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Post apocalyptic environment (American diner) (visual effects (camera…
Post apocalyptic environment (American diner)
visual style
assets
decaying look
scratched meatllic objects
lots of broken assets e.g. smashed bottle
irrugular, broken up geometry
cluttered with objects
debris
rubble
paper, cups, cans, books etc
colour palette
dark colours
green
brown
beige
murky yellow and orange
dark red (scarlet)
signs of zombie apocalypse
pools of blood
streaming hand marks in blood
limbs strewn around diner
inspiration
movies and TV
walking dead
the road
i am legend
28 days later
games
dying light
last of us
left for dead
fallout new vegas
visual effects
shading
high res shadow maps e.g. 2k
ambient occlusion e.g. HBAO, SSAO
Lighting
volumetric lighting shader e.g. spot lights, street lamps
fogging, to give impression of depth
sun shafts or god rays
emmisive texures or materials or special objects
camera
depth of field
bokeh to sharpen image
sharpening filter
animated camera
particles
flies buzzing around
dust particles
animation
panning, rotating camera
wind blowing foliage (physics simulated)
objects falling over in the wind (animated)
cloth blowing in wind, animated texture or physics simulation
processes, workflow and resources
software
3DS Max for models
unity for game engine
photoshop/gimp for creating textures. possibly substance
pipeline
highpoly baked normal maps
uv unwrapping
baking normal maps and other maps like occlusion maps
optimizing models in max. e.g pro optimizer modifier