Byte’s Corridor
Always was fascinated by the 1800s sail ship and how it was made. So I decided to make a digital version of it. It was fun and challenging getting the size and dimensions right. I referenced the majority of it off of a sail merchant ship I found online that comes with a toy’s blueprint. I wanted to have a setting where the sail merchant ship had gotten lost in an open sea and ended up somewhere unknown, taken refuge in claustrophobic environment. I find it interesting that if a person in the year of 1800 had seen a gigantic basalt rock formation, they would gasp in awe of earth’s natural creations.
Models: Maya, ZBrush and Marvelous Designer
Textures: Substance Painter, Substance Designer and Unreal Engine Materials
Unreal Engine: Volumetric Fog, Ultra Dynamic Sky, Lumen
Rendered in Unreal Engine 5.5
Ocean were provided by FAB
Breakdown - Sail Ship
Asset Breakdown | Ship
Texturing with exploded view. Modeled in Maya and textured by using tilables, trimsheet and vertex painting. Sails are done in Marvelous and optimized in ZBrush for high to low baking.
Vertex Painting with Noise Transition
Breakdown - Props & Kits
Asset Breakdown | Props
Included in the projects are big and small props, one for general environment and ship’s exterior and interior environment for smaller props
Breakdown - Texturing
Vertex Painting
World Align Texture
Asset Breakdown | Texturing with Vertex Painting, World Align Texture, RGB Mask and Trim Sheet
I created 3 materials for Ship. Dirty Wood, Dirty Plank Wood and Thick Dirt. I use this principle to texture almost everything in the project, also implemented noise transition between each texture to further increase the breakup between them. Additionally, I use height lerp to further assist with surface breakup. Furthermore, by using World Align Texture for huge asset like sandstone cliff. I don’t have to worry much about texel density. I am able to scale it as big and as small as I want without losing any high fidelity. Lastly, I use RGB masking technique to texture smaller props such as barrel, planks, chests and other assorted props.
Texturing with RGB Mask
Trim Sheet with Vertex Painting
I use 2 of the wood textures I created in Designer and made another variation in Substance Painter and put it together in Photoshop. Here are some parts of the ship that utilizes trim sheet in conjunction with vertex paint.
Breakdown - Materials
Asset Breakdown | Wood, Rope, Flaky Dirt and Rock
I made 2 variations of wood material, one that laid out with planks and one doesn’t. I have the liberty to switch between these 2 wood’s normal depending on which result I am looking for. Flaky dirt material have multiple use for me in this project. Mainly for tar residue along the ship’s hull and rails. Second uses are for dirt build-ups in the corner of planks etc. Rock material is recycled from another project that I think is a great use for a generic tilable texture.