Rookie Awards 2023 | Zach Mitchell Wood - Game Art Showcase
This entry contains my submission to the 2023 Rookie Awards and includes an assortment of the best 3D game environments and props created by me while pursuing my bachelor's in Game Art.
Victorian Entrance Hall
This environment was created based on concept art by Darius Cheong. Assets were modeled in Maya and assembled in Unreal Engine 5 with tiling textures and trim sheets created in Adobe Substance 3D Designer.
Being my first earnest attempt to create anything in Unreal Engine 5, my main goals for the Victorian Entrance Hall were to familiarize myself with the engine and its exciting new features--specifically Lumen and Nanite. I also hoped to develop a better understanding of trim sheets.
Breakdown:
While the scope of this 4 week project did not extend beyond this scene, I constructed my assets with modularity in mind. I utilized a mixture of my own assets and assets acquired through the Epic Marketplace and Quixel Megascans. The mesh breakdown below outlines those assets for which I was responsible.
I built two trim sheets in Substance 3D Designer: one for wood details, and another for brass. I am particularly proud of the brass trim sheet, which I used to create several unique assets. I was also able to use the brass trim sheet on the doorknobs and curtain hardware.
Dark Cultist Ritual Chamber
This modular horror environment, depicting the ritual chamber of a demonic cult, was my own concept. From start to finish, this environment took roughly 3 weeks to complete. Aside from the horror busts and columns (which were purchased through Epic Marketplace | Artist Credit: Dmitriy Dryzhak) all of the assets were modeled by me in either Maya or Zbrush. The tiling textures created in Substance Designer, while non-tiling textures and decals were created in Substance Painter.
Asylum Gurney
This is a "hero" prop that I designed and modeled to be included as part of an asylum-themed horror environment that I have been working on during down time. This gurney was modeled in Maya and utilizes 4k resolution PBR textures, which I baked and created in Substance 3D Painter. I experimented a lot with booleans and bend deformers to achieve the look I wanted for the leather restraints.
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