Viking Tavern & Clothes Wringer
Happy to be a Rookie in the creative industry! After finishing my master at Voxel School, I've created the environment and the prop that is included below. Making this Viking Tavern and the Clothes Wringer has been an exciting challenge. On them, I show the variety of techniques that I've learnt in the past months.
VIKING TAVERN
This is my first environment that was made for my final master’s project at Voxel School. My goal was to learn the most about the newest techniques for AAA video games' environments. I wanted to challenge myself to create a big exterior during the four months of project creation. The process was really interesting since I had the opportunity to create each part of the environment using different techniques.
My carved wood assets were sculpted in Zbrush and the shields were created in Substance Designer. I’ve also used and modified some megascans to save time in some of the processes, like the background mountains or the ground textures. These ones were made by blending displaced planes with heightmaps of rocks and snow textures. The snow material that is showing on top of the chimney was created using Unreal Engine 5, as well as some other assets as the stone fence. All the fabrics were made using Marvelous Designer.
This project was inspired by JIE L concept.
BREAKDOWN
ZBRUSH
SUBSTANCE DESIGNER
UNREAL ENGINE
ASSETS BREAKDOWN
REFERENCES
CLOTHES WRINGER
This is my first prop that was made for my final master's project at Voxel School in parallel with the environment previously presented. Here we have a clothes wringer antique, that offered me the possibility to practice organic and hard surface elements. For this prop I have worked with 3ds Max and Zbrush, used Substance Painter for the textures and rendered in Marmoset Toolbag 4. This is a game-ready asset that was made from scratch from high to low poly. I both learnt and had a lot of fun during the process.
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