Far From Home Part II extends my previous project Part I. The scene takes a step further from the original, which lies directly behind the building of Part I, depicting a more polluted and chaotic part of the neighbourhood, showcasing the raw realities of the environment I remember from the 90s. The smog-filled canal area, with murky, litter-filled water, recreates the feeling of this place, evoking the harsh but nostalgic experience of my second home. I used a mix of self-made assets, Quixel Megascans, modelling, and KitBash3D to help achieve the narrative.
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I built everything on a separate level to enable reusability for each asset, combining real references—including Google Maps and discussions with family—to keep the authenticity intact. My goal was to go beyond accurate depiction and bring the place to life, introducing heavy smog, extreme pollution, and intense heat, while still presenting it as a livable area. The area captured here is essentially what lies behind the main building from Part I.
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Special attention was given to how light interacts with water reflections and the surrounding architecture, emphasizing a delicate balance between nature and the neighbourhood’s overall imprint. By adding a slightly stylized LUT treatment, I was able to maintain focus on emotional storytelling without detracting from the detailed models and textures. A critical part of this process was ensuring that each shot felt intentional—not only showcasing the environment but also encouraging exploration and interpretation by the audience.
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All post-processing and building were done directly in Unreal Engine, with a few additional assets created in Maya and textured using the Substance Suite.
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Full breakdown and original post to Far From Home Part: I
https://www.artstation.com/artwork/6NNoV5
https://www.artstation.com/artwork/Ry6y0v