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
Looks really good! I’ve been looking at the wallpapers and found a minor detail that could be easilly fixed: 2 = Nii and 3 = San, not 7 ;)
Oh boy.. How did I make that mistake. If you are still interested in using the wallpaper the file on MEGA will be corrected on the 8th, thanks for point it out :)
AWESOME!!!!
This is truly amazing. Keep it up!!
I always loved this kind of things. Just awesome mate, great work
😘
Wow. Wowowowow. That’s epic! Make sure you work on rear lights tho. I think they are a bit out of shape
Thats fake. There aint no way that skyline could ride on those ramps. They’re just too steep!!
:P Im definitely taking a few of these for a wallpaper. Seriously, nice freakin job!
haha if i blag that it’s ‘bagged’ do i get away with it ;)
Ayyy, this is really nice. What 3d modeling software did you use?
im pretty sure its 3dsmax. it could also be Maya though, thy look similar
Autodesk 3ds max :)
This is beautiful!
What boggled my mind was how you did the 3d nodeling. Great works mate!
Thank you :)