Lush: Sketch #32

Hi there!

Loot boxes are such an interesting concept hehehe :sparkles:

I’ve been playing a wide variety of videogames lately. Some spectacular things come to my mind when thinking about possible loot box concepts.

I’d like to create something like this. Death Stranding themed. A monster shaped like a box. It opens its mouth, and then the camera goes into the mouth to reveal the sweet loot you just got!

Let’s have some fun! :gem:

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Been playing the game for a couple hours now, the art is just amazing. Found a background that could fit what I’m trying to achieve.

Made a fast sketch in Photoshop!

I like the dark gooey splats and the golden sparks from the dead bodies necrosis. So the effects will revolve around that hehehe

Here are some references:

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Like that black stiky mass) Lets fun, man!)

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This morning I was on my way to the office and drew these concepts in my phone!

Gonna get some rest now and I’ll be posting my progress on the environment + general blockout soon.

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Just made a Trello board to keep track of “to do” stuff!

Lookdev time. I messed around with the scene as usual until I got something I liked. Seeking that dark look.

Decided to try out Raycasting for this sketch. Pure awesomeness.

While creating the basic materials I’ll be using later on, I thought about using an HDRI to spice things up. And then I thought: “would be cool to create my own HDRIs lulz” and so I did.

I used Blender to create a simple scene and rendered out some HDRIs. The process is pretty straightforward.

Pro tip! Denoise the HDRI render using D-Noise, an awesome Blender add-on that uses NVIDIA’s OptiX AI Accelerated Denoiser.

Once in Unreal, just import the HDRI and play with it.

Next up: blocking out the lootbox opening scene and such.

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really inspiring to see how you prepare everything - even the to do lists. i love seeing how people manage their work :slight_smile: one question: this color-sheet you placed in the scene: is it to calibrate the values somehow? i know in movies they use those color sheets a lot and i’m wondering if it’s a step to get the colors right.

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Hey @simonschreibt!

Thanks for stopping by! Means a lot to me. :sparkles:

That’s a Color Calibrator. It’s mainly used (mostly in filmmaking) to color correct the footage. Then, from a balanced neutral looking scene, you can easily lookdev without messing stuff up.

If you start working on a scene without color calibrating or using a neutral post processing profile, you could be working on your particle systems, materials and textures, lighting, etc., without seeing their “true colors”, thus, making it harder to iterate and achieve the desired look.

I usually leave the calibrator there until I’m done tweaking stuff, which tends to be by the end of the project hahaha

Grab your Color Calibrator now!

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Remind me of the lootbox set from Star Wars Battlefront 2 ! Don’t know if you had this in mind for the effect, may be worth to take a look :slight_smile:

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Thanks for pointing that out @Jordanov! Just checked out some gameplay footage and those lootboxes look great, gonna have those in mind when creating mine hehehe

Made some progress this weekend!

This is the workflow I’m using for this project:

Firstly I create a new Blender project. Then, I import the Unreal Engine Mannequin to use it as a scale reference.

Then, I model whatever it is I have to model, always keeping an eye on both the references and the Mannequin.

Export the models as .FBX files and import them into Unreal.

Create some awesome materials and apply them to your meshes.

I made a cool “hologram” shader which supports LUTs (color indexing) and Chromatic Aberration amongst other features like rotation and such.

This is how it ended up looking! Pretty happy with it. This will be used ingame to “reset” the lootbox.

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Quick update!

Soon I’ll begin crafting the lootbox animation + effects and such, but this is what I’ve got so far.

Again, using the Unreal Engine’s Mannequin plus some references, I created the bracelet, which is the device that will allow the player to open the lootbox.

To create my references layout I used Kuadro, a super useful software! http://kruelgames.com/tools/kuadro/

Created some generic materials using Material Functions, so I have more flexibility to iterate and create variation. Blending those is super easy!

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Been playing with some LUTs to enhance the look of the scene!

If you want to know more about it, check out UE’s docs:

Essentially, you just take a screenshot of the scene you want to edit and then you import it to Photoshop along with a reference Color Neutral LUT.

Then, I like to use the Camera Raw Filter to adjust the colors and such.

Save the reference LUT texture and export it back into Unreal!

Also, had a fun time using Cine Cameras and their rigs. Making the initial cinematic cutscene using the Sequencer was really easy.

Take a loot at the current state of the project!

Super happy so far. It is all coming together pretty nicely and I feel like the effects will be noice.

Hope you don’t get too jealous about the fact that I got Norman Reedus himself to play a starring role in my sketch! hahahahaha

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Damn dude, are you sure you’re still making a Loot Box? :laughing:

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Insane stuff! What a madskillz :laughing:

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Hahahahaha yes! @Wyvery The Loot Box is already there, it’s just that I won’t show it until the end!

@Un1horn glad you like it hehehe

I’m working on some RnD right now. These are the Loot Box rewards. Skins for the main character.

These are not too complex but I’m having fun using some new techniques I’ve learned.

The first one is a “Scanner” skin, just like the ingame feature that allows you to scan the environment to find new loot and such.

The second one is an “Iridescent Rock” skin, inspired by the rainbows you see ingame.

And the third one… well, it’s just glass hahaha

Here’s a screenshot of the moodboard I’m using for this project!

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Oh no :scream: what a tease.

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