I’m working on an independent project on procedural shaders using primarily the Unreal Engine and Substance Designer. My goal is to focus on a natural but slightly surreal small environment.
Here are some work in progress screenshots of the environment currently. I’m still working on the other environment effects and placing more models. The trees were created with Speedtree and the textures are placeholder. The grass I created in Maya, using this method, and I plan to add more variation.
Post process fog effects added. First pass at god rays from the first two thumbnails.
Another camera angle.
A pathway to another area of the map.
A rough block in of the waterfall area.
I’ll update in a week or so with more progress shots.
Some photo reference I took for this project:
Another rig from a class, this video is focused on the face rigging. The model is used with permission from merryproject.com.
This is a rig from a class. The model is copyrighted Gearbox Software and 2K Games.
This is my project for a lighting and rendering class, using Maya and Mental Ray.
The first part of the assignment was 10 different compositions. There ended up being an underlying theme in all of my thumbnails about travel and mystery.
First pass at thumbnails, using key descriptive words.
Thumbnails – Pass 2
Second pass at thumbnails, focusing more on value and mood.
I used paint FX for the trees and foliage, and a color ramp for the fog. The textures were done in substance painter. The wood and cement texture is from cgtextures.com.
I changed the color of the foliage and the colors in the fog. More tweaks to the foliage and trees.
Almost finished. Textures were incomplete and foliage still had some tweaking left.
This is a work in progress character that I made for a class on Zbrush.
The goal was to simulate physics using three methods. I chose: 1) Simulation (created in Maya) baked to joints. 2) Real time physics done with Unreal, and 3) Alembic/geo-caching from Maya).
I also created a version of the pillar using Unreal’s fracture option for the destructible mesh object to test as many pillars as I could simulating in one scene.
I made a set of shaders for one of my older characters in the Unreal Engine.
I also created an animated shader for the substance that is in her crossbow:
This assignment was inspired by Journey.
I used hdr images from this website: http://www.hdrlabs.com/sibl/archive.html
While using just the “texture” as the light source, emit light turned on, and quality set to 2, I get these results:
Using this image that I got from the sIBL Archive:
The same image, but I changed the rotation of the sphere so that a different section of the image is emitting light:
Comparison between the two:
I gave the drop cloth a mia_material_x and some reflectivity so that the sky reflected into it.
with a lighter background and even more reflectivity(I also modified the sky position):
I modified the scene a little so that I could utilize a portal light. I also changed the sky image:
Another sky image and a new color multiplier:
Just an’env’ image:
Rendered without the sky background:
Higher quality render of an earlier image:
Key light only:
Fill light only:
Fill light with a blocker:
Rim light only:
Rim light with a blocker:
The finished image: