Floating Vestiges ♂

The finished piece, sound and additional color correction by David Popa.

I started with reference images from the real location and mural by David Popa.

I started with reference images from the real location and mural by David Popa.

I also gathered reference for the underwater portions as well as the jellyfish which are native to the region.

I also gathered reference for the underwater portions as well as the jellyfish which are native to the region.

I extracted images from video taken by a drone orbiting the location. You can see the path of the drone represented by each dot.

I extracted images from video taken by a drone orbiting the location. You can see the path of the drone represented by each dot.

The dots themselves are images taken by the drone. The location of the pictures in space is determined by the slight differences between them.  A point cloud is then generated from those images.

The dots themselves are images taken by the drone. The location of the pictures in space is determined by the slight differences between them. A point cloud is then generated from those images.

Once the point cloud is generated, geometry is constructed using those points.

Once the point cloud is generated, geometry is constructed using those points.

I then cleaned up the data and modeled all the additional ice pieces, island, and large ice sheets using references images of the real location.

I then cleaned up the data and modeled all the additional ice pieces, island, and large ice sheets using references images of the real location.

At this point I also animated the ice pieces breaking apart and floating off in all directions. I ended up moving each piece by hand in order to achieve the choreography that I was looking for.

I brought all of these elements into Unreal Engine 5 and blended them with an ocean plane.

I brought all of these elements into Unreal Engine 5 and blended them with an ocean plane.

I then started to build out the underwater portions. The Jellyfish as well as the bubbles are generated randomly as part of a particle simulation.

I then started to build out the underwater portions. The Jellyfish as well as the bubbles are generated randomly as part of a particle simulation.

The photogrammetry of the hero island area was calculated using UE5's new Nanite technology. You can see the density of the triangles that made up the meshes in the above image.

The photogrammetry of the hero island area was calculated using UE5's new Nanite technology. You can see the density of the triangles that made up the meshes in the above image.

The sun and sky system us fully dynamic, and David and I eventually decided to have an entire 25 hours pass over the course of the piece. To do this I had to makes sure the lighting looked good throughout the day which just came down to tweaking.

The clouds ended up being a mixture of the volumetric simulated clouds, and flat cards with pictures of clouds, with an animated noise pattern to break up the shape.

The clouds ended up being a mixture of the volumetric simulated clouds, and flat cards with pictures of clouds, with an animated noise pattern to break up the shape.

For the underwater portion, the moon is a bit closer than it should be for dramatic effect.

For the underwater portion, the moon is a bit closer than it should be for dramatic effect.

The underwater lighting was a mix of hand placed lights and a directional moon light that I animated to give the feeling of time passing.

The underwater lighting was a mix of hand placed lights and a directional moon light that I animated to give the feeling of time passing.