Behind the Scenes: Mission To Minerva


Howdy everybody, my identify is LAMZA. I’m a Sport Artist from Hong Kong with over 10 years of expertise working in associated fields. I’ve been working as a freelancer within the recreation trade in Japan for about 4 years, offering companies for shoppers together with arcade video games, console video games, and cellular platform works.


I got here throughout an area and interstellar competitors known as “Mission To Minerva” held by KITBASH 3D on the web. As I’m on this matter, I made a decision to take part and hope to enhance my surroundings design abilities.


I primarily used the film “The Martian” as a reference. Along with this, I additionally wanted to seek out references associated to house resembling planets, terrains, potholes, ores, spaceships, and monsters to realize inspiration and steering for my creation.


When I’ve a theme in thoughts, I attempt to attract sketches and provide you with tales. This is a crucial part as a result of it’s going to have an effect on the result of the paintings.

After contemplating all of the choices, I made a decision to make use of thumbnail 2 for manufacturing because it was closest to the theme of this competitors.


The terrain is principally generated utilizing the Geometry Node, and the True Terrain 4.3 addon is used to make the fabric extra handy.

Because the scene may be very massive, I separated the terrain into two components: the primary terrain and the secondary terrain. The principle terrain mesh near the digital camera is excessive poly, whereas the secondary terrain is used for distant scenes and is low poly.

The Geometry Node is about up as proven within the determine, utilizing an RGB Curve and an Empty object to regulate potholes and mountains.


As soon as the terrain half is completed, I attempt to make the digital camera look as shut as potential to thumbnail 2 and arrange completely different cameras to preview the perfect outcome.

I additionally used the Fisheye Lens Polynomial to realize a curved visible impact that was much like thumbnail 2.


Meeting is probably the most time-consuming part and has a huge impact on whether or not the paintings is engaging or not. Throughout this course of, I set some situations and design tips:

  • The visible impact ought to be as shut as potential to thumbnail 2.
  • Use perspective and the setting relationship of objects to draw the viewer’s consideration.
  • Use mathematical parts to information the viewer’s imaginative and prescient.
  • Coordinate with the digital camera imaginative and prescient to make the displayed objects extra engaging.
  • The displayed objects ought to stimulate the creativeness and considering of the viewers.
  • The item placement should be pure and never really feel misplaced.

Use perspective to divide every object into completely different areas to draw the viewer’s consideration.

For instance: I set 3 spaceships within the scene and used their scale and amount to information the viewer’s imaginative and prescient.

This is one other instance of utilizing the amount of potholes to information the viewer’s imaginative and prescient.

After figuring out the form of the terrain and digital camera angles, I attempt to modify a few of the fashions to match them and make the scene as visually interesting as potential.

When putting gadgets, I intention to information the viewer to consider what occurred within the scene and develop the regional house of the scene.

For instance, the viewer could marvel what’s beneath the pothole or the place the prepare tracks or roads are going.


Relating to the manufacturing of planets and stars, I cannot go into element right here. Nevertheless, I realized some processing from Artistic Shrimp’s SPACE VFX ELEMENTS tutorial, which I extremely advocate for these serious about house topics.


I primarily use these three colours within the scene.


For the lighting half, I primarily use these three varieties of lights to regulate the scene:

  • A key mild
  • An space mild
  • A again mild

A key mild to regulate the primary lights of the scene.

An space mild set beneath the pothole to boost imaginative and prescient.

A again mild used for distant scenes and light-dark distinction.

The again mild is an important a part of the paintings, and I intentionally added robust twilight to indicate the theme environment. “Again Mild 1” is the mushy mild within the background, whereas “Again Mild 2” is the robust mild shining on the town wall, making a back-lit shot impact.

Along with setting the lighting, set an enormous field within the scene. Add the ‘Principled Quantity’ shader to the field and regulate the values of ‘Density’ and ‘Anisotropy’.

Lastly, I made a decision to make use of the settings of ‘Density’ = 0.0056 and ‘Anisotropy’ = 0.9, as they’re probably the most appropriate.

Since some areas don’t need to have too robust lights, I arrange some easy planes to dam the lights, resembling equipment within the foreground or mountains within the background.


When the rendering is full, I enter the post-processing stage.

Right here, I primarily added ‘Glare’ and ‘Lens Distortion’ to the picture. ‘Glare’ may give the impact of ‘Lens Flares Star’, whereas ‘Lens Distortion’ mixed with ‘Fisheye Lens Polynomial’ visually enhances a small quantity of distortion. I believe this visible impact is extra engaging.

Within the remaining stage, I do some primary retouching in Photoshop for the paintings.

For instance, I could add some mud and smoke on a layer, or use the ‘Digital camera Uncooked Filter’ to regulate the colour or lighting of the paintings to realize a greater outcome.


And there you may have it!

Thanks for studying this text and I hope that you have realized one thing new.

In regards to the Artist

Lamza, a recreation artist born in Hong Kong and at the moment working in Japan. As well as, they personal a small indie staff that’s creating an indie recreation venture.