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Two Worlds Apart - Sci-Fi and Fantasy
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Two Worlds Apart - Sci-Fi and Fantasy

Kyle S. Smith
by kylessmith on 2 May 2024 for Rookie Awards 2024

Two of my latest projects completed during my time at Full Sail University. The first one is my final project, Welcome to H.I.V.E, a sci-fi themed interior. The second project, Divinity Restored, is a fantasy themed exterior. Both are UE5 game ready environments.

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Happy to show off my work from my final year of college at Full Sail University. It's been an incredible experience and journey learning what it means to be an Environment Artist. So proud of everything that I've accomplished and how much I've grown this past year.

Welcome to H.I.V.E is a near future sci-fi environment that I created to further develop advanced texturing techniques. I was heavily inspired by early 2000's horror movies such as Resident Evil: Apocalypse. All aspects of this scene were my responsibility and created by me. 

Welcome to H.I.V.E - Breakdown

JRO alphas are so widely used across incredible work that I've seen, and I wanted to try using them in my texturing process for this project. Link to JRO below.

https://www.artstation.com/jronn

My master material made use of parallax occlusion mapping to help my height information pop off of my assets. I also made use of RGB masks to blend additional roughness and base color information.

Using a multiple UV channel workflow allowed me to keep texel density consistent across all of my meshes while still adding finer details that maintained the same level of quality. Each layer that I built into my RGB mask used parameters that are consistent with how that material behaves in real life. 

I used a plane in Maya to cutout the decals that I had created. From there I could add the UVs into my existing assets and make further use of both trims and RGB masks.

Slide for a process showing my initial stages and lighting passes.

The concept that this piece is based on belongs to Sergei Borisenko. Here's a link to his work.

https://www.artstation.com/artwork/3VgKg

Divinity Restored was a project that I created to develop a better understanding of how SpeedTree can be used in an environment artists workflow. I was responsible for creating the main hero tree, ground foliage, structural assets, background trees and foliage textures. 

Tiling textures for the ground and tree bark were provided by Quixel.

Ivy created using CrazyIvy

Divinity Restored - Breakdowns

Zbrush did most of the heaving lifting when it came to creating my structural assets.

SpeedTree, Zbrush and Substance Designer were primarily used for all foliage creation

Landscape and foliage material that I created and utilized runtime virtual textures to better blend between the two.

Some views of the sculpting work that I did in Zbrush for the structural pieces. I utilized a multiple UV channel workflow to blend normal map information onto an existing texture. I used Zbrush to vertex paint and create normal map details for my foliage. I then exported my maps to Designer to create final roughness, height, normal and albedo maps.

Reference board that shows what specifically I was looking for in my environment.

Thank you for taking the time to look at my creative journey!

Cheers!


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