Before officially entering the Unity building phase, I collaborated with team member Sam to create preliminary concept renderings, which were used to confirm the overall visual atmosphere and spatial tone of the project. The primary objective of this phase was not to complete a complete scene construction, but to verify the feasibility of the overall design direction through low-complexity spatial expression.
In the rendering design, considering the operational performance and subsequent engine testing requirements, we deliberately controlled the complexity of the scene, retaining only the basic terrain structure and not incorporating additional buildings or high-precision environmental assets, in order to avoid unnecessary computational burden during the early testing phase. At the same time, due to differences in some resource formats and material systems between Blender and Unity, the current rendered content is mainly used as preliminary drafts and visual references, rather than directly transferable final assets.
In terms of visual style, we adopted a red-toned terrain and sky effect that aligns with the characteristics of the Martian environment, aiming to establish the overall spatial environment setting and emotional tone. The concept rendering at this stage is primarily used to unify the team’s perception of the scene atmosphere and provide directional reference and visual basis for the subsequent formal scene construction in Unity.



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