Role/ Environment Artist, Texture Artist
Type / Cinematic Environment Art, 2023
Device/ PC
/ Personal Project
Software/ Unreal 5, Maya, Substance Designer, Substance Painter, Marvelous Designer, Zbrush, Photoshop, DAZ Studio
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Scene Overview
Stevenson's Tomb is a project focusing on using trim textures and creating sculptures. During the production, I tried to combine the concept of a tomb, church, and museum, designing the architecture with different spatial layers. I create all the assets except the petal decals on the floor.
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Side Overview
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Close-up Tomb Entrance
Trim Sheet and Texturing
My texturing pipeline starts with creating a universal trim height map and several base materials in Substance Designer. Overlay the trim textures in Unreal and use world-aligned materials for base materials to prevent stretching.
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By combining trim sheets and opacity masks, I can not only create architectural finishes but ornaments.
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Modeling and Sculpting Pipeline for Sculptures
All the statues start by creating a pose in DAZ studio, designing garments in Marvelous Designer, Sculpting in ZBrush, and rendering in Unreal.
All Assets
Process View
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