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Environments - Vasco Amorim de Lemos
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Environments - Vasco Amorim de Lemos

Vasco Amorim de Lemos
by VascoAmorimdeLemos on 29 May 2021 for Rookie Awards 2021

Two of the many projects I had the pleasure to work on this year as a part of my course at the Haute Ecole Albert Jacquard, in Belgium. It was a true pleasure to create them and it is an honor to post it here

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A Lancaster bomber, crashed on the edge of a cliff, has been turned into a house by it’s former pilot while slowly being reclaimed by vegetation.

When starting this project, I wanted to choose an interesting theme that allowed me to work on vegetation and on some hard surface. An overgrown plane seemed like it would be a good match for my goals.

I wanted to create a contrast between the war machine that is a bomber and the calm and peaceful atmosphere of the scene, and the new uses I could find for some of the plane pieces were very fun to imagine.

Vegetation was a great focus of this scene, and required a great deal of research. I watched every talk and tutorial I could find on the subject and my workflow was a mix of different methods, with great inspirations form a GDC talk about the vegetation workflow of Horizon Zero Dawn.

I modeled grass and flower by hand and baked them, but the moss sheet was created in Substance designer and the trees in Speedtree.

The plane was an interesting part of the project because the texturing is a mix of many different techniques, with vertex paint, masks , tinging textures, a trimsheet and a low res global texture.

After my Lancaster scene, I wanted to work on something drastically different with this old watchmaker’s shop. My focuses where on atmosphere, mood and creating detailed assets in a semi-modular way. 

I tried to communicate the intimate feeling of the shop, inspired by references but also by childhood memories of a similar shop I went with with my father. 

On this project, I tried a semi modular approach on many of my assets: they were a combination of partially specific textures, with panels and parts sometimes reused on other assets, with some edge decals and trim information. And of course, some objects had a vertex paint pass, with tiling textures, masks, and height blend.


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