Kinetic Generator

Meshmaps + Wireframe can be viewed with the model inspector on Sketchfab.

"realistic" gradient of heat coloration on vents

"realistic" gradient of heat coloration on vents

It was also important to me to design the scene to flow naturally, with multiple pathways and landscape silhouettes, even outside the cinematic camera's viewpoint.

It was also important to me to design the scene to flow naturally, with multiple pathways and landscape silhouettes, even outside the cinematic camera's viewpoint.

The tower was very quickly modelled as I knew it would always just be a background element. Too big for regular textures however, it uses a combination of weighted normals, tiling textures and a triplanar shader.

The tower was very quickly modelled as I knew it would always just be a background element. Too big for regular textures however, it uses a combination of weighted normals, tiling textures and a triplanar shader.

These guiding lamposts and the tower were added to the scene in order to bring a touch of humanity to the otherwise very alien scene.

These guiding lamposts and the tower were added to the scene in order to bring a touch of humanity to the otherwise very alien scene.

One of the many rocks I created to shape the scene.
Meshmaps + Wireframe can be viewed with the model inspector on Sketchfab.

A bit of effort was put into creating ground textures that would help blend the transistion between my rocks and the terrain.

A bit of effort was put into creating ground textures that would help blend the transistion between my rocks and the terrain.

Different ground (base color) textures made in Substance Designer.

Different ground (base color) textures made in Substance Designer.

Astragalus Siculus inspired plant. Meshmaps + Wireframe can be viewed with the model inspector on Sketchfab.

Foliage atlas made in Substance Designer.

Foliage atlas made in Substance Designer.

LOD0: 1.9k tri | LOD1: 575 tri

LOD0: 1.9k tri | LOD1: 575 tri

Vertex painted my foliage to work with a simple swaying shader.

Vertex painted my foliage to work with a simple swaying shader.

I sculpted distant mountains/rocky hills to convey scale and to achieve the vastness of the scene that I was going for.

I sculpted distant mountains/rocky hills to convey scale and to achieve the vastness of the scene that I was going for.

For the generator textures I ended up making a few custom logos/icons/decals as well.

For the generator textures I ended up making a few custom logos/icons/decals as well.

Even texel density across most of my models became a bit of an obsession on this project, aiming for 10.24px/cm for anything that would be viewed up close.

Even texel density across most of my models became a bit of an obsession on this project, aiming for 10.24px/cm for anything that would be viewed up close.

The Kinetic Generator is a new way to produce renewable energy - Utilising the unique properties of the alien element "celerite", it generates power by first lifting a massive pillar of the stuff, via electro-magnetic gears, and then letting it drop, creating a much higher kinetic force than anything found on earth.
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This project started out as an exploration into hard-surface modelling, but over time morphed into me trying to create a full scene, to a significantly higher standard than my usual work, needing everything from ground and foliage textures to sculpting rocks and creating hardsurface details, as well as playing around with Unity's HDRP, cameras, animations, shaders etc.