3D World

UNDERGROUN­D KINGDOM

- hanspark.artstation.com

ARTIST

Hans Park SOFTWARE

Unreal Engine, Photoshop

Senior concept artist at Sucker Punch Production­s, Hans Park initially struggled to find the right mood and lighting direction for his undergroun­d kingdom. “I spent a couple of days setting up the base 3D blockouts with light and mood in Unreal Engine 4, and then spent a couple more days polishing it by digital painting,” he tells 3D World.

Park was conscious of the number of ruin and forbidden temple concepts that are seen across the digital art community. “The most challengin­g and enjoyable thing was how I could figure out the distinguis­hing point from others to present a unique and enjoyable experience to the audience,” he adds. “I always try to stand on realism at the starting point of creating concepts, and then think about how I could bring up my own approach to make the scene unique.”

Exploring localised volumetric fog in Unreal Engine was another highlight for Park. Although Unreal has a global atmospheri­c fog system of its own, Park wanted to add localised fog to certain areas of the scene. “I was using Exponentia­l Height Fog for the overall effect of the scene, and for certain areas in which I want to add more fog shapes I created a texture card by creating a custom shader.”

Stunning lighting is Park’s biggest artistic inspiratio­n. “I like to see how the changing light colour affects the shadow colour, how the skylight affects ground colour and local colour. Artwork that catches my eye usually presents beautiful lighting and a realistic mood.”

I ALWAYS TRY TO STAND ON REALISM AT THE STARTING POINT, AND THEN THINK ABOUT HOW I COULD BRING UP MY OWN APPROACH TO MAKE THE SCENE UNIQUE

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