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I worked on a creative team collaborating with a Concept Artist and Creative Director to bring sketches and rough concepts to life. I created high-quality realtime 3D assets for Unreal Engine use, including sculpting, modelling, texturing, SpeedTree work, and Unreal material work; I also did foliage and landscape work in Unreal, set dressing several key locations.
Assets and set pieces
Responsible for: Asset creation, Unreal Engine import and material setup, some design work
Software used: Blender, Substance Painter, ZBrush, Substance Designer, Speedtree, Unreal Engine
Forest and Field Environment
Responsible for: Set dressing
Software: Unreal Engine
Ancient Ruins and Ruined City
Responsible for: Ruined building asset creation, set dressing
Software used: Blender, Substance Painter, Unreal Engine
Volcano Environment
Responsible for: Volcano asset creation, set dressing, landscape sculpting
Software Used: Zbrush, Blender, Substance Painter, Unreal Engine
Foliage Assets
Responsible for: Asset creation (except for individual lily pads), Unreal Engine import and setup, design work on several assets
Software Used: Speedtree, Blender, Substance Designer
Procedural plant materials
Responsible for: Procedural Node setup, some design work
Software Used: Substance Designer