Shores of Responsibility
——An Interactive Journey in Tackling Coastal Pollution
Background:
SDG 12/14 promotes reducing waste and protecting resources through recycling. With growing waste pollution, particularly in oceans, this project uses 3D modeling to highlight the importance of sustainable consumption and explore recycling possibilities.
In this interactive scene, trash drifts to the shoreline along simulated ocean currents. Users can click to remove selected waste, directly impacting a global variable: the pollution level. As the amount of trash in the scene increases, so does the pollution level, affecting the scene’s post-processing effects. High pollution levels create a darker, more ominous atmosphere, while lower levels clear the skies, resulting in a brighter and more hopeful setting. Shores of Responsibility invites everyone to take action, symbolizing our shared duty to protect the coast—and the planet.
SDG 12/14 promotes reducing waste and protecting resources through recycling. With growing waste pollution, particularly in oceans, this project uses 3D modeling to highlight the importance of sustainable consumption and explore recycling possibilities.
In this interactive scene, trash drifts to the shoreline along simulated ocean currents. Users can click to remove selected waste, directly impacting a global variable: the pollution level. As the amount of trash in the scene increases, so does the pollution level, affecting the scene’s post-processing effects. High pollution levels create a darker, more ominous atmosphere, while lower levels clear the skies, resulting in a brighter and more hopeful setting. Shores of Responsibility invites everyone to take action, symbolizing our shared duty to protect the coast—and the planet.
Built the Blankmodel
09–24
09–24
10–24
10–24
5290-Before
1758-After
The images display a before-and-after comparison of my modeling. Initially, my models had inefficient polygon use and wasted UV space—such as overlapping roof tiles and unnecessary faces on the building's underside.
After adopting standardized modeling practices, I optimized the model by deleting hidden faces and refining topology. The result was a cohesive model with 100% polygon and UV efficiency.
First, I found that UE's terrain editor and vegetation brushes offer a significant advantage over traditional 3D modeling for landscapes. These tools allow for rapid, dynamic adjustments and natural asset distribution, saving time and resources compared to manually creating terrain geometry.
I also learned that the Time of Day (TOD) system is far more comprehensive than simply rotating a directional light to mimic the sun. It incorporates ambient light adjustments, fog effects, and atmospheric color shifts that enhance realism and mood. For example, changing TOD impacts scene lighting and sky color, providing a realistic day-night transition. This taught me how various elements combine to create a cohesive environmental atmosphere.
Finally, while editing flocks of birds and schools of fish, I initially assumed these animated models would consume significant file space. However, they turned out to be lightweight visual effects rather than large 3D assets, demonstrating how particle systems and animation tricks can achieve complex effects with minimal impact on performance. These insights have greatly improved my understanding of efficiency and optimization in real-time environments.