Atlantia: Museum Beneath the Sea (Real-time FlyThrough)
Post Process settings for the scene.
When I finished this environment for my class, the left image was the finished result. After the class ended I knew I wanted to push it a tad further, with additional polishing of the lighting and setdressing (with addition of moldy/leaky decals)
My final push of polish allowed me to create a less saturated environment with more dynamic lighting, and utilize feedback from my peers.
The vending machine asset I made for the scene. This design was extremely influenced by bioshock
Some sea critters that were made for scattering around the broken displays
This creature I modeled in Zbrush to put in the tall display. The main thing I wanted out of this was a neat silhouette shining through the display.
A couple of other assets I made for set dressing some of the displays.
Architectural modular assets
A few other modular assets utilized in the scene.
Grouped Modular Assets that were used for the scene.
References:
The main inspirations and reference pieces I looked at while building this scene were from Bioshock, Dishonored 1 & 2, and Gears 5. They all fit that same niche of reclaimed beauty with heavy art-deco vibes in their architecture.
Atlantia: Museum Beneath the Sea (UE4)
In the not so distant future, the discovery and integration of alien life on the planet has forced cities to be built under the sea. Atlantia is an art-deco inspired museum residing in the Seafoam capital.
This was my first dive into Unreal Engine and building a real-time environment from scratch. My biggest influences were Bioshock, Gears 5, Dishonored, and the general aesthetics of art-deco with slight sci-fi influences.
Tools: Maya, Zbrush, Substance Painter, Substance Designer, Unreal Engine 4
Production Time: ~8 Weeks of off and on work
Foliage from Megascans.