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Environment Showcase
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Environment Showcase

Dinglin Jiao
by joejiao on 26 May 2021 for Rookie Awards 2021

Hello, everyone! This is Joe Jiao. Last year, I switched to Game development, and now working towards my M.A. degree at SCAD. In the future, I want to become a professional environment artist working in the game industry, and I hope you enjoy my works!

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                           Dark Church

                          This is a 3D real-time environment rendered in Unreal Engine 4. In this project. My goal is to create an environment by using modular asset kits. Also, I create this environment to pay tribute to the Dark souls series. Religion has always been an important element in the dark Souls series, so I chose to create a cathedral or you can say church as my theme. I want the audience to keep their eyes on where the knight is. I got a spotlight with heavy fog pass through the upper left window. I got my hero asset which is the angel statue to be in front of the knight, I also got a bonfire and coiled sword to enhance the narrative of the environment.

                                  Darkchurch: Breakdown

When I started, I found a lot of concept arts and real cathedrals on Pinterest. I studied the architectural structure of the cathedral carefully and then disassembled the structure of the church in a modular way, so I can make my process more efficient.

1. Gathering References. Making mood boards in Photoshop

2. Break down the modular structure of a church, modeling modular assets in Maya

3. Crafting the high poly assets in ZBrush, then baking maps for the low poly assets in Marmoset Toolbag 3

4. Texturing works are mostly done in Substance Painter, procedural materials in the scene are made by Mixer and Substance Designer

5. Layout the scene in Unreal Engine 4

6. Lighting, post-processing, rendering in Unreal Engine 4

                               Houses

The goal of this project is to recreate the illustration in 3D. The illustration I chose is painted by 2D artist Anna. She did a series of this kind of house illustrations, and they all look amazing!

                                         Houses: Breakdown

1. Gathering References. Making mood boards in Photoshop

2. Block out the environment in Maya

3. Texturing works are done in Substance Designer and Substance Painter

4. Layout the scene in Unreal Engine 4

5. Lighting, post-processing, rendering in Unreal Engine 4

                                Viking

In this project, I was trying to model a creative cuckoo clock. Different from the traditional cuckoo clock, I want to convey a story or narrative by creating this project. 

                       Viking: Concept Sketch and References

This project was rendered in Arnold Maya because of course requirements in school. In the future, I would like to bring it to a real-time renderer to see how it looks! 

1. Gathering References, sketching in photoshop

2. Block out the scene, and modeling in Maya.

3. Texturing works are done in Substance Painter(not responsible for the wall texture)

4. Lighting and rendering in Arnold Maya. 


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