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Game Environment Portfolio
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Game Environment Portfolio

Saurav Palliyil
by sauravpalliyil on 29 Apr 2023 for Rookie Awards 2023

This is a collection of some of the game ready environments that I had created this year. I tried to incorporate different mood and lighting into these scenes.

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Temple Ruins Diorama

This was an environment diorama that was based on old temple ruins found in parts of Asia.

Beauty Shots

Some of the Zbrush sculpts that were made; The modular walls were created using individual bricks that were baked down into a low poly.
  All the assets that were created for this project.

1. I had created the textures for the walls using Substance Painter and used Designer for the other textures that would go on the floor and the walls.
2. These were the materials used for vertex painting followed by the material set-up in Unreal.

For this project I wanted to try the old cascaded particle system and so the candle flame and dust particles were made as such.

"Stone Hill" Real-Time Game Ready Environment

This was an environment, created based on the concept 'Colovian Highlands' by Vin Hill from Skyblivion. I tried to stay close to the concept at the same time, tried to add my own spin on it.  I was going for an overcast/moody feel with the scene.

1. All the assets that were made for the scene.
2.  Wireframe for all the foliage used.
3. Hero prop breakdown 
4. The moss on top of the rocks were made as a material layer(function) which gives dynamic control and is world aligned to stay on the z-axis.

These materials were created in Substance Designer mainly used for landscape and the rocks.

Crime Scene- VFX Project

This project was based on VFX & Cinematography. All the assets used were from Quixel Megascans & Unreal Marketplace. For this project, I had created the VFX, post process, lighting and camera work.

Niagara Emitters and the materials that they use. I had used a depth fade node for the mist material and a fresnal node, connected to the emissive color for the rain material to get a white rim effect on the droplets.

I had created separate rain effects as material functions that were used in the master material, which was made as a clear coat type in order to overlay the effects on the existing materials. This felt like a much efficient method than creating these effects as separate niagara emitters.

For the windows, I had used the material functions for the rain drip effect combined with a mask with different glass shatter patterns that would go into the base color. 


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