Environment Art Collection - Danny Huang
Here is a collection of my environment art practice for various design concepts. I tried to learn different environment art skills and pipelines in individual works. I hope to share some of my learning and joy in creating these pieces, and thank you for reading my entry!
Stevenson's Tomb
Stevenson's Tomb is my most recent project focusing on using trim textures and creating sculptures. I love the experience of tweaking and unwrapping individual UV shells according to my UV sheets. And I find it interesting to design and create garments and sculpt statues respectively. And not to mention how intriguing setting up all the supplement lighting in Unreal 5 is.
During the production, I tried to combine the concept of a tomb, church, and museum, designing the architecture with different spatial layers. I create all the assets except the petal decals on the floor.
My texturing pipeline starts with creating a universal trim height map and several base materials in Substance Designer. Overlay the trim textures in Unreal and use world-aligned materials for base materials to prevent stretching.
All the statues start by creating a pose in DAZ studio, design garments in Marvelous Designer, Sculpting in ZBrush, and rendering in Unreal.
Process View
Old Harbor Town
Old Harbor Town is an exterior environmental art project focusing on Substance Designer material creation, Unreal Shader adjustment for oil-paint rendering, and SpeedTree foliage creation for various foliage species. The project also includes practices and iterations for exterior environment composition and Vertex Painting in Unreal 5. I create all the assets except the flying birds and falling leaves effect.
The creation of the oil-painted effect in Unreal is inspired by one of the contest entries of the Rookie Awards 2020. Some of the important post-processing shaders include the Kuwahara filter, posterization and desaturation, screenspace and world-aligned paint effect. The creation of the Substance Designer Oil-Painted effect custom node is inspired by a texturing tutorial from a professional texture artist.
Process View
The project is mainly based on a painting of a harbor town in 1970. The project is also inspired by many of the oil paintings and watercolor paintings depicting the area around the 1940s to 1980s.
Garden Shed
Garden Shed is an environmental art project focusing on prop creation and detailed material art. The shed includes one working area, one reading area, and some gardening tools and props. I'm responsible for all aspects except foliage models in the bathtub and planters.
Stained Glass Material Pipeline
Most of the patterns on the stained glass and spice jars are redrawn into layers and designed materials using Substance Painter and Substance Designer.
Some of the materials are completely generated in Substance Designer (including carpet, house finishes, and tiles)
Using the Unreal Nvidia branch, I can try to simulate the material refraction of a glass mosaic using two layers of textures. and having the mesh caustics effect in the scene.
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