Role/     Environment Artist, Texture Artist
Type /   Cinematic Environment Art, 2022
Device/    PC
/     Personal Project
Software/ Unreal (Nvidia Caustic Branch), Maya, Substance Designer, Substance Painter, Marvelous Designer, Zbrush, Photoshop, Procreate

Bathtub View - Final Render

Garden Shed is an environmental art project focusing on prop creation and detailed material art. The shed includes one working area, one reading area, and some gardening tools and props. I'm responsible for all aspects except foliage models in the bathtub and planters. Most of the patterns on the stained glass and spice jars are redrawn into layers and designed materials using Substance Painter and Designer.

Working Area - Close-up Shot

Stained Glass Material Pipeline (Substance Designer, Procreate, and Photoshop)
I collected references on Pinterest and redrawn the stained glass into different layers based on their color or pattern. After rearranging the layers, I used the png layers as the starting point in Substance Designer and added random variation and surface detail on individual layers.

Working Area Overview - Final Render

Stained Glass Overview

Change them into color patch layers in Procreate
Change them into color patch layers in Procreate
Substance Designer Pipeline
Substance Designer Pipeline
Stained Glass Reference  from Pinterest
Stained Glass Reference from Pinterest
Procedural Material Art
Some of the materials are completely generated in Substance Designer (including carpet, house finishes, and tiles)​​​​​​​
Carpet Material

Create Various Patterns, Transform Them Individually, and Mirror Them Several Times to Create the Symmetrical Carpet Pattern

Carpet_Original
Carpet_Original
Carpet_Red Variation
Carpet_Red Variation

Carpet Render in Unreal

Peacock Stained Glass

Peacock Stained Glass Render in Substance Designer

Substance Designer Pipeline (Completely Procedural)
Substance Designer Pipeline (Completely Procedural)
House Finishing Materials

Use two layers of materials to simulate glass tiles

Ray-Tracing and Caustic Lighting
In order to render the stained glass, pendant light, and glass tiles refraction, I used Unreal Nvidia caustic branch to render the scene. The caustic reflection supplement the darker area with lighting, and caustic refraction creates caustic light patterns in the entire scene.

Bathtub View Render Breakdown

Zbrush Model
Since the otter statue is the centerpiece of the scene. I made the high-poly model in Zbrush and Retopology in Maya.
Otter (SubstancePainter)
Otter (SubstancePainter)
Otter_with wire frame (SubstancePainter)
Otter_with wire frame (SubstancePainter)
Otter Statue Basecolor Map
Otter Statue Basecolor Map
Other Models
Bathtub
Bathtub
Chandelier
Chandelier
Spider Lily Glass Flower
Spider Lily Glass Flower
Mini Greenhouse Decorations
Mini Greenhouse Decorations

All Assets in the Scene (Maya Modeling)

Marvelous Designer​​​​​​​

Reading Area/ Fabrics - Final Render

I used Marvelous Designer for the simulation of all the fabrics I made, including all the pillows, blankets, and carpets. Layout the UV in Maya and texture details in Substance Designer and Painter.

Simulation Process in Marvelous Designer (Bolster Pillow)

Iteration

Garden Shed References

Environment Iteration Process

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