Base Color / Roughness / World Normal / Material AO / Detail Lighting / Beauty
Substance Designer Materials
Texturing breakdown for large assets. Using Vertex Painting, I also overlay details with a baked normal from the original sculpt, mesh decals, and regular decals. I've also built grunge into the vertex paint setup.
a VERY fast progress video that I kept track of since the beginning using the screenshot tool. Thanks for viewing my post!
I'm proud to present the final project for my Mentorship term at Think Tank Training Centre. The Beekeeper's Hut was created in Unreal Engine 5.4 over a period of 4 months. The goal of this project was to create a real-time game environment capturing the likeness of the concept art THE BEEKEEPER by Jose Ramirez, with permission.
https://www.artstation.com/artwork/2BqJNB
Every asset was created by me except for the Fog Alphas, Birch Bark, Birch Leaf, Ground Dirt, and Ground Grass terrain materials from Fab. The Beekeeper's Hut pushed me to work on many aspects of Environment Art that I had not fully worked on all together until this term. I utilized advanced vertex painting, trim sheets, baked normals, tileable materials, sculpted assets, modular pieces, and decals to build out details and the story of the environment while keeping a game production in mind.
I had the wonderful opportunity to complete my Mentorship with Teodor Ivanov. I'm grateful for his support and feedback over the last couple of months, he really helped me push my project further and refine my artistic eye. I really valued the feedback sessions we had every week!
https://www.artstation.com/teodorr
Huge shoutout and thank you to my girlfriend, family, friends, and classmates who all took interest in this project and encouraged me to keep going, keep pushing forward. Their support meant a lot!