Behind the Scenes: Mission To Minerva


Hey 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 sport 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 referred to as “Mission To Minerva” held by KITBASH 3D on the web. As I’m on this subject, I made a decision to take part and hope to enhance my atmosphere design abilities.


I primarily used the film “The Martian” as a reference. Along with this, I additionally wanted to search out references associated to area comparable to planets, terrains, potholes, ores, spaceships, and monsters to achieve inspiration and steerage for my creation.


When I’ve a theme in thoughts, I strive to attract sketches and give you tales. This is a vital part as a result of it should have an effect on the result of the art work.

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.

For the reason that scene may be very massive, I separated the terrain into two elements: the principle terrain and the secondary terrain. The principle terrain mesh near the digicam is excessive poly, whereas the secondary terrain is used for distant scenes and is low poly.

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


As soon as the terrain half is completed, I attempt to make the digicam look as shut as potential to thumbnail 2 and arrange totally different cameras to preview one of the best consequence.

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


Meeting is probably the most time-consuming part and has a huge impact on whether or not the art work is enticing or not. Throughout this course of, I set some circumstances and design methods:

  • The visible impact needs 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 digicam imaginative and prescient to make the displayed objects extra enticing.
  • The displayed objects ought to stimulate the creativeness and considering of the viewers.
  • The article placement have to be pure and never really feel misplaced.

Use perspective to divide every object into totally 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 digicam angles, I attempt to modify among the fashions to match them and make the scene as visually interesting as potential.

When putting gadgets, I purpose to information the viewer to consider what occurred within the scene and broaden the regional area of the scene.

For instance, the viewer might surprise what’s below the pothole or the place the prepare tracks or roads are going.


Concerning the manufacturing of planets and stars, I cannot go into element right here. Nonetheless, I realized some processing from Inventive Shrimp’s SPACE VFX ELEMENTS tutorial, which I extremely suggest for these keen on area topics.


I primarily use these three colours within the scene.


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

  • A key gentle
  • An space gentle
  • A again gentle

A key gentle to manage the principle lights of the scene.

An space gentle set below the pothole to boost imaginative and prescient.

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

The again gentle is crucial a part of the art work, and I intentionally added robust twilight to indicate the theme environment. “Again Gentle 1” is the comfortable gentle within the background, whereas “Again Gentle 2” is the robust gentle shining on 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 wish to have too robust lights, I arrange some easy planes to dam the lights, comparable to 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 enticing.

Within the last stage, I do some fundamental retouching in Photoshop for the art work.

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 art work to realize a greater consequence.


And there you may have it!

Thanks for studying this text and I hope that you’ve got realized one thing new.

In regards to the Artist

Lamza, a sport artist born in Hong Kong and at present working in Japan. As well as, they personal a small indie workforce that’s growing an indie sport mission.