![Cyberpunk Cityscape](https://d3stdg5so273ei.cloudfront.net/Kamil88/2024-06-01/074016/1400xAUTO/r6-Kamil88-crop.jpg)
Cyberpunk Cityscape
Embarking on my major project, I am fueled by the ambition to immerse myself in the futuristic realm of Cyberpunk. Drawing inspiration from CD Projekt Red's iconic Cyberpunk game, I set out to create a visually captivating environment that captures the essence of this dystopian world.
Inspired by the Cyberpunk game, this project, "Cyberpunk Cityscape," was my major project during my final year. I had only 13-weeks to complet. The hard surface modeling of the Ford GT sports car took up most of my time, but I wanted to challenge myself in both modeling and texturing. Despite the tight schedule, I managed to create and texture the buildings and street elements to complete the immersive urban environment. This experience not only showcased my ability to work under pressure but also significantly improved my modeling skills and time management capabilities.
For modeling buldings, I found a lot of inspiration in architecture. My research primarily focused on Polish buildings from the 1980s and 1990s, but I was also inspired by the works of Zaha Hadid. While conducting this research, I also incorporated elements from my own creations and imagination. I modeled all the buildings in Maya, including the UV mapping, and then exported them to Substance Painter to create materials for buildings and graffiti.
Once I had all the buildings modeled, I started creating pots for palms and flowers, as well as street lights. For the street lights, I found significant inspiration from the Cyberpunk game and various reference images. I placed them into the environment and added point lights to each one to brighten the scene at night.
I used a few assets from Megascans, including the Sign Stop, Blood Decals, Road Crack Decal, and Asphalt Material, to enhance the realism of the environment.
For graffiti, I created decals in Substance Painter, using a spray paint material and designing my own masks in Photoshop. I did the same for neons, but these materials were created inside Unreal Engine. By creating material instances for each, I could later control intensity of the neons while setting up the environment with the buildings.
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