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Mobile Bunker Unit

I wanted to create a scene that contrasts an oppressive war machine blending into the beauty of a serene tropical landscape depicting the Yucatan Peninsula. The music is meant to enhance the feeling of the alien aspects of the subject to it's surroundings.

This is a video of a high resolution scene that utilizes normal map casting, bump offset techniques, and diffuse maps combined with occlusion maps to enhance self-shadowing and other details.  These work in conjunction with the specular maps  that give the surfaces varying amounts of shine and increases the crispness of detail. Light mapping is added over the top of all this in a second UV channel for the large shadows cast on the terrain and the Mobile Bunker Unit to increase the realism of the lighting. I deployed these texture maps through the use of a series of complex custom material networks that I created, including the animated water shader with 78 different material node instructions.

The content is deceivingly efficient for the lushness of the foliage. There is actually less foliage than it appears as the bulk of the foliage sprites are lining the edges of the the cliffs silhouettes. Also, the foliage sprites throughout the terrain are strategically placed to enhance the profiles of terrain features and to hide UV mapping seams. But how I am able to get away with a little for a lot is that the foliage sprites blend together with matching terrain tile textures, such as vines, leaves and roots to deepen the illusion. I created all this using Maya 2008, Photoshop, Z-Brush and Crazy Bump. I then put it all together in  the Unreal 3 Video Game Editor.  With the exception of the sky dome, I custom made from scratch all aspects of this content.

 

This is a snapshot taken within UE3 of a scene based off of the robotic mobile bunker concept found in the 2D concept section. Click on image to enlarge.

This is a snapshot taken within UE3 of a scene in non-texture mode. Click on image to enlarge.

 

Above is an overview of the water shader network I created, which is one of the most complex shaders to do. Click on image to enlarge.

 

Below is the cube map reflection for the water shader, which uses a world position camera vector.

Below is a snapshot of the UV layout for the terrain depicted above.  In addition, the following images are a few of the seamless 4-way tile textures I created and used in the 3D scene above.  The second row shows a full set of corresponding diffuse, occlusion, normal and specular maps.  The larger bottom four textures are a sample set used on the mobile bunker unit.

 

 

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