x Dystopian Street x Pwnisher Challenge x

Where Ideas
Take Shape

This piece was created as an exploration of a dystopian cyberpunk environment inspired by my interest in worlds like Cyberpunk 2077. Using Kitbash models, the goal was to rapidly build a dense, believable future market and focus on atmosphere rather than complexity. Rain, night lighting, and layered neon were used to create mood, depth, fog and a sense of lived-in chaos.

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Blocking Phase and and Light composition

After blocking the scene and establishing a strong composition, the focus shifted to placing light sources where they made physical and narrative sense within the environment. Key lights were positioned above and around the character to create depth, separate the silhouette from the background, and establish a clear center of attention. Environmental lights were then layered to support the scene’s scale and atmosphere without competing with the main subject.

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Characters were placed based on functional logic rather than visual filler. A vendor selling drinks anchors the scene with a clear purpose, while pedestrians moving through the street establish natural flow and scale. Secondary characters interacting with the environment—walking, stopping, drinking—reinforce everyday behavior, helping the world feel lived-in and believable rather than staged.

Ground Texture

The cobblestone floor was built using Megascans textures to achieve a realistic base material. Decals were layered to introduce imperfections, cracks, and wear, while hand-painted water textures created puddles that reflect light and color from the environment. These combined elements reinforce the scene’s realism, giving the street a lived-in, tactile quality.

Character Focus: Additional lights were added to the main character to create a clear center of attention and guide the viewer’s eye.

  1. Texture Refinement: All textures were adjusted in Unreal Engine to maintain material consistency and realism.

  2. Environment Assets: Models from CGTrader were used to quickly populate the scene and provide scale/detail.

  3. Animation: Mixamo animations were used for all characters

  4. Custom Assets: Cables and other scene-specific elements were created in Cinema 4D to match the scene design.

  5. Animation & Lighting: Character animation and lighting interactions were handled in Unreal Engine 5 using Lumen for dynamic illumination.

  6. Volumetrics & Atmosphere: Fog elements were created using Easy Fog plugin cards, adding depth, atmosphere, and a cinematic rainy-night feel.

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