Final:
Brief Technical Approach
Because the workload this round was substantial, I cant unpack every implementation detail, but I can outline the core approach. Given the large volume of assets required, I used Houdini as the primary modeling tool to procedurally generate rocks and trees (I was not sure whether third-party assets were allowed this round, so aside from a teammate's wolf sculpt, everything else was authored by me).
Fire Flame Mask
For texturing, based on prior analysis of Journey, the look avoids intricate motifs. I painted vertex colors in Maya to establish material/tonal guides, then did quick texture passes in Substance Painter, and rendered with my custom toon shader. Ambient occlusion uses my own SSAO implementation, which provides higher accuracy and broader compatibility. Atmospheric fog is handled with an exponential depth fog post-process.
As for water and tree rendering, I iterated on my earlier portfolio work to better balance performance and visual quality; the overall methodology follows what I’ve documented previously on my blog.
Final
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