Hello and welcome to my sketchbook!
My name is Dylan Amos and I'm currently a senior studying Computer Animation and Game Development at Chico State University. My main interest lies with environment art, however, I also dabble in many other game development areas such as programming, level design, and FX.
Critiques are welcome!
Replies
PBR Procedural Dirt
PBR Procedural Snow: Jacob Norris's Forest Snow Ground tutorial was a large help in starting this.
A simple grass material I'm currently creating inside of Substance Designer.
I aimed to even out the lighter areas and the darker areas for tiling reasons. I also exposed multiple parameters to change things like color, density, amount, and masking. I consider this simple grass material done.
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Changelog:
Substance Designer
-Updated dirt, grass, and rock textures
-Created master UE4 export node
--Creates three maps [Base Color | Normal | AO/Roughness/Metallic/Height (ARMH)]
UE4
-Added two types of foliage that my friend created
--Testing out subsurface
--Testing out dynamic placement where the grass texture is
--Optimized LOD's
-[Alpha]Added snow buildup/melting mask
-Created a dirt/grass/snow blend inside of master material for the valley
--Added masking variation for the blend
-[Alpha]Added dynamic snow buildup mask for assets
-Optimized terrain LOD's
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Additional Notes:
I've been hard at work optimizing the crap out of the terrain, materials, and foliage. The screenshots below are stable at 60 fps, but that's on a GTX 1080 running a 1440p ultrawide monitor. On a Gtx 970m it's around 30-40 fps. So, not bad overall. Additionally, I'll be creating a blueprint that'll control the snow, foliage amount, and texture quality.
-Implemented dynamic snow [Landscape, Assets, Foliage]
-Adjusted snow mask
Note: For assets, it's masked so snow only builds up on top of them.
-Added trees (Created by Luke Neubaum)
-Added various rocks (Created by Luke Neubaum)
-Added log pile (Created by Luke Neubaum)
-Adjusted optimization of various assets and materials
-[Alpha]Created blizzard particle
-Implemented dynamic scene color changing [Will possibly add seasons]
-Fixed issues with landscape material where the blends looked harsh/blocky
-[Alpha] Created master blueprint to keep track of time, snow buildup/melting, when to activate and deactivate particles.
https://www.youtube.com/watch?v=7yNDFLqDfvc&feature=youtu.be
https://www.youtube.com/watch?v=7ajGAbmU4mc&feature=youtu.be