Website powered by

Fortnite | Collision Event

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

All Trademarks referred to are the property of their respective owners
[Fan Art]

Buffer Overview

Buffer Overview

Unlit A Poses :D

Unlit A Poses :D

Viewports

Viewports

Slone and her henchmen, did some simple fx for each of them.

Slone and her henchmen, did some simple fx for each of them.

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

Lit Landscape with Foliage and skybox got the complexity super low.

Lit Landscape with Foliage and skybox got the complexity super low.

Landscape with Characters .

Landscape with Characters .

Originally was going to use my own retextured version for the Mech which I made in substance painter off of a leak, but later on the event version came to the game so I decided to use that.

Originally was going to use my own retextured version for the Mech which I made in substance painter off of a leak, but later on the event version came to the game so I decided to use that.