Week 15 Final Illustration



(Week 16 Final Illustration)

Final Submission




The final render was created in Maya then changed and updated in Photoshop to create that particle collider final look. I took a lot of inspiration for the tunnel from 2001 Space Odyssey. Below you can see the layout in 3D. 




3D Week 13 Environment Project

(Project OverView


So for this assignment, Marchand Venter and I have decided to team up to create a overall larger piece inspired by alternative future 1980's. Infusing a stylized middle class home setting with an open environment inspired by Castlevania. In this environment we aim to capture the feel of being immersed inside of a freshly bought game, and being melded with the excitement of adventure.

last assignment we had aimed to nail our aesthetic, a fun stylized look with flat colors and the feel of a technologically advanced setting of the eighties. For this environment assignment, when we created the concept for the living room, we wanted things to be rooted inappropriate design and function. In this world, the tech while more advanced did not affect the overall look of the time. While the game system may be able to project an entirely digital world, the design functions are rooted in classic console and projector fabrications.

This will help to contrast the medieval and wartorn feel of Castlevania's world. With large bevels and stylized textures, the world will capture the feel of the old platformer while maintaining the overall fidelity of the piece. We decided to take inspiration from titles such as Firewatch, Fortnite, and the feel of Martin Teichmann's Sunrise.

(Current Progress)



We are currently setting up a schedule and time frame for output of assets.

So far we've scoped at one living room, one player start area, and one canyon shot.

to accomplish this we need to create:

-Tileable textures-
 -Carpet
 -Wood Ceiling
 -Mud
 -Grass
 -Wallpaper
 -Castlewall
 -Pebbles-

-Effects-
 -Bats
 -Fog
 -Wind
 -VR Scan

-Inside Environment-
 -Table
 -Lazyboy
 -Ashtray
 -Couch
 -Fireplace
 -Wood trim ceiling

-Outside Environment-
 -Large craggy rock
 -Medium side slate rock
 -Small rock cluster
 -Dirt mound

-Foliage-
 -Roots
 -Shrubs
 -Forefront trees
 -Background trees
 -Mushrooms

-Landscape-
 -Mountain Range/Canyon
 -Castle
 -Sky sphere
 -Moon
 -Broken down hut
 -Iron Gate
 -Tombstone


(Material Renders







(Substance Designer)




(World Machine)


(Unreal Engine Materials Instinsing)


(UE4 Terrain)


One of our requirements for this project was to incorporate the unreal terrain sculpting workflow into our environments. At first, this seemed to be very finicky and hard to use, but after working with the tool and lowering the sculpting tools intensity I found it easier to manage.




One aspect that I was very much looking forward to learning was how to use the landscape tool to paint different layers of material onto the surface of our environments. While not being the same as vertex painting, they both achieve the same visibility.




(Rock Set)



(Detailed Normals)

A super cool concept I researched for this assignment is the concept of Detailed maps. These can essentially be described as tillable normal and or defuse maps that can be overlayed on top of your baked maps to add variation and detail.



(Substance Designer Foliage)

I really wanted to try and use substance designer as much as possible for this assignment so I could get more familiar with its workflow. I found it really useful in creating the textures for the vegetation. It allowed me to easily change the colors on the fly between different variations of the graphs. 





(Foliage Meshes)

Week 11 Mid Complexity Character


(Project OverView

The goal of this project is to create a hero prop for an upcoming environment project set in an alternative 80s kids tree house. The idea for this guy was to create an alternative gaming control with futuristic VR capabilities that match the aesthetics of the technology at the time. 

(Final Renders





(Gathering Reference And BrainStorming) 

The main inspiration for this project was the Fetch Robotic assistant. However, I wanted to create something that would look and feel like an alternative 1980s retro VR projector game console. My plan is to use this model as a hero prop for my next environment project. Which will be set in an alternative retro 1980s treehouse. 

So to get that feeling I know I needed to get some CRT monitors as the reference along with some old projectors.



(HighPoly Blockout Attempt 01)

This was my first attempt at the high poly block out of this model made using smooth mesh preview in Maya. However, I was not too happy with the projector arm and the lower base section. The big characteristics i am trying to really nail down would be the soft edge blocky plastic look that early game controls were made from. Something similar to consoles like the Supper Nintendo. 






(HighPoly Blockout Attempt 02)

After the second pass through, I was a lot more happy with how the overall design read. After showing it to some peers I got the feedback that I was looking for, in that it read more like an old gaming console. 

The next step was the push the design and complexity further focusing on more secondary shapes such as vents, paneling, and screws. I find it a really helpful to imagine how the shapes would have been manufactured when placing the screws, as well as how the panels would separate and where you might want to add grooves for screwdrivers wedges.  




(Texturing  Base Setup)

The majority of this project was textured in Substance painter. I find it easier to startout creating the master materials and organizing them into layers before starting with the smaller detail like scratches, dirt, glowing objects, and grooves. 



For my base material I started by using this SciFi PVC plasticfound in the standard material folder in Substance painter. I ended up changing multiple elements however, things like the diffuse, and roughness. Then later I would come back and add dirt variations. 




I found this Wood American Cherry on Substance Share, then added a clear coating and removed the damage variations in order to get that plastic vinal wood feel. 



For the black materiel, I created this basic material in substance painter. It is just a black basic fill layer with some roughness, then I added a extra layer of height by plugging in a perlin noise generator.

(Texturing  Project Setup)

To maintain the level of polish and complexity i wanted for this hero prop, I choose to divide the model into 3 texture sets. This requires you export your model from your 3d program (in my case Maya) as one object with multiple materials. This helps substance painter understand that you want each mateial to be its own texture UV set.  More on this topic can be found here.   https://www.youtube.com/watch?v=2NFXuFQYjvo




(Texturing  UVSets Setup)

UVSet 02 - Base Body

UVSet 03 - Arm

UVSet 01 - LowerBody

Breaking the model up like this can, really make it easier to focus on each section  
The final texture model in Substance Painter.

(Final Model Marmoset Render)












(Zbrush High-poly)




(Final Model UE4 Render)