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Time at the pool

The modular design is the main pillar of this environment. From the blocking to the set dressing, working with a well defined grid and real life proportions was essential to mantain cohesion not only between the meshes' scale but also to keep the texel density consistent through all the textures.
Modeling and UVing were done in Maya, the textures were created in Substance Designer and Substance Painter and baking was done in Marmoset Toolbag.
The Unreal Engine 5 phase of the project included shaders setup with multiple features like paralax oclusion, vertex painting, secondary normal map, tint using color masks and some expanded roughtness options; creation of a dust particle system using Niagara, a spline-based instancing Blueprint for the pool's lane floaters, lighting with Lumen, post-processing ajustments and cinematic work in Sequencer.
I used Megascans for any other decal needed during the set dressing and for the broken ceramic meshes scattered over the pool's floor.
The final touches for the video like adding grain and any extra color tweaking were done in After Effects.

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Music from #Uppbeat (free for Creators!):
https://uppbeat.io/t/yeti-music/turn-away
License code: BXIOKS3KWHYJRHW4