My Forerunner Relic scene, inspired by the Halo 3 concept art of Frank Capezzuto and realized with the Unreal Development Kit. Every asset seen in the following screenshots I created myself.
Flythrough Cinematic Video
- Video created using the Matinee cinematic system within UDK.
- The voice of the AI in charge of the relic done by me and recorded using Apple Garageband.
- The Holo Structure are the towers around the edge of the platform.
- They contain animated emissives, which allow light to move alonc the central channel (details below).
- Emissive channel of the material is set up to animate in real time. Instead of simply glowing, there's also movement of both patterns as well as brightening and darkening of how bright the emissive is.
- Areas that need to glow are sectioned off using an alpha mask, allowing for only a specific portion to be illuminated while the rest of the asset can have a different look such as metal, glass, etc.
- The above 512x512 textures are used to make up the small holograms around the base of the Central Dias asset.
- It is comprised of a red, green, blue and alpha channel with different patterns in each channel.
- By mixing and matching the two textures, a great deal of variation can be achieved. When combined with movment elements in the material shader, they can also be animated.
- Floor takes advantage of the new DirectX 11 (DX11) Image Reflection Scene Capture.
- A simple but powerful special effect, the Unreal Engine essentially takes a snapshot of assets in the immediate area in the environment where reflection is desired, then uses that image it creates from that snapshot to "fake" enviromental reflection on shiny assets.
- The inspiration for this plant taken from real life.
- Plants were created in SpeedTree, then combined with an animated emissive give them an alien, bioluminescent feel.
- The Pine trees in the level were also created via the SpeedTree Modeler packaged with UDK.