
final render
In October 2019, my team and I recreated the frozen waterfall from Subnautica’s DLC: Below Zero in a four-week project. Our team of five used several software programs:
- Maya 2019 – whiteboxing and modeling
- Substance Designer & Painter – textures
- ZBrush – complex ice arches at the bottom
- Unreal 4 – rendering, VFX, and the Chameleon post-processing plugin
- Github/SourceTree – source control
I was a project manager, modeler, technical artist, and visual effects artist, working specifically on the following:
- Set due dates on Google Calendar, managed the discord for communication, and created the Trello board for asset management.
- Modeled the waterfall and the alien fern using Maya polygons.
- Set up source control for the team using GitLab and SourceTree.
- Created the Unreal scene:
- Added collisions
- Set-up asset LODs
- Transferred the blizzard assets
- Modified the texture on the camera’s post-processing frost
- Created our final build
Problems and Solutions:
- Chillennium and Flu Season – At the beginning of the project, I was away to compete in Chillennium and a few teammates called in sick to push back their work. This pushed our personally-set deadlines back a few times. However, we were able to work double-time to catch up and create quality assets.
- Source Tree, getting used to source control and the final merging fiasco – Only two teammates had minimally used source control before, so most of the team was unfamiliar with proper pull, push, and merging conventions. This resulted in a couple of merge conflicts, one of which caused us to revert to a flash drive for a quick transfer to save the scene’s lighting adjustments.