Thursday 13 November 2014

UE4 Grass Demo

Little video showing off the grass I made for my last project. Couldn't record without that lag, though.


Tuesday 11 November 2014

Hand Painted Practice

Did a little hand painted thingo ~

Sketchfab Link:

https://sketchfab.com/models/08ec216d99b54903a02bf2411b8cf297


Monday 3 November 2014

Vegetation Optimization, Lodding

Lately I've kind of done a 180 on my scene, and have been working hard to get my vegetation to not half the framerate (and I've nearly succeeded!).

Here are some images of how I'm doing the lodding:



I wanted to make the grass thicker as you moved closer to it, so I added a second layer that only appears when close to the camera,

The shader is set up so as to fade out the vegetation as you move away from the object, until the culling distance kicks in.

Video demonstrating this:



Tuesday 14 October 2014

Environment Personal Project Update

Lately I've been working a full time job at Dreamgate Studios, and it's great having a job in the industry as a junior (well, I suppose you could call this more of a soft launch of my career), but I've felt that my 3d skills have been lacking, so here's an update of the environment that I've been working on. I kinda scrapped the last Idea, then started again. Progress has been slow, as it is when you can only work at nights and on weekends, but it's starting to pick up just as my internship/junior position winds down. It's becoming more and more important, as my job is likely to end at the end of the year.






As fun as it's been, I've started to notice my texturing skills are really lacking, thinking of maybe doing some stylized hand painted stuff on a Sunday arfternoon. I've been using dDo to make my PBR bases, but you still need a fair amount of texturing ability to make something look good.




Tuesday 9 September 2014

Fantasy Environment Blockout

Some recent block outs in UE4, not sold on the layout yet:





Fantasy Enviroment - Personal Work

I've started making a little fantasy environment to bulk up my portfolio. I've done a little concepting, but most of the concepts come from other people's concepts. Here are some of the concepts I've done (based off of a 3D block out I did).




Light in the Dark Cover Work

Here's a couple of pieces I did for the upcoming iOS, Android and Windows phone game "Light in the Dark". This is background work for a sell sheet (back when we were concepting the game), but some of it might find it's way in to the menu background art.



Here are the actual sell sheets, I only did the art for them, they were assembled by my coworker Adam Newman (http://adamnewmanart.blogspot.com.au/).




Monday 23 June 2014

Light The Dark Concept Work


Recently I scored an internship at Dreamgate Studios (located in Canberra), making a content pack with a bunch of other interns for their game Light In The Dark. The internship takes over from my AIE course, so I (and the other interns) still have to fulfill all of the requirements from the course. 

It's been my first time working predominantly in 2D, which is kinda scary, but I feel I'm starting to pick up the art style, but it could be closer to their art style by lowering the frequency of what I've got, as there's a lot of extra noise that doesn't quite fit in with the detail level of their game.

Apart from that, plotting out the content pack [in terms of art direction and game mechanics], and learning Unity's texture 2D system has been kinda fun, as well as learning to work with programmers in a more professional capacity. Learning limitations of the engine and Unity's 2D system, and when and what people can actually do (especially myself) will be interesting in the following weeks.

Here are some of the concepts for our 'Ice' environment:





Monday 7 April 2014

Overgrown Ruins: Team enviroment


Environment assignment! 

This was made with 2 other people over the course of 8ish weeks, made in Unreal Engine 4. We switched about 6 weeks in, about as soon as the engine came out, immediately jumped ship. 

So the idea started off as an overgrown manor house that had slided down a hill, and had rocks and cliff faces forcing their way through the structure over time, as well as having a rain forest kinda thing grow over it.


We started off by gathering reference and developing concepts and grey boxes, and after that developing an idea of all of the assets that would be needed, who would make them, and the assignments that each one of us would have to undertake and understand. I focused on foliage. I was also to assemble the scene in (at the time) UDK, which I then later did in UE4. We used Trello to organize and distribute work.

I was responsible for the foliage, a fair bit of architecture (the mural at the back, stairs, railing) and the rocks and cliff faces forcing their way through the structure, as well as putting the scene together in UE4 and lighting the scene.

Reference collage:



Concepts and grey boxes:




These are some full scene renders with everyone else's work:







...and some shots with only my work (Other's shaders are grayed out):







A wire frame capture of the scene:


As you can see, the foliage adds the most poly's of anything else, surprisingly though it didn't effect the frame rate noticeably

Some in game renders of just my stuff:




Texture Breakdowns:



Overall I'm pretty happy with the result, although I feel we could have done better. I should have spent more time studying and practicing 3D foliage, and maybe have spent more time on the textures and in the shader editor. I would have loved to have a very light particle fog just over the water, but we didn't have time, and hadn't learnt the particle editing system. Some volumes for the light shafts would've been amazing around the tree.

Massive thanks to  Adam Newman (http://adamnewmanart.blogspot.com.au/) and Rhys Smith (http://rhys3d.blogspot.com.au/), they worked really hard to get this done.