Website powered by

OBJECT 042 - Short Wave Emitter

Inspired by early radio equipment and the aesthetics of the Avant-garde movement, a combination of the two has always been something I wanted to explore. Intend to pour everything I have learned in these past few years into this project, I plan to create a fully fleshed-out exterior environment scene, with Object 042 serving as a test bed for all the essential components of the project, especially textures.
To ensure that the textures are clean, effective, and visually appealing, I have invested a fair amount of time in researching every material I've created. My goal is to represent them in their purest form. I've developed different approaches for each material and asset, and the texturing for almost all assets is done procedurally in UE5.
Enjoy :P

Front shot, Color and material choice is particularly cautious while working on this project, wanted to maintain that balance between black and white, meanwhile having the metallic yellow being the accent color.

Front shot, Color and material choice is particularly cautious while working on this project, wanted to maintain that balance between black and white, meanwhile having the metallic yellow being the accent color.

Shot in lower angle, aim to show case the inner mechanism of the central emitter device.

Shot in lower angle, aim to show case the inner mechanism of the central emitter device.

Back shot using rather flat and soft lighting, paired with long focal length lens. I want the structure to stand out while having that orthographic feeling.

Back shot using rather flat and soft lighting, paired with long focal length lens. I want the structure to stand out while having that orthographic feeling.

A general break down of the assets, the concrete based was sculpted individually, it can be used as modular assets for set dressing for later projects.

A general break down of the assets, the concrete based was sculpted individually, it can be used as modular assets for set dressing for later projects.

I spent a fair amount of time setting up the material for rocks in UE5, Tri-planar projection, masked texture blend, macro normal, and Z dirt was eventually used for all rocks and boulders. Admittedly they are still a bit muddy in my standard.

I spent a fair amount of time setting up the material for rocks in UE5, Tri-planar projection, masked texture blend, macro normal, and Z dirt was eventually used for all rocks and boulders. Admittedly they are still a bit muddy in my standard.

My concept and reference for this project, I believe these elements resonates very well with each other,
Form follows function + brutalism surely makes a great pair.

My concept and reference for this project, I believe these elements resonates very well with each other,
Form follows function + brutalism surely makes a great pair.

A list of most of the materials I created for this project, I aim to keep them in the most simple yet effective state, it is very easy for a scene to become dirty and it is most likely due to the muddiness of the base texture.

A list of most of the materials I created for this project, I aim to keep them in the most simple yet effective state, it is very easy for a scene to become dirty and it is most likely due to the muddiness of the base texture.

One of the very first render I had for this project.

One of the very first render I had for this project.

Bonus shot! Just wanted to have some fun with lighting and composition.

Bonus shot! Just wanted to have some fun with lighting and composition.

Kudos for reaching this far! Here is a teaser for the next structure I am working on.

Kudos for reaching this far! Here is a teaser for the next structure I am working on.

Thank you for Watching. 
Please stay tuned for more.

Thank you for Watching.
Please stay tuned for more.