Website powered by

Ubiquity Military Cables

Ubiquity Cabbles made for DeathLoop. Concept by Adrien Lucas.
At first, all the middle cabbles coming out the big column where included in the main mesh. Later they were separated to be used eveywhere else.
Blending was used on the trim sheets to make variation and simulate folds on a larger scale.
For all the "in game" screenshots, I need to thanks all the people who worked on Antenna Levels:
The lighting artists, the env artists team, the level design team and the level artists (especially Marc Bidoul who was in charge of these areas). The "in game" visual is a team effort :)
Enjoy!

The big cabbles column is more than 30 meters high (about 100 feet tall).

The big cabbles column is more than 30 meters high (about 100 feet tall).

In game view. There's a main difference with the renders in Marmoset: It's blending. All cabbles where compiled in trim sheets. There are tiling from the bottom to the top of the room. To break the tiling, I've made a variation of each main trim material.

In game view. There's a main difference with the renders in Marmoset: It's blending. All cabbles where compiled in trim sheets. There are tiling from the bottom to the top of the room. To break the tiling, I've made a variation of each main trim material.

Most of he bigest trim sheets are blended with a variation material to avoid repetition. In some of these variations, cable sheaths have many more folds than the previous version, which allows them to be painted in the bent areas.

Most of he bigest trim sheets are blended with a variation material to avoid repetition. In some of these variations, cable sheaths have many more folds than the previous version, which allows them to be painted in the bent areas.

Thanks to Mark Van Haitsma: among the assets on the ground, 2 highpoly samples were used as a basis (free samples from his kitbash libraries).

Thanks to Mark Van Haitsma: among the assets on the ground, 2 highpoly samples were used as a basis (free samples from his kitbash libraries).

Rendered in Marmoset without color maps.

Rendered in Marmoset without color maps.

In game view! Thanks all the people who worked on Antenna Levels:
The lighting artists, the env artists team, the level design team and the level artists (especially Marc Bidoul who  was in charge of these areas).

In game view! Thanks all the people who worked on Antenna Levels:
The lighting artists, the env artists team, the level design team and the level artists (especially Marc Bidoul who was in charge of these areas).

Small assets made to dressed up the floor.

Small assets made to dressed up the floor.

Procedurals sculpts made with Substance Designer. Texture on the right is actually made to be mapped with a 45° rotation (to avoid gradiants in the opacity map).

Procedurals sculpts made with Substance Designer. Texture on the right is actually made to be mapped with a 45° rotation (to avoid gradiants in the opacity map).

Cabble sheaths highpolys are made with Marvelous Designer. Thanks to Mateo Ray for his support on this! :)
In this view, the blend between the folded and non folded areas on cables is pretty obvious.

Cabble sheaths highpolys are made with Marvelous Designer. Thanks to Mateo Ray for his support on this! :)
In this view, the blend between the folded and non folded areas on cables is pretty obvious.