Project ORCS: Technical Lighting

Gradient based character Shader Rig

Gradient based character Shader Rig

Shader Rig Demonstration of MDF based Masking and Directional Light tracking

Shader Light Rig. Raw capture. 27th of June 2023

Certain light props cause unwanted shadows. We wanted to retain shadows from lantern yet have controlled behaviour of shadows directly under it.

Certain light props cause unwanted shadows. We wanted to retain shadows from lantern yet have controlled behaviour of shadows directly under it.

Doing it this way we still have shadows from the sun, although limited. This is probably best option without digging into the engine code.

Doing it this way we still have shadows from the sun, although limited. This is probably best option without digging into the engine code.

Debug Views. Gradient based setup

Debug Views. Gradient based setup

Debug Views. Gradient based setup

Debug Views. Gradient based setup

Early development scalability pass Raw Data

Early stats on development of scalability settings

Early stats on development of scalability settings

Small snippet of custom changes to UDS

Small snippet of custom changes to UDS

Preview of cloud shading modification within UDS system

One of the BPs I've put together to help art direct certain areas of the game.

One of many MF I put together for the game. This one helps determining distances in World Space from certain location.

Billboard BP used to highlight elements against the background.

Post Process - Custom Vignette that takes into account Sun / Moon vectors to Art Direct visuals.

Post Process - Custom Vignette that takes into account Sun / Moon vectors to Art Direct visuals.

Material used on the window renders Skybox. We wanted to have exteriors be black when the game is taking place inside the taverns / caves. However if camera was inside the tavern we wanted to have a preview of the exterior world.

Material used on the window renders Skybox. We wanted to have exteriors be black when the game is taking place inside the taverns / caves. However if camera was inside the tavern we wanted to have a preview of the exterior world.

Minor VFX work i did

Minor VFX work i did

Light and Shader that emulates light behaviour on the assets

Light and Shader that emulates light behaviour on the assets

Quick preview of Light Prop BP.

Quick preview of Light Prop BP.

Light flicker via curve

Light flicker via curve

Light flicker in action

Light flicker in action

Assets Review process setup

Assets Review process setup

VFX and material work.

Take a behind-the-scenes look at the technical lighting development for Project ORCS! Over the past 16 months, we've been refining the lighting to create a stunning visual experience. In addition to lighting, I also contributed to various tech art tasks, supporting both the Character Art and Environment Art teams. I even worked on VFX material development, including Niagara Particle Systems.

While this post is a bit messy and some materials are raw and unpolished due to the project being put on pause, I hope it provides valuable insight into what I've been working on. Enjoy this showcase of our journey!

Character Shader Rig. - I was responsible for Material setup, MPC and Look Dev
Shadow Proxies. - Art directing shadows via Dithered Masked Material in order to art direct shadows directly under the lanterns above characters
Lighting Debug Views - Made it easier to evaluate state of lighting and how it affects the scene
Scalability - Statistics and goals I had
UDS customization - Insight into UDS custom changes
Blueprints - Controlling visuals via Custom BPs
Materials - Few samples of different materials
VFX - Custom VFX materials and Niagara Particle Emitters with Lighting in mind

Credits:
Art Director: https://www.artstation.com/glennrane
Environment Art / Tech Art Lead: https://www.artstation.com/jjeverson
Material Artist: https://www.artstation.com/tinyworlds
Environment Artist: https://www.micaopenaflor.com

Concept Artist: https://www.artstation.com/rafazanchetin
Concept Artist: https://www.chelseakennedyart.com

Date
April 22, 2024