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Alex Bellotti - Environment Art
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Alex Bellotti - Environment Art

Alex Bellotti
by alexbellotti on 1 Jun 2020 for Rookie Awards 2020

This is a collection of environments I have made in the last year at CDW Studios. Last year I figured out that environment art was the aspect of 3D I am most passionate about. So from that point on I have focused my learning on becoming an environment artist.

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Jerome Ave. Banks

This project is a recreation of the famous skate spot, the Jerome Ave. Banks, in The Bronx. The project was the major project for World Building class at CDW. I created this project in UE4, modeled assets in Maya, textured in Substance, created tileable textures in Quixel Mixer utilising the Quixel suite, and created decals in Photoshop. The project is still a work in progress, as I want to complete the whole step street to the same quality level I have taken the first few stair sets to.

Reference

Props and Assets

The two tools I used heavily in this project were vertex painting and decals. I used a variety of my own materials and decals, as well as ones from Quixel Megascans, to break up the tiling and change the look of materials using vertex painting.

Distill

This project is another recreation, this time at the bar Distill. This project was the major project for 3D bootcamp at CDW Studios. Creating this project has made me eager for things to return to normaI as I worked at Distill before the pandemic restrictions kicked in and the bar had to close. This project was created in Maya, and rendered in Arnold as it was a requirement for this project. In this project I played around with creating trim sheets as I know they are utilised in game development. I used substance to texture props, and Quixel Mixer to create unique tiling textures utilising the high quality quixel scans. This project is a work in progress, and going forward I plan to finish the whole room off. This is essentially a vertical slice of the project.

Textures

I experimented with creating my own trim sheet textures in Quixel Mixer to quickly texture the bar top and the floor. These other tileable textures I created in both Substance Painter and Quixel Mixer.

Assets

Reference

Passo Giau

A landscape environment inspired by the Dolomites in Italy. I utilised textures and meshes from the Quixel megascans library as well as foilage and trees from Project Nature to create this environment. This project was focused on using the landscape tools in the Unreal Engine to create an environment.

Sunset Lighting

Assets

Cathedral Subway Station

This was my first project in Unreal Engine where I was responsible for all aspects. This is my Cathedral Subway Station project that was created last year for 3D World Building at CDW Studios. For this project I used Quixel Mixer to create material for tiles, Substance Painter to texture props, and Photoshop to create decals. I have learned a lot from since this project and I have improved since, but it is still special to me as it was my first major World Building project.

Assets

Thanks for having a look at my work! 


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