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Jerron's Portfolio
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Jerron's Portfolio

jerron chuck
by jchuck20 on 1 Jun 2022 for Rookie Awards 2022

This entry is comprised of my Environments.

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In this project, I wanted to focus on on my lighting and asset layout all while telling a story using two lighting scenarios ( Day & Night ), this scene was made in UE5 using lumen. All in all I am very happy on how it came out

This was created for my final senior project at scad "savannah College of Art and Design" it was all rendered in unreal and I also used various software such as Houdini, Maya, substance painter, mega scans, speed tree, and rizomUv. Really enjoyed this project and I also have a part 2 to this scene coming soon.

This was a personal project I created, was modeled in Maya, textured in substance, and rendered in realtime using Unreal Engine. Really wanted to focus on scene layout and lightning as I aim to get the best quality out of Unreal Engine.

This samurai sword was done as somewhat of a challenge in that I wanted to challenge myself in making a single prop. I also chose the samurai sword because I have been watching a lot of Llya Alekseyeu forge videos and how he goes about making different styles of Katanas and it just inspired me to do one of my own lol just in 3D. The process for making this sword was as follows, I first started out by creating a base in Maya and kept that low/medium poly then took that mesh into Zbrush where I refined it based on reference, more so for the "Menuki" and the "Tsuba", then I textured it in substances, very carefully trying to copy the materials they normally use for the sword, as well as using a good balance color scheme that really draws the eye in. Then I rendered it in marmoset focusing on lighting and how it affects the look of the sword as I was going for a dramatic almost cinematic look.

Really am pleased with the outcome of this project as this was all 100% Substance, Designer. This is also my first full Substance Designer environment and it was thanks to the teachings of Daniel Tiger and his learn squared course that made this project all possible, I learned so much in terms of nodes and template setup. I would say I did stray away from things only because I wanted to make this project my own and not a carbon copy of the course's own. In terms of the materials I created and used for this project, I would later on in the week have a more detailed breakdown of each of them

This scene was just something I created because I've been playing a lot of battle Royal games lately. I also wanted to test myself. I also created this scene in 4 days and used a polygon limit of 20,000 polys. This was all modeled in Maya and textured in substance painter as well as rendered in unreal. Megascans was used but a limited amount such as wood and the water container and a few decals
This artwork was modeled in Maya, Textured in substance painter, and rendered in Unreal. I also used Megascans for Decal and small assets to really sell the scene. I also created a raindrop shader which you can be see on the floor as well as a rain dripping shader which can be seen running down the glass. The rain itself was created in Niagra.

In this project, I wanted to focus on a sci-fi and I just started reading ready player one and really wanted to throw the car( Delorean ) in there, I also had this ship from an old project and decided to create a story around those two models. This scene was also ray-traced and then eventually switched over to lumen since I migrated my project over to UE5. Also special thanks to one of my friends for providing the jet fx you see coming from the ship.


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