Environmental Studies
A collection of Materials, Unreal Scenes, and lighting. These projects have made my dream a reality, making game art. All of these projects have helped me learn new pipelines and workflows, make my work more efficient and be on the cutting edge of game tech.
I put together this scene in unreal using Epic's "Paragon" asset pack and "Essential trees" from the unreal marketplace. I challenged my self to experiment with lighting and composition in this scene. I learnt a lot about environments and level design while working on this project.
the left screenshot is the most important to this scene in my opinion. I designed it to be the players first impression to this space. I created the massive arches in the background as a “Weenie” to rope the player into this environment. I used shape contrast to exaggerate this effect. The curved arches are framed by a square, while also inviting the player down to the viewing platform further down the hill. I also used the rule of thirds to layout the horizon line.
With this screenshot I wanted to frame a focal point. This area is a one of a few focal points that I created in this map. I wanted to create a vista for the player to see from a distance and pull them in.
Here are a set of textures i have made entirely in Substance designer and rendered in marmoset Tool-bag 3. over the past year i have taught myself how to use Designer and i pushed myself to experiment with shapes and textures. Using designer has allowed me to make a single texture and generate multiple variants of that texture to be used in my year long project at university, where myself and a team of other artist and programmers make a game from start to finish.
So the use of Designer has allowed me to have a much more streamlined pipeline and iterate my work fast.
Trim sheets allow me to make one texture and re-use it many times throughout a level. all it requires is a UV'd mesh that is laid out properly.
Here is what the textures look like in engine.
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