3D Environment and Materials Collection
I have a great passion for immersive game environments. These works demonstrate my 6-months journey into real-time environment art in Unreal Engine 5 and the exploration of stylized materials created in Substance Designer.
Stylized Materials Collection
Stylized Materials made in Substance Designer, rendered in Marmoset (2k textures)
Materials made in the past 6 months for my latest projects: Magic Town, Blue House, and Smelter.
Magic Town
A real-time 3D environment made in Unreal Engine 5.1, based on the amazing work of Johanna Rupprecht. Landscape: made in Gaea using an auto-landscape material created by me. Water: Customised UE water plugin. Foliage: Atlas created in Substance Designer, assembled in SpeedTree. Textures: created in Substance Designer. Models: made in Maya VFX: created with Unreal's Niagara System. External assets: Birds vfx , fallen leaves, scatter from Rural Australia pack
Johanna's concept art: https://www.artstation.com/artwork/JlxVNa
Magic Town: short cinematic rendered in Unreal Engine 5, assembled in Premiere Pro
Magic Town: still renders using Unreal Engine's Movie Render Queue
Magic Town : seamless, tileable procedural materials made in Substance Designer
Magic Town: Foliage atlases made in Substance Designer (2k)
Magic Town: Timelapse
Blue House
A 3D real-time environment made in UE5 was submitted for the Search for a Star 2023 competition with the theme microcosmic.
Based on concept art by NYM: https://www.artstation.com/artwork/ArOnlz
Blue House: cinematic short made with UE 5's Movie Render Queue
Blue House: still shots
Blue House: materials
Blue House: timelapse
Hidden Place
A 3D real-time environment. My submission for the Game Art Community's Challenge: A Hidden World. My interpretation of the theme is that the Hidden Place is a mysterious and intriguing realm, a place shrouded in secrecy and full of enigmatic secrets waiting to be uncovered.
In creating this environment, I set several personal goals to develop my skills. I wanted to create a captivating night scene to experiment with different lighting techniques. Additionally, I explored how to create a procedural landscape in Gaea and learned how to craft an auto landscape material from scratch, adding depth and texture to the environment. To further enhance the scene, I delved into the mysteries of Speedtree to create the main tree and ground foliage, adding an extra layer to the world.
To create a magical and mysterious feel for the Hidden Place, I incorporated custom cloud VFX and used a local volumetric fog effect. Additionally, I created an ambient and interactive firefly VFX, to add a sense of wonder and enchantment to the scene.
Creating this piece was an enjoyable two-week journey, and I'm thrilled to present the finished product. The video and stills were rendered using Unreal Engine 5's Movie Render Queue.
Due to time limitations, I pivoted from the original idea which can be seen in the timelapse video.
For some of the foliage and bark textures, I used modified MS atlases.
The scene was inspired by lwl's concept art: https://www.artstation.com/artwork/YK4YKY
Hidden Place: cinematic short
Hidden Place: renders and assets
Hidden Place: timelapse
Smelter
A small real-time 3d project based on Cynthia's concept. My personal challenge was to texture the scene with only materials made in Substance Designer.
Smelter: short cinematic with sound on
Smelter: main render of the scene
Smelter: stylized materials
My Socials
Portfolio: https://www.artstation.com/vyonalae
LinkedIn: https://www.linkedin.com/in/ibolyaorcsik
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