some clean-up animation after placing it on his head and made it look like it was swaying back and forth on his head, and he was trying to keep it there with his hands.
Texturing:
I spent meticulous time in substance painting getting the GameCube cases right. As someone who grew up with a GameCube, I decided to use that to help aid me. I still own my original GameCube and all my games, so I decided to scan in all my favorites to impart a bit of myself into the project. These are the actual prints from the original cases scanned in using a printer. I even added a layer between the print and the plastic to add the true game case feel.
Rendering:
I tried a few different things to get the render I wanted, originally I wanted to use the path tracer, but ran into issues where the cables wouldn't render, and the lava lamp would smudge. I ended up going with Raytracing (deprecated), one of the reasons I didn't upgrade to UE5.4 was to keep the Raytracing feature in. With pathtracing being out of experimental in 5.5 I will be upgrading to that soon. Lumen gave too much glow to the scene, whilst AO created from Ray tracing added amazing depth and life to the scene.
Real-Time Rendering:
Since this was made in a game engine I got to utilize all the benefits of real-time rendering. I was able to test things quickly, make mistakes, learn, and grow from them. Over the past 2 years, I have grown much enjoyment in using UE5 as a creation tool. The real-time factor allows me to quickly see the output of what I am working on without the long render times and with a fast challenge like this, that was ever important.
Credits:
linktr.ee/mr.anderson_art
Contact:
Email: [email protected]
Website: max_anderson.artstation.com/
Artstation: https://www.artstation.com/max_anderson
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