I started this project while taking a course through CG Masters Academy (CGMA) taught by Clinton Crumpler. The course was focused on modular design. Most of the large props are designed as a modular set that can snap together with ease.
I used a texel density of 2K texture map per 4x4 meter plane of surface area. I used the vertex paint function and pixel depth offset function to have increased variety and unique attributes to my tiling textures.
I used substance painter, substance designer, Photoshop, 3DS Max, Maya, Zbrush, and Marmoset to do my modeling, texturing and baking. The scene is then rendered in Unreal Engine 4.
The Grate Cheesemancer
The Grate Cheesemancer is a game developed in Unreal Engine 4 that is currently in development. It is a 3rd person puzzle game set in a Victorian influenced stylized world, where the magical substance is cheese. You play as Adam the Grated a cheesemancer apprentice with your master Landaff the Grey. Learning to wield the cheese Adam is unaware of the danger lurking in plague.
I work primarily as an Environment Artist. While working on the project I have learned how to work with other artists, set up art pipelines and develop a environment with level designers.
North Eastern Forest
I worked on this project while taking a course the CG Masters Academy taught by Jeremy Huxley. The primary function of this course was to create vegetation.
I took most of my inspiration from a recent trip to Washington State and Yosemite. I sought to capture the feeling of hiking in Yosemite.
I used Zbrush, 3DS Max, Maya, Xnormal, Substance Painter and Designer, and Photoshop for the modeling, texturing and baking in this project. The project is then rendered in Unreal Engine 4
I had wanted to expand my knowledge of substance designer by trying to set up a graph with adjustable parameters. I started by allowing for changing the bricks overall pattern with a multi switch. After I was happy with the adjustable patterns I expanded to adding control over damage, dirt, water, and lichen/moss effect. I also added the ability to mask the dirt to the cracks in order to allow for quick iteration. I extracted the dirt and moss into their own sub-graphs in order to clean up my already busy graph.
Stylized Brick Path
I wanted to work on creating stylized tiling textures. The first thing I did was plan out my texture gathering reference for the bricks and style I wanted to emulate (Primarily looking at World of Warcraft's style). I then blockout out my texture in 3ds Max. I then went into Zbrush to sculpt the bricks and metal square. After i finished sculpting I did several Zbrush grabs to get a few base textures. I baked in both Xnormal and Substance Painter and finalized my textures inside of Substance Painter.