Una Markovic - Stylized Prop and Environment Collection
My collection of stylized 3D Props and Environments! Created over the past year, these artworks showcase my expertise in modeling, texturing, sculpting, and crafting real-time environments.
Elf Tree Diorama
Elf Tree diorama is a small real-time environment I made for my final university thesis. My goal with this project was to learn Unreal Engine so I could bring the scene to life. I've learned a lot about blueprints, foliage, different shaders and material setups, and many more fun things.
My approach to this scene was to blockout and model low-poly in Maya, make a high-poly in Zbrush, and texture in Substance Painter and Photoshop. Butterflies were made and animated in Maya. After I was happy with the models, I moved on to Unreal Engine 5, where I added the finishing touches such as foliage, water, and particles, and rendered out my scene.
Gnome-made Goods Shop
Moving onto my entry for the last year's "Dragon's Rise: The Forgotten Realms" ArtStation Challenge, I have made four props based on the concepts from Jenny Brozek and Lara D'Adda. This was so far the biggest prop and the one I had most fun working on. Behold the Gnome made Goods Shop!
Enchants Podium is one of my favorite props that I worked on because it has a mystical, fantasy feel to it. My end goal was to capture the essence of the concept (by Lara D’Adda) as best as I could.
Modeled with Maya, sculpted high-poly in Zbrush, textured with 3D Coat and Photoshop, and rendered inside Marmoset. The sphere is using the same shader as the ghost from Shaman Staff.
The Enchanted Wand
I made this asset to practise modeling organic forms and also work on weapons. The concept itself caught my eye almost immediately because it reminded me of the staves I saw in my favourite games.
This staff was a very fun piece to work on, especially the wooden stand that has many bends and branches. I wanted to treat the stand as a whole object, and model it as a one piece.
Modeled blockout in Maya, high-poly sculpt in Zbrush and textured with 3DCoat and Photoshop. The ghost and its accompanying shapes use a simple Diffuse texture and a custom Fresnel shader in Marmoset, which is mixed with the base color and creates a transparent and glowy effect. Rendered in Marmoset.