Portfolio Highllights | Landon Marlow
Portfolio highlights from 2022-2023. Though I only elaborated on the most important aspects of my project, I spent a lot of time with every portion of every scene. If you have any questions about my work feel free to ask away. I'd be happy to inform:) [email protected]
The following project was created from scratch to display what all it takes to create a 3d enviroment from start to finish. It was designed be a refurbised cafe or restuarant, stylized and heavily influenced by games like valorant and overwatch but not at all meant to mimic those styles completely.
All the assets shown were created my sculpting a high resolution mesh, then retopoligizing and baking. Materials such as the tree leaves were made using a combination of Substance 3D Designer and Unreal's material editor. The final image in this group is a few spline tools and decals used for curbs, trims and various floor details.
Highlighted materials made purely with Substance 3D Designer
The next project was created to practice more organic/unique looking props. The Axe is based on a concept by Elodie Mondoloni. Trying to acheive a stylized look I went for both a pbr material as well as a diffuse material.
Here is a platform train designed as an obstacle the player can walk across while also having the ablity to follow a spline tool made to lay out tracks. Following the stylized look, the proportions of the train are exaggerated but still follow the realistic contraints of the refferenced used, which wa an SW1500 bogie.
Lastly, technical tools used all throughout my projects. The Cafe scene uses a similar grass material to the one shown below. Using the base textures along with a Mix containing various noise patterns, made in designer, I was able to acheive organic looking wind streaks for both the landscape material as well as the for the grass blade instances.
The container blueprint, unlike all of the other assets, it does not use standard pbr textures. Instead substance painter was used to bake masks from a high res sculpt. Some of these maskes were asigned a color channel and combined into a mix texture to be manipulated inside unreal. Add in a set of noise textures combined the same way as well as world space tiling and you get perpetually infinite customization with sliders.
Custom railing Spine tool. This concept is widely applicable thus being used for just about everything from rock faces to road curbs.
Tree leaves were done like most other assets. Albedo for color, Mix for technical manipulation and Normals. The red channel of the mix was used to mask the leaves. This allowed me to change the color based on a gradient, adding blues to the undersides, as well as a slight hue shift to add variation based on world position. The other channels were used to control the amount of leaf sway. Less towards the branch, more towards the tips. Throw in a few more neat tricks and you have some decent stylized leaves.
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