Tidal Basin base - The Division 2 Fan art
A real-time environment piece rendered in Unreal Engine 4. Inspired by Tony Tran's concept art. I created this as the capstone project at the Game Art Insitute.
I created this as the capstone project at the Game Art Insitute. The large structural assets were made in a modular fashion for future reusability. During this project, I had the chance to experiment with Houdini and Substance Alchemist. Some of the background assets are from Quixel Megascas and the Unreal Engine Market place.
A huge thanks to:
Ryan Kingslien & Henry Kelly
Breakdown
I created these boxes in Houdini. This was my first attempt with procedural modelling but I wanted to make a box generator that has the following features:
-Adjustable parameters for variation generation
-High and low poly generation for baking
-ID map for easier texturing
The user can adjust multiple parameters on the generator and the outcome is ready to use. Combining this with a procedural/smart material great amount of variation can be generated in a short time.
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