The Arctic Epoch: Singapore

Timeline
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14 weeks, 2023
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‍ROLE
Modeling, Environment Art, Technical Art, Texture development
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‍PROJECT MEDIUM
Unreal Engine 5, Houdini, Maya, ZBrush, Substance Painter, Substance Designer

The Arctic Epoch is set in a post-apocalyptic era where the global climate has shifted into an ice age, created in the Advanced Pipeline in Film and Game Arts program class at Carnegie Mellon University.
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Players observe and explore the icy expanse of Marina Bay in Singapore, once a warm tropical metropolis, now blanketed with frozen precipitation.
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Team: Yuxuan Wu, 3D Artist / Technical Artist; Laura Yang, Co-Producer / Artist; Caiyu Zhang, 3D Artist; Christine Jung, Shader Artist / Lighting Artist; Robin Zheng, Co-Producer / Technical Artist

Snow Build Up Simulation

Problem: Snow shaders in Unreal Engine don't work on surfaces that are too small and intricate, such as tree branches, and bush leaves.
Solution: Build a Procedural snow generator in Houdini and for small models that need snow piles.

Snow Generator for Tiny/Organic Models Using Houdini

β€’ Created a Procedural Houdini snow generator to efficiently generate snow piles for dozens of different plants, and other intricate objects in the scene. Solving the problem of a common snow generator not adapting complicated mesh with a mall surface area.
- Point generator on the upper surface of the model > Transfer every point to the sphere > Combine into mesh
β€’ By changing the density of the point generated and the size of the sphere, it can control the density and thickness of the snow mesh.

Step 1 - Scatter

Step 2 - Ray

Step 3 - Point Generator

Step 4
- Adjust Volume and Poly-counts

Environment Assets

I used Maya to model the buildings, highways, and props. Then I textured the models in Substance Painter.

Environment Layout

Highways between buildings
Shore areas - covered by thinner layer of snow

Snow Build Up Simulation

Problem: Snow shaders in Unreal Engine don't work on surfaces that are too small and intricate, such as tree branches, and bush leaves.
Solution: Build a Procedural snow generator in Houdini and for small models that need snow piles.
Snow Generator for Tiny/Organic Models Using Houdini
β€’ Created a Procedural Houdini snow generator to efficiently generate snow piles for dozens of different plants, and other intricate objects in the scene. Solving the problem of a common snow generator not adapting complicated mesh with a mall surface area.
- Point generator on the upper surface of the model > Transfer every point to the sphere > Combine into mesh
β€’ By changing the density of the point generated and the size of the sphere, it can control the density and thickness of the snow mesh.
Step 1 - Scatter
Step 2 - Ray
Step 3 - Point Generator
Step 4 - Adjust Volume and Poly-counts

Interactive Environment Walk Through

The Arctic Epoch is set in a post-apocalyptic era where the global climate has shifted into an ice age. The final project allows players to observe and explore the icy expanse of Marina Bay in Singapore, once a warm tropical metropolis, now blanketed with frozen precipitation.