Wanted to make a piece for the upcoming Fortnite event so I decided to do this. I started this before we had much information on the event so almost all of it was changed overtime. Luckily this let me try out some new materials I made that I'd been wanting to use like my landscape and my character and effect materials. Thanks to an Unreal Engine talk I got my landscape shader cost super low which I was very excited about. I also got to make some blueprints for this on top of my already made character blueprint. I made a fake muzzle/trail blueprint so I could control it all without having to line up and time a Niagara particle in sequencer just for a still. Also the big buses are a blueprint where I can choose each character specifically. So all that was fun to do :D.
Somehow my computer managed to render this so instead of using a HRSS I decided to do it in the Movie Render Queue so I could build up my frames and limit noise without constantly crashing. So I managed to render a 7500x4200 image with 32 [overkill] temporal samples getting me a nice clean image. Seeing as I could render this I did multiple passes with DOF on and off and post process on and off so I could maximize my post work. Originally I was going to use Nuke to composite all these things together but I kept running into issues with my EXR exports so I backtracked to photoshop which is what I usually use.
Character Models/ Textures/ Base Level design - Epic Games
Materials/ FX / UpRes / Blueprints / Lighting / Compositing / Posing - Giuseppe DeLuca :D
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[Fan Art]
Blueprint for the tanks muzzle flash and trail cool spline thing and a couple lights.
Switching on layers. Even on high this butchers my pc.
Cool little material puts the "decal" onto the runtime virtual texture using a mesh, I'm pretty sure Fortnite game does something similar. Doesn't bash my computer more with shader complexity because its on the virtual texture just like the landscape. :D