https://hum3d.com/challenges/singular-honor/
https://80.lv/articles/production-of-game-inspired-3d-scenes/

Since I remember I was interested in time. How it works, how clock works, and what the hell happend in the Interstellar. I decided to mix my 2 favourite games. Dishonored and Singularity. The general idea was to mashup Corvo (true badass), with some Soviet technology (Singular Glove), and give you guys a bit of feeling whats going to happend to ClockWork when Corvo will unleash the power. We are caught in the middle of the situation, but we already know who won.

I am much more interested in GPU rendering and RT engines now, when I was ealier. I started to think if I should prepare this scene in Unreal Engine, but V-Ray GPU came with help. 
It took 2 hours to render this image with motion blur, depth of field and bunch of features of new V-Ray. When I did the comparisment with CPU, it took 7 hours and 14GB of RAM, while GPU needed only 500MB of VRAM.

Using procedural workflow in scenes like this is a bless. Being able to change how the texture works, how it looks, and how it corresponds with different set of tilable maps without going back and forth to Photoshop or Mari saves you a lot of time. Even if jumping to different software wouldnt be so time consuming, saving the images and loading them is. Dirt maps, AO, Curvature, Triplanar are almost in every single shader, and this is why whole scene is so light to load. Im not baking anything, and I'm trying to keep my node editor clean. You dont have to load everything each time you need to see the progress. Working with IPR is possible for 95% of the time right now. I even do modeling while rendering, just to see how the model is going to behave in glancing angles, or how the reflect works on it.

Leave a comment and give me your thoughts below!
Singular Honor
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Singular Honor

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Published:

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