Still Wakes The Deep - Tech Art

'The Horror' moving through environments.

'The Horror' moving through environments.

Animated meshes

Animated meshes

Dynamic Mesh Script to create elements of the 'Horror' - 01

Dynamic Mesh Script to create elements of the 'Horror' - 01

Dynamic Mesh Script to create elements of the 'Horror' - 02

For the body horror elements, we wanted to preserve the horror sculpts as much as possible and have high quality texture resolution. We ended up with using nanite and a masked texturing workflow.

For the body horror elements, we wanted to preserve the horror sculpts as much as possible and have high quality texture resolution. We ended up with using nanite and a masked texturing workflow.

We adapted mid-production to using nanite very early on and had to adapt our workflow and scene creation but the results were great.

We adapted mid-production to using nanite very early on and had to adapt our workflow and scene creation but the results were great.

Destruction of carpeted floors - using a combination of vertex color and nanite - 01

Destruction of carpeted floors - using a combination of vertex color and nanite - 01

Destruction of carpeted floors - using a combination of vertex color and nanite - 02

Destruction of carpeted floors - using a combination of vertex color and nanite - 02

Destruction of carpeted floors - using a combination of vertex color and nanite - 03

Destruction of carpeted floors - using a combination of vertex color and nanite - 03

Wetness shader function to simulate rain, worked globally and would adjust based on the type of material and angle of the surface. - This was a big collab with Tech Art to get it to read all sorts of scene variables.

Wetness shader function to simulate rain, worked globally and would adjust based on the type of material and angle of the surface. - This was a big collab with Tech Art to get it to read all sorts of scene variables.

Condensation effect

Condensation effect

I worked a lot on setting up a high quality and efficient material pipeline, relying on masks and tileables.

I worked a lot on setting up a high quality and efficient material pipeline, relying on masks and tileables.

An Oil rig has a lot of painted metal surfaces, so a decent amount of time was spent on exploring options.

An Oil rig has a lot of painted metal surfaces, so a decent amount of time was spent on exploring options.

Still Wakes The Deep - Tech Art
.
Large chunks of my time on the project went to optimization, tool development, workflows and visualizing 'The Horror' alongside our Tech Art team. This is a collection of snippets of Environment Tech Art and workflows, some of them are environments from the overall Env. Art Team just to showcase the range of 'The Horror' workflow.
.
Shoutout to these Tech Artist who made a lot of the optimization and 'The Horror' possible:
https://www.artstation.com/jacekmaj
- Peter Taschner
Body Horror sculpts by
https://www.artstation.com/jefwall
.
STILL WAKES THE DEEP - a first-person narrative horror genre by The Chinese Room.
December 1975. Disaster strikes the Beira D oil rig off the coast of Scotland. Navigate the collapsing rig to save your crew from an otherworldly horror on the edge of all logic and reality.
.
Copyright © 2024 Sumo Digital Limited t/a The Chinese Room. All rights reserved. Published and distributed by Secret Mode Limited. Secret Mode Limited is a subsidiary of Sumo Group Limited and is ultimately owned by Tencent Holdings Limited, a public company listed on the Stock Exchange of Hong Kong (SEHK: 0700) and headquartered in China. SECRET MODE, the SECRET MODE logos and the crossed keys GLHF logo are registered trade marks of Sumo Group Limited. All other trademarks, copyrights and logos are property of their respective owners.