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Underground Tomb

I started by sketching out my overall design.
Then I did a photo bash to understand the shot, the scene and the materials and models I would need. I then did a block out and started developing assets.
I made the scene into what was shown on the GIF before the major lighting changes. This was the point where I redid the entire scene.
I made use of the same assets but further optimizing them, removing nanite entirely and sticking with regular LOD's. This allowed for Ray traced shadows to be used. After the changes, I noticed a large performance gain and maintained a stead 60fps with Ray tracing, at 1440p resolution, on UE 5.5.
I leaned more into a cinematic lighting style, and making it less realistic with lighting sometimes not coming from a traditional light source, but rather just being placed around the scene strategically for better visual quality and readability. For example I had lights placed above the tomb area and other places to better interact with the fog.
Furthermore I redid the colour grading, and went for a contrasted look between blue and red, my thought was having a cool moonlight constricted by the heat of the candles and fog, would really be striking and present a more spooky aesthetic.

Square Render. I wanted a contrasted look between blue and red, my thought was having a cool moonlight constricted by the heat of the candles and fog, would really be striking and present a more spooky aesthetic

Square Render. I wanted a contrasted look between blue and red, my thought was having a cool moonlight constricted by the heat of the candles and fog, would really be striking and present a more spooky aesthetic

Render 01

Render 01

Render 02

Render 02

Video fly through.

Render 03

Render 03

Render 04

Render 04

Render 05

Render 05

GIF of development. I redid the scene, making better use of my assets and further optimization and overall further pushing the visual quality of the scene. I really like how I developed the lighting from what I did previously.

GIF of development. I redid the scene, making better use of my assets and further optimization and overall further pushing the visual quality of the scene. I really like how I developed the lighting from what I did previously.

Lighting development.

Render Modes

Render Modes

Asset showcase of candles, pillar a sword and a tomb.

Asset showcase of candles, pillar a sword and a tomb.

Candle Material. I used a subsurface profile to get the desired result on the candle age.

Candle Material. I used a subsurface profile to get the desired result on the candle age.

SS profile settings I used on the candle.

SS profile settings I used on the candle.

Asset Showcase of rock assets.

Asset Showcase of rock assets.

Asset Showcase of rock assets.

Asset Showcase of rock assets.

Asset Showcase of Skull assets. I removed the faces of the wall models that dont face the camera to reduce polygon count. I also split them up into sections for more LOD changes. I found that this improved performance compared to one large wall asset.

Asset Showcase of Skull assets. I removed the faces of the wall models that dont face the camera to reduce polygon count. I also split them up into sections for more LOD changes. I found that this improved performance compared to one large wall asset.

Reference

Reference

Concepting and photobashing to visualise what i wanted to make.

Concepting and photobashing to visualise what i wanted to make.