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15 Hour Cyberpunk Design Challenge

Initially, I was given 15 hours to concept, model, unwrap, texture and assemble a small cyberpunk scene. I tried to keep my asset count as low as possible for time constraints, and to see how limited a level palette I would try to work with. I then assembled and rendered everything using Unity's HDRP pipeline. However I found issues with Cinemachine and thus used a simple animation for the camera scene.

The next stage (already breaking 15 hours) was adding in some shader-graph holograms and VFX for an extra polish.

The scene was then used in a realtime composited sequence, with animation.

Poster/sign textures from Promotional art from Blade Runner, Blade Runner 2049 and Ghost in the Shell

Adobe Photoshop, Substance Painter, Substance Alchemist, 3DS Max, Zbrush, Unity 3D HDRP

Cyberpunk Scene 15 Hour modelling - HDRP Realtime Rendering, VFX Graph