Hey there! What a wild year so far - not just globally, but my life has been super busy! I recently started a second job as a 3D artist on top of my normal day job as a technician at a hospital. On top of all of this, I'm planning a wedding. It's been insane. Work on this project has definitely slowed down for me, but I've still made a lot of progress since my last post.
A lot of the work has focused on laying down the megascan assets that were going to frame the scene. Very quickly, one of the issues I encountered with the megascan assets was that their albedo maps were very noisy, and detracting from the composition of the scene. I noticed that by working without albedo maps, the scene read much better, so I worked to create a custom albedo using the existing mesh and normal information to create something cleaner and easier to read. I ran the megascan normal through some curvature nodes in Substance Designer to get a result that I could use to generate some wear and dirt in Substance Painter that wouldn't detract from the forms with all sorts of high contrast spots.
The end result is a scene that expresses the warmth from natural lighting that it needs to, and showcases lots of the nice bounce of RTX features. There are no distracting splotches of local contrast from noisy albedos.
In addition to some reworking of the megascan albedos, I wanted to create the impression that sand had collected in the cavities of these rocks. However, sometimes my assets were rotated around for visual variety, which meant that I needed a procedural way to make sure that the sand always collected according to gravity. For this I used a combination of a cavity mask and a node that used the PixelWorldSpace (masked out to the Blue Channel for "Up") to ensure that the sand would only collect in crevices + according to gravity.
Next up, there have been the additions of some extra details for dynamism. These are still work in progress, and need many additional adjustments, as well as more variety. One addition has been to add a world aligned "glint" to the sand so that as the camera travels through the scene, the impression of reflective pebbles of sand and glass is created. Another addition has been to capture a sense of wetness and running water through the cracks on these rocks, which collect to form the flowing stream through the floor of the scene.
Lastly, beginning to flesh out the beginning of some storytelling, along with some hardsurface stuff just to help contrast the mostly organic shapes in the space. I'm excited to continue to work on this project although the pace is going to change going forward. Thanks for reading!











