Cargo Inbound
The goal was to create a simple space vehicle animation.
Supplies
Assets I gathered to begin with:
- Mission to Minevera cargo ship by Kitbash3D
- Various buildings by Kitbash3D
- High quality HDRI by PolyHaven
- Foliage to populate the scene by Maxtree
Layout
Ensuring both scale, and animation were realistic, I utilized Maya's built in motion trails to track the ships trajectory.
Bouncing back and forth with animation and camera work, I settled for a 100mm focal length, with a 21:9 aspect ratio.
Once I was happy with the hero action, the next step was to build out the environment.
Downloads
Environment Creation
By using Maya's built in sculpting tools and provided brush types, I sculpted out a custom ground plane that matched my vision and didn't interfere with the ships path.
Set Dressing
My initial vision contained a very populated forest to compliment the landscape beautifully.
By using Maxtree's quality trees, I grabbed a various selection and used MASH to populate the scene.
However due to my hardware limitations, I was unable to even gather proof of the populated scene as my computer struggled to compute the assets.
I thought by optimizing the trees with Redshift proxies, reducing the poly count on the plane, and even compromising render quality I would be able to continue with my plan. However none of those attempts solved my issue and I was forced to leave my environment barren. Which I then tried to use as a strong suit.
Lighting
Using Redshift, I then began lighting, only using an environment light which I referenced with a textured sphere. (The light references the object) Which the best choice is obviously a sphere, creating a realistic perspective of the sky in camera.
The icing on the cake was adding a bit of environment volume scattering and a subtle color grade.
If I submitted a render, not a playblast, then that means my PC managed to render the scene!
I learned a lot by utilizing maya's tools and became proficient in those tools with trial and error. Again, due to my hardware limitations, I was not able to fully maximize the potential of this render, however I am happy with how it turned out!