An sci fi environment made to work in unreal engine 4. (4.15). My pipeline involved low to high poly modelling in Maya with modular methodologies. Texturing and baking of normals was all done in Substance Painter and finally rendering, lighting and composition all in Unreal Engine. Very pleased with the ease of this pipeline with minimal need to go back and forth.
A bio mechanical real time environment composed in unreal engine 4. Images supplied have no additional post processing out side of Unreal Engine. Two variations of lighting. Software used: Zbrush, Substance Painter, Maya and Unreal Engine.
As a part of University group project in first year (2014), I was required to design and produce a model of a giant Tree entity “Elohim”. Which would act as the game, Phanta Rhei’s, core environment asset as the player would progressively wind their way up, passing platform puzzles and enemies.
“Elohim” needed to appear as menacing and ominous as possible to merge with the our story. It needed to give the impression that decades worth of blood sacrifices had occurred at the base of “Elohim”, saturating the pure white oak, staining his leaves Crimson and scarlet.
This is a racing arcade game I'm developing for SouthRidge Auto Art prints. It utilities AR and VR and the ability to unlock 3d content of their vehicle via DLC. Please check out the site and the product and let me know what you think. Thanks
This is another third year project from university, where the aim was to create a 3D printable object.
I took this a step further and created a ball jointed doll version of one of my video game characters, Mistress Arachnia from 'Vanity'.