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Hard Surface Modeling | Procedural Texture | Real Time Environment
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Hard Surface Modeling | Procedural Texture | Real Time Environment

Humza Sohail
by HumzaSohail on 21 May 2024 for Rookie Awards 2024

My entry is divided into three sections. The first section showcases my hard surface modeling work. The second section highlights the procedural textures. The third section presents the real-time environment of a forest scene. I hope you enjoy exploring my work.

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About Me

Hi! I'm Humza Sohail a passionate 3D Environment & Prop Artist with a diverse skill set.I started with product modeling in Blender, focusing on visual appeal. As I delved deeper into the game industry, I became fascinated by the techniques behind making game environments and props.

This led me on a journey to learn 3D game art and various software like ZBrush, Unreal Engine, Substance Painter, Substance Designer, and Marmoset Toolbag. Recently, I've expanded my expertise to include plants and vegetation for games. Always eager to learn and grow, I seek tips and techniques from others' experiences.

Content

- Sci Fi Drone

- Sci Fi Radio

- Procedural Textures

- Forest Scene

Sci Fi Drone

I'm passionate about hard surface 3D modeling, particularly inspired by Keos Mason's work. Their techniques have been a huge influence on my learning process, and that's reflected in this drone I created.

My workflow begins with a blockout phase, followed by sculpting high-poly details in ZBrush. I then retopologize the model to a lower poly count and bake normal maps using Marmoset Toolbag. Finally, I texture the model in Substance Painter.

I've also included a timelapse video if you're interested in seeing the creation process.

Sci Fi Radio

Inspired by the amazing sci-fi radios on ArtStation and LinkedIn, I decided to create one for my portfolio. I wanted to challenge myself by adding a screen that shows dynamic data. To do this, I studied Unreal Engine's material system, and after some focused effort, I achieved the desired result.

I also test different color combinations and found these three attractive

This short clip showcases the final result of  work on screen display. It features two types of graphs that can be switched by adjusting the UVs, with controllable speed settings as well.

I've also included a timelapse video if you're interested in seeing the creation process.

Procedural Textures

After doing hard surface 3D modeling, I decided to expand my skill set by diving into procedural texture creation. I really like the work of Javier Perez and Daniel Thiger.

This section showcases my work with procedural textures, which I created using Substance Designer. I thoroughly enjoyed creating these tileable textures, and many of them will be featured in the environment I'll present in the last section. 

I've organized this section into three parts:

- Forest Ground Textures

- Moss and Lichen Texture

- Tree Bark Textures

All the textures are rendered in marmoset toolbag.

Forest Ground Textures

I created four tileable textures. The first is a plain soil texture. The second adds a few leaves scattered on the ground. The third features a denser layer of leaves, and the fourth depicts a thick spread of dried leaves covering the forest floor.

Moss and Lichen Texture

Created three textures: one highlighting moss-covered forest roots, another featuring moss on the forest ground, and a third showcasing a lichen texture. I really liked creating the moss texture and i made different shapes of moss like American Tree Moss, Shiny Seductive Moss and Toothed Plagiomnium Moss.

Here are moss shapes that i created fully in substance designer.

Tree Bark Textures

Created three different procedural tree bark textures in Substance Designer. Each one explores a unique shape: long chunks, blocky chunks, and vertical cells. My favorite  one is third one with moss in the bark gaps.

Here is a compilation of short videos showcasing these textures, which I uploaded on LinkedIn and Instagram and received great feedback

Forest Scene

I’ve always wanted to create an environment scene to test my skills. Initially, I considered various ideas, such as a sci-fi setting or an abandoned factory. Ultimately, I chose to create a forest scene. Why a forest? Because it provided an opportunity to learn how to create vegetation and plants for games, develop an organic world, and master a new software called SpeedTree. This project was incredibly enjoyable and educational, allowing me to gain valuable experience in creating game foliage, plants, and trees.

I divided the project into several parts, focusing on creating different elements: a hero asset tree, large and small ferns, herbs, small plants, clovers, and dried leaves.

Once all the assets are created, I import them into Unreal Engine. Then, I proceed to set up the landscape, place all my assets, add materials, and finally, apply lighting to bring the scene to life.

All the screenshots are real time render in unreal engine 5.4.

Here is some sculpting work that is done in Zbrush.

My Thoughts

I am very glad that i participated in this contest. The journey from product modeling all the way to creating a complete environment scene has been incredibly enjoyable and educational. The learning process has been immense, and I'm constantly striving to improve.

I believe every artist should participate in this contest to showcase their work.

Thank you


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