Eric Moreno - 3D Game Art Showcase
This entry showcases my art and skill progression creating game ready 3D environments, props, characters and materials throughout this school year. These were all projects created for my school. My passion is creating environments but this entry also shows my first character. Thank you and enjoy it!
ZOMBIE BUNKER ENVIRONMENT
This was my first big environment and my second time using Unreal 4. The whole process took 4 weeks, from finding the idea to the final renders. It was a challenge doing it in that time while learning new technics and keeping it game ready. My goal was to do a bigger environment using modularity but giving it some variation learning how to do vertex paint and decals.
This project was inspired by Wolfenstein 2: The New Colossus - Nuclear Bunker
BREAKDOWN:
ASSET BREAKDOWN:
ZOMBIE CHARACTER
This was my first character in ZBrush and it took me 4 weeks. As this character was destined to go with the environment, I wanted to give him a bit of background. He is Hans Richtofen, an experiment from the lab of the bunker he is in. This was a real challenge specially because I had no idea of anatomy and sculpting characters. It was also new to me the notion of painting it in ZBrush only to retouch the pbr and do final touches in Substance Painter. It was also my first retopology which was interesting for sure!
BREAKDOWN:
Rifle .338 LM
This is my first hard surface project and it was done in 2 weeks. It was very challenging to create but fun at the same time. Controlling the support lines to create a good highpoly was a tedious task. With this project I learned how to do bakes with highpoly and lowpoly in Substance Painter. The rifle was modeled in 3dsMax and baked and textured in Substance Painter. I also had my first contact with Marmoset to do the final renders and learn a bit of lighting.
BREAKDOWN:
BOWLING IN SPACE - VR ENVIRONMENT
This was my first ever environment in Unreal 4 done for a VR project. The optimization here was key because of that. The project was done in 3 weeks and it was the first time doing modularity and texel density. I added some variation using mesh decals.
BOWLING BALL - HERO PROP
This is the hero prop of the bowling in space project. The only element I was allowed to create with more geometry but still keeping it game ready for VR. I created an animation in Unreal 4 for the eye of the ball so the whole environment came together and alive.
VIKING SHIELD - PROP
I wanted to practice the technics I learned this year so I decided to make this viking shields with a realistic texture done in ZBrush and baked in Substance Painter. The lowpolys were modeled in 3dsMax and everything implemented in Unreal 5 so I could start playing with the engine and the lighting.
ZBRUSH HIGHPOLY BREAKDOWN:
I created an atlas with the 4 shields so it would be optimized. That's why I only did the metal outer part once.
BREAKDOWN:
SUBSTANCE DESIGNER - REALSTIC MATERIALS
These are my first materials made with Designer and it was a real challenge creating them but also very fun. Getting to know the insights of creating a texture from scratch and also how to replicate a real texture was super interesting! The materials I did are wood, mud and rock.
Thank you!
Here you have my ArtStation and my Linkedin.
Comments (0)
This project doesn't have any comments yet.