Website powered by

Arena

Hey this is the environement I've made for our final-year school film “L’Avenement”.

Due to the high pixel ration we had I needed to work only with tileable textures (that's made me learn a lot about substance désigner software wich is incredibly powerfull)
But in order to hide the répétition of the textures on the meshes I had to blend the matérials.
I've learn 3 workflows to do it with Maya Arnold
The first is to create a second UV set to create a mask, then create a node relationship to blends the tilables materials using the mask. And that for every meshes Who need to blend materials.
The second one is to project the second material on the first one with a caméra working like a decal actor in unreal engine but the set up in maya to set this kind of camera is a lot more complicated
An another way that I haven't tested yet is to work with tileable meshes wich could avoid a lot of issues but seems a bit limitative.
The last way i know and by far the most efficient is to work on unreal engine.
Anyway I had so much fun and i learned a lot working on it.

KeyShot composited

KeyShot composited

Neutral light shot No1

Neutral light shot No1

Neutral light shot No2

Neutral light shot No2

Neutral light shot No3

Neutral light shot No3

Assets

Assets

tiling material No1 (on substance designer)

tiling material No1 (on substance designer)

tiling material No2 (on substance designer)

tiling material No2 (on substance designer)

tiling material No3 (on substance designer)

tiling material No3 (on substance designer)

tiling material No3 (on substance designer)

tiling material No3 (on substance designer)

shot from the movie No1

shot from the movie No1

shot from the movie No2

shot from the movie No2

shot from the movie No3

shot from the movie No3