Clean Model
Before creating a destroy model of the house, I need to create a clean one.
The major part was done in 3Ds Max using some plugins like RailClone for the walls, the roofs,... This help a lot to do procedural modeling !
The major part was done in 3Ds Max using some plugins like RailClone for the walls, the roofs,... This help a lot to do procedural modeling !
Destroy Model
The next step was to make this house "old" like somethings happened. This step took me a lot a time to find interesting references.
Again, everything was made inside 3Ds Max using classic modeling tools and the help of TyFlow for the destroyed terrace.
Texturing
After having the model, the next step was of course the Texturing. But just before I can texture everything, I needed to make the UV unwrapping. A long step that I don't really like... I made the UVs in Cinema 4D because it seems more friendly for me.
Then, I textured everything in Substance Painter.
Environment integration
The last step but not the easiest one was to make the environment to put this house.
The base of the terrain was made using Quadspinner Gaea. Then, I imported the terrain in Unity. To get a better photorealistic result then my last project (Wooden cabine), I used the High Definition Render Pipeline (HDRP). I think the final result worth it !
The trees come from SpreedTrees library and the grass, rocks, ferns, ... come from the Megascans library.
I rendered a log EXR image that I put in lightroom + photoshop to get this result.
Final Video
The projet didn't stop at just I single frame. I also had to make a "short" video with sound FX and camera mouvement. Here is the result :
This project is also present in the Demo Reel 2020