The Process of Creating a Next-Gen Environment (Wallpapers Included)
The Skyline Tuning Space - By Jasdev Singh
The Skyline Tuning Space - By Jasdev Singh
Hi my names Jasdev Singh, i’m a 21 year old artist studying and living in Leicester! This is a breakdown on my recent project the ‘Skyline Tuning Space’. Rendered in the wonderful Unreal Engine 4. (go get it! it’s free)
Growing up i played a hell of a ton of racing games! way back from NFS, Burnout and Juiced as a child, to Forza and racing sims as an adult! So first off i took drew a lot of inspiration from that. I gathered as many images as i could to help me generate some visual context too, However in the end I set myself the challenge of generating, ‘The coolest place i could think of to tune one beastly ride’.
Modelling The RB26 & R34
I began modelling the skyline in a 3D application! Making sure to add as much detail as i can, Paying attention to detail and simplifying the complex shapes into ones. I did the same thing the garage in the images below as well! Once this was complete i used unofficial schematics generated from images of the R34 to cross reference that my car was looking close as possible to the original! Boom!
Texturing the Scene!
Once that was complete! I could begin painting the car! from it’s once boring shade of grey to it’s iconic shade of Skyline deep blue! I added some quick logo’s and stickers around the kit to make it look 10% more race-car!
The paint on the car was used using the ‘Clear coat’ shader with multi layer effect, to emulate the shiny layer of glossy lacquer usually applied to protect the paint from damage and scratches over it’s life.
Putting everything together!
Up next was the long process of importing all of the created assets into the scene created in Unreal Engine 4.
This process is usually shortest during the project and can only take up to 4-5 hours depending on the number of shaders needing to complied!
After this, We’re on the home stretch for the project and into the last few hours of work, Just a quick tweaking in the post processing section angle some object for aesthetic quality… aaaaaannnnd VUALA! One totally mean looking environment!! :)
Here are the Final Renders! I’ve taken some time to render out some full 4K uncompressed delightful wallpapers for anyone who would be interested in that!
(The following link will redirect you to the 4K Wallpapers. Hosted over at MEGA)
https://mega.nz/#F!jAVSxQTb!62r_hifsY2fddxS8t0_pcw
Thank you so much for reading!!
Jas :)
Comments
Awesome!
Thank you ^.^
This is absolutely incredible
Wow, this is amazing. What a cool project
I absolutely love it dude! Subdivide the mesh again and I think it’d look better for the flyby. How many vertices is it at the moment?
Definitely could use more subdivisions, The car & engine is about 60,000 triangles, quite low! Will use more next time good idea ^.^
E.P.I.C.
Maya?
3ds Max, Substance Designer & Substance Painter :)
Wow that is stunning. Well done man and I’m looking forward to seeing more. I have got to learn how to do this.
This is *ahem Unreal!
Roaring Applause
Why do you have only 1 point!? This pun is amazing
Someone should start the slow-clap. Up you go!
Wow
Epic man! Thanks for taking the time to make this post :D
Your very welcome, thank again for all your help :)