Collection of my Art
This is a collection of my best work, from sculpting in ZBrush to creating materials in Substance Designer. This also showcases my environment art skills through a diorama which I made during a specialism project at university.
The Edge Unraveled Diorama
Stylised diorama inspired by the fantastic work of Tim Kaminski - Main Reference
This was the specialism project I did during my 3rd year of university. With this project, I wanted to explore and learn new techniques that can be used for the creation of a stylised environment.
I mostly followed the high to low poly workflow using ZBrush for the sculpts and Maya for retopo/ UVs, the snow was made in Substance Designer while the texturing of the assets was done in Painter.
The clouds are using a raymarching material made following Ryan Brucks' blog post on Shader Bits, I made the base shapes using a cloud generator done in Houdini, the volume textures for the shader were also rendered using Houdini.
During the development of the diorama, I made a document to keep track of its production, collecting together the research I did about raymarching, the description of how the technical aspects work, the process of making the snow and the workflow I set out for the making of the assets.
Feel free to go through it, or just scroll to the next project.
You can also find the full PDF document here.
Modelling and Texturing Workflow
Desert Palace - Patterns
Patterns made with Substance Designer and Illustrator for a stylised game environment.
Procedurality was essential, the materials of the tiles on these patterns are interchangeable, to allow multiple combinations.
Desert Palace - Materials
Before making the patterns I created a library of stylised materials and grunges that the team could use for texturing.
Shaftesbury Memorial Fountain
Hero asset made for a PBR realistic environment inspired by The Last of Us but set in London.
High Poly model of Eros sculpted by Shanna Rodriguez Ortiz.
The whole asset took me 5 weeks to complete, it was quite a challenge but also an opportunity to push my skills to my limits.
Working on it definitely improved my proportions, judgment and sculpting skills in ZBrush. I retopologized all the high poly models, I'm not completely happy with the geometry though as the polycount is not fully optimized, however it was a really good exercise.
Reference and Approach
Texel Density tests
The Lost City - Materials
Substance materials I made for the VR project "The Lost City".
Substance Graph and Reference
Shader in Unreal Engine
Shader in Engine and Substance Graph