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Andre Halim | Game Art Showcase
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Andre Halim | Game Art Showcase

by Drenarian on 29 May 2023 for Rookie Awards 2023

This is my final projects for my first semester in Mages Institute of Excellence. I have a passion in the entertainment industry specifically in the game industry. For that reason I want to further improve my skills and get as much experience to get better.

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Stylized Environment - Serenity

Welcome to Serenity, where a stunning house nestled by the river awaits your exploration.

Immerse yourself in a visually stunning world crafted with meticulous detail, where every blade of grass, ripple of water, and ray of sunlight is beautifully rendered. Prepare to embark on a virtual journey like no other, where the house by the river serves as your gateway to a world of awe-inspiring digital enchantment.

I was inspired my farming games for the atmosphere that I wanted to portray, and I was inspired my Genshin Impact for the art style since I think it has one of the best stylized art environment I have ever seen.

Night/Day Scene Render

Cinematic Video Reel

Modular Assets

This was my final project in environment class. I wanted to practice on more stylized designs, textures and also practice a texturing method, trim sheets. I made trim sheets for the house/bridge and there was a lot of planning on how many textures I plan to fit in one texture map. The texture that are modular are for example the roof, walls, floors, and the wood planks. I also had to take into consideration of the textile density to make sure detail of the texture is consistent and proportionate. 

Breakdown:

The pipeline for this project started with intensive research for references such as the house design, textures for the overall environment to be consistent, finding the right composition for the render, and etc. Then it goes to the more challenging part which is trim sheets. Depending on how I planned my trim sheets my model will have a different topology, so this was quite difficult but I'm glad I ended doing it so I can further improve my planning and execution of the trim sheets.

I proceed to start modeling the house and other assets in 3dsMax and unwrapped all of the assets. I created my textures/trim sheets using substance sampler for my house before I started unwrapping. Then I used the basic pipeline of Modeling for the other assets which was Creating the Model, then unwrapping and lastly texturing which I used substance painter.

After all assets were done I started to set dress my environment in unreal engine. First was getting the right landscape, then the water, then foliage's, and lastly the assets itself. Once I'm relatively happy with what I have, I started to focus on the lighting and the overall polishing of my environment. Finally I started rendering my cinematic reels and camera shots of my environment using after effects and photoshop.

Trim Sheets

Grass/ Flowers/ Leaves Shader Graph

Because my environment was outdoors I had to make foliages. The pictures above is showcasing the shader graph on how I created the material shader for grass and to create the wind effect by changing the world position offset. This logic is also being applied with the flowers with a different base color and opacity mask. There is also a more complicated version that I created for the leaves on the trees. 

The first picture is showcasing the main directional lighting of the sky and the point lights for all the lamps to create the glowing effect. The second picture is show casing the rect light that was used to light up the overall environment with the right color tone so that it all blends well and feels natural and consistent.

Overall if I had more time I would like to add more details to the house and apply vertex painting to create an overgrown effect so that the house looks older. I would also want to add more variety in objects to be placed around the house so that it feels less empty. Lasty I would want to redo my trees and water to have a better stylized shader.

Cyberpunk Laptop

This project was when I first started to learn 3d modelling and the overall pipeline. After getting the basics down, I wanted to do a project where I challenge myself the most in an area of modeling I was having trouble with in the beginning, which was getting a good and clean topology. At the time I was playing  cyberpunk, I used it as an inspiration for the model which is a cyberpunk themed laptop.

The pipeline for this project was straight forward which was modeling, unwrapping, texturing, and lastly the rendering. I made sure to do the blocking first so that I get the right proportions and getting the overall picture of what I will do with the smaller details of the asset which I did in 3dsMax. When the model was complete I made sure to check for N-gons, which then I proceeded to unwrap the model. After the unwrap I started to texture in substance painter. Finally I started rendering it in marmoset and used the 3 point lighting technique with HDRI to light up my model. 

If I had more time I would want to fix my wireframe because I think my topology could be improved a lot more and I also would want to add more to the texture. I would want to add more microdetails so that it is more realistic and maybe add more scratches or a partially ripped sticker to give a more worn out look and add more narrative to who would be using this laptop.


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