Aveda Nutriplenish – Unreal Engine Product Visualization

AVEDA Nutriplenish

Due to the constraints of rendering with a RTX 2060 during a transitionary period when upgrading hardware, completing the project on time for the client posed a significant difficulty. To overcome this, I opted for extensive utilization of Unreal Engine.

For the second shot and beyond, I employed Cinema 4D and Redshift to render the foreground elements, while the first clip was exclusively created using Unreal Engine 4. The project commenced with low-resolution block-out geometry, and I sculpted the landscape’s hills using the integrated engine toolset.

Upon achieving a satisfactory composition, I proceeded to create various vegetation assets using SpeedTree. The Weeping Willows were exported as animated alembic sequences, however, they were intended for cinematic sequence recording rather than in-editor performance.

Lighting posed a challenge due to the absence of true global illumination (this was before the release of Lumen), so I simulated it using point lights and directional lights.

Additionally, I added some volumetrics with textured cards, constructed using the particle system in UE4.


BAKAR