Internal project done by the NEP Graphics team as a team project as well as a first exploration into Unreal Engine 5. We designed an underwater scene to challenge ourselves in creating visuals in a non-conventional atmosphere and to create an interesting test-case for the new Unreal toolsets such as Lumen and Nanite.
I was personally responsible for the creation of the great white shark, the natural rock formation wall, some of the rocks on the ocean floor as well and the big tree. The organic shapes were sculpted and partially retopologized in Zbrush, with some clean up and UVing in Maya. The texturing was done in Substance Painter. For the Hard surface bits of the nature wall formation, I modelled it straight in Maya and used a subdivided version for some bakes in Substance painter. Used Substance Designer for the glass herringbone pattern. The shark was rigged, skinned and animated in Maya.
Concept Art: Yoann Simon.
Production: Daniel Randeraad.
3D Art: Rob van Schooten, Kevin de Ligt Bas de Jonge, Marit Cornelisse, Emiel van Eck, Divya Gupta, David Brinkhof & Rosa van Wouwe.
Tech Art: Jeroen van der Maarel, Leighann Baxa, Ayla Seyedin, James Hadley, Jan van der Velde & Jeffry van der Heul.